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magic

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Magic are rituals, large & small, which people can perform to tap into their mana pool and produce various effects. These effects vary wildly, and spells are generally available for use once learned with some very niche exceptions. Unlike skills, spells cannot be passive.

Magic can be learned and performed by all, so long as they have the knowledge to do so and a medium through which they can channel it. Mediums can be anything, including one's own voice or hands; though some mediums are made specifically to magnify magical effects, such as wands and staves. Some might also require specific components, or can be altered with the user's choice of medium or component use.

Learning new magic is done by being taught by someone else who already knows it or, rarely, can be found in dungeon scrolls. Improving the level of magic is done through enough practice, but is limited by the MP of the caster. With each higher level cast, the MP cost is increased greatly. A caster can use a lesser version of any spell they know for a reduced MP cost. Spells tend to change their effects with each level, be it simply stronger or gaining a new aspect to the spell.

Typically the effectiveness of magic will depend on the caster's MAG stat versus the target's RES stat (unless the target is willing). MP naturally regenerates over time. A short or long rest will increase the speed of this. When exposed to the night sky or the moon, spells have a slight chance of having zero MP cost.

Known Spells

  • Breeze Lv 1 - 3MP. Makes a small breeze.
  • Detect Life Lv 1 - 4MP. Able to detect life within 10ft of the caster for up to 10 minutes.
  • Invigoration Lv 1 - 2MP. Restore endurance from an exhausted state. Self-Cast only.
  • Refresh Lv 1 - 4MP. The weakest healing spell. Stops bleeding and reduces fatigue. 1HP recovered.

MP cost is determined by the level of the spell, the area of effect, and the distance it must travel.

magic.1776897784.txt.gz · Last modified: by moody

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