Magic System

 Magic has many ways to be performed, acted, etc. There are a bunch of rules set in place to restrict magic from being overpowered.

Channeling

When channeling you need a specific casting point, hands, feet, etc. It must be from your physical body or from an item you're holding to help channel. The magic leaves your body and through the item you cast from. Some spells require multiple casting points, other spells are used from one casting point.

The less casting points required the less powerful the spell, however spells that require multiple casting points or even movement involved you have it where it's more powerful/ more effective.

When using multiple channeling points for a spell when it requires 1 you get a +1 advantage for each additional casting point you use; however any casting point that is interrupted you get a +1 disadvantage instead.

Elemental Channeling; when using an item that is of the same elemental type you're casting such as using a torch when casting a fire spell you gain a +1 advantage, when casting a ice spell when using a torch as the channeling tool you get a +1 disadvantage.

Grappled points; if someone grapples your channeling points then you're unable to cast the spell until they un-grappled your channeled magic points.

MF (Mental Fortitude)

Any casting of a spell that requires MF has a certain amount of MF for a given spell they need to maintain; a caster with higher MF the harder it is to cause that caster to break their focus. Each roll a check against your MF will increase the chance of breaking the casting of the spell.

Damage from attacks also reduce MF. The MF is applied for the given spell; meaning you go back to full for a different spell unless other affects are applied to you.

Pain also drops your MF. The more powerful the spell; the more likely MF is required.

Your MF doesn't reset per cast if you burned MF to cast a spell in the first place. Which is a spell's base MD (mental drain). It'll reset on the next combat round. If your MF drops below 0 it's your normal restored MF amount + current MF.

Example; current restore amount is normally 5 + -4 = 1 current MF.

If your MF hits 0 you get headaches. If it reaches -5 or lower you knocked out. If it hits -10 you die.

Headaches give you a +1 disadvantage to casting anything using MF.

Movement

Spells that require movement cannot be interrupted for the spell, otherwise it'll backfire. You can perform a fate roll + performance to save the spell, these kind of spells taking up movement actions such as dancing are less required for channeling through a specific point and more of going through the creature.

Spells that don't require concertation or movement you can cast while doing your movement action. This includes the fact if another thing moves you, as long as it doesn't break your concertation, movement and or channeling points, you can successfully cast the spell.

Casting action

A casting action is defined as any action and or reaction that helps, self action and or defensive measure in terms of casting.

Note that doesn't include a spell itself but helping in terms of casting, potion crafting, etc. For a given action.

Casting cooldown

You can't keep casting spell after spell; you have a casting cooldown, the more powerful the spells the more strain put on you. When trying to cast two powerful spells at once above a LV 1 spell you require a +2 difficultly to overcome to your fate roll.

You cannot cast above the spell amount of above double your wisdom modifier.

Support casting

You can perform a support cast, meaning you can use your own casting points to help channel the spell even if you don't know the spell, effectively acting as a helper, due note this drops your armor class to half when doing this until it's your turn again unless you haven't performed a casting based action.

When within range of the spell for casting points for "helping" when the other creature, you can cause a spell to miss fire by forcing your way into the casting action of said spell. This would be a magical affect of touching a spell with your own magic, doesn't have to be the same spell slot of spell usage to cause a miss fire, however counts towards your casting action.

With support casting you can help take some MD off of the MF.

Note a spell doesn't take both spell stress and MF; only one or the other.

Spell grapple

When a spell is cast if in a projectile form you can have a caster with a spell slot to use to catch the spell, said spell; if less than the spell slot being catcher for use then that gives you a +1 disadvantage for the difference between the two casting levels, if it's above then it's a +1 advantage.

In order to re-direct the spell you must use a reaction or action to do so. When using an item of the same element type as the spell to do so you get a +1 advantage then.

Casting Range

If trying to hit a target outside of the casting range of the spell you deal halve the effect of said spell; in order to successfully keep the spell fully powered when going outside it's full range you must roll twice the DC of the said spell you're casting. If the spell isn't using DC then you must roll for DC for said spell.

Contact spells

Contact spells such as magic that requires, punches, kicks, etc. Those spells use strength instead of intelligence or wisdom. The spell must be an action you'd otherwise do physical such as punching, kicking, jumping, etc.

Casting forms

Casting physical forms come in these ways; gas, projectile, explosion/ plasma, solid and or liquid.

These are the cast types for said spells; contact, beam, construct and or mental.

Contact relies on physical, beam relies on a steady stream of energy hitting targets which becomes weaker the further it needs to travel/ the more targets it hits with it halving in power each target it hits and mental hits a target dealing non-lethal damage.

For mental the target has to be within sight/ where you can see them; mental requires a creature target or an area you can mentally target. This means areas/ spots that drive you insane like a nightmare affect or affect the mental in any negative way can and will cause you to not be able to cast on that area.

Chain Caster

You can chain the spells you're casting so long as you have the casting time to do so; one spell feeding into another spell. This could be another caster or your own spells; chaining a low LV spell into a high level spell charges the spell giving it a Bonus Dice of D6 for each spell LV higher being chained.

You can change cast with other ally spells as well so if your turn ends and an ally turn begins your spell boost into their spell.

Power Control

You can bring down the effects/ bonuses of your spell. De-powering a spell such as bringing down a spell from rolling a D6 to a D4 brings down the stress of the spell by 2. You can even bring down a spell's power = to your wisdom modifier that you're casting in order to bring down said spell stress and overall power.

More powerful magic is easier to detect, less powerful magic is harder to detect.

Spell Overlap

If two or more of the same spells are cast on the same target the one with the higher bonuses only take into affect, however the weaker spell cast on the target is paused until the stronger spell is gone. 

Note the overlap spell can be sacrificed by the original caster to benefit the other spell with the chain caster affect.

Magic stress

If a spell hits you it adds magic stress. The caster can decrease the magic stress on a target.

You may sacrifice a spell for the day to lower magic stress, for every spell LV +1 you reduce magic stress.

As a reaction or an action you may apply it to a creature within casting range instead.

Clashing casting - as a defensive or reaction you can use one of your spell slots to clash with another spell that's being slung at you. That being said counter spell is now an illegal spell in this game. When having clashing cast the two roll against + the LV of the spell + 1. You can burn an additional spell slot to overwhelm the target, only one additional spell slot however.

When failing a clashing cast you gain the spell stress from the other caster, when you succeed the spell stress from your cast in the clash goes onto the other caster instead.

When a spell that's clashing depending on the element type.

Ice clash against fire; fire gains a +1 advantage, ice has a +1 disadvantage.

Ice clash against water; ice has a +1 advantage, water has a +1 disadvantage.

Fire against water; fire has a +1 disadvantage, water has a +1 advantage.

Lightning against fire; neutral

Lightning against water; lightning has a +1 advantage, water has a +1 disadvantage

Lightning against ice; lightning has a +1 disadvantage

Wind against fire; fire has a +1 advantage

Wind against ice; ice has a +1 advantage

Wind against water; wind has a +1 advantage

Wind against lightning; neutral

Magic item attunement - the more powerful the magic item the longer it takes to attune; it takes 12 seconds on the low end for magic items but takes an hour for the higher end of magic items.

Restoration shock - having half or more your HP healed in one go puts you in shock if you fail your willpower save throw. If failed you'll be in shock for one combat round screaming in pain putting you at a +2 disadvantage for stealth.

Comments

Popular posts from this blog

Cantrips

Spirit Energy

Witch Fighter