Magic Overview

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Capacity

A character's Capacity is essentially his magical battery. It limits how much power can be channelled over the course of a day.

By default, a character's Capacity is equal to endurance * 1/2 spellcasting ability (default Intuition).

Capacity is only spent when a spell is cast that is difficult for the caster.

Capacity is recharged whenever a character gets more than 6 hours of sleep.

Overspending Capacity

A character can spend as much capacity as he or she wants, but if you spend more capacity than you have there are consequences. For every point spent over your total, you take 4 points of damage. You may continue casting even when you have no capacity left, but you take a -2 to spellcasting checks and the same damage rules as above apply.


Casting Spells

Blah

Magical Advancement

The magical disciplines (see below) are like skills - they are advanced in the same way.

Any player may take ranks in magical disciplines...

Intuition

The Default. Until a player otherwise specifies, all their magic is Intuition-based. Characters who use Intuition are called Mages.

Mages are people who have a natural understanding of how one or more branches of magic work. They are the core of magic -


Intellect

Casters that use Intellect are called Wizards.

Wizards have had extensive schooling or have done research themselves on the subject of how magical forces interact, and have a strong understanding of magical theory. Most are trained by schools, of which there are many.

The main benefit of being a wizard is that spells can be prepared beforehand. By figuring out the theory, working out equations, and writing down basic notes, the Wizard can hold a spell in memory and not risk overdrawing himself when the time comes to cast it.

A wizard may spend 1 hour a day preparing spells. He may design any spell which he would be able to cast with a roll of 15. Up to twice his intelligence in such spells may be held at a single time. When a spell is cast, it is used up, so it is sometimes useful to prepare copies of spells.

Because Wizards are used to taking the safe route, however, and are not used to channeling raw energy unstudied, when they overdraw Capacity they take 8 damage per point overdrawn instead of 4.

Will

Adepts

Charisma

Sorcerers

Magic Disciplines