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dom6:magic [2024/05/06 17:57] fenrir |
dom6:magic [2024/06/28 15:28] (current) fenrir [Indirect Magic] |
<WRAP group> | <WRAP group> |
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**The Elements**\\ | {{:dom6:elements.png?nolink}} **The Elements**\\ |
{{:misc:magic:fire.png|}}[[Fire]] \\ | {{:misc:magic:fire.png|}}[[Fire]] \\ |
{{:misc:magic:air.png|}}[[Air]] \\ | {{:misc:magic:air.png|}}[[Air]] \\ |
{{:misc:magic:earth.png|}}[[Earth]] | {{:misc:magic:earth.png|}}[[Earth]] |
</WRAP><WRAP column quarter> | </WRAP><WRAP column quarter> |
**The Sorceries**\\ | {{:dom6:sorcery.png?nolink}} **The Sorceries**\\ |
{{:misc:magic:astral.png|}}[[Astral]] \\ | {{:misc:magic:astral.png|}}[[Astral]] \\ |
{{:misc:magic:death.png|}}[[Death]] \\ | {{:dom6:death.png|most pages will use the old color, by the way}}[[Death]] \\ |
{{:misc:magic:nature.png|}}[[Nature]] \\ | {{:misc:magic:nature.png|}}[[Nature]] \\ |
{{:misc:magic:glamour.png|}}[[Glamour]] | {{:misc:magic:glamour.png|}}[[Glamour]] |
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* [[Blood Magic]] → Sacrificing slaves to power spells. | * [[Blood Magic]] → Sacrificing slaves to power spells. |
* [[Holy]] → Magic from the understanding and worship of a pretender. Cannot be researched. | * [[Divine Magic]] → Magic from the understanding and worship of a pretender. Cannot be researched. |
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This isn't to say that the eight primary paths are useless for Blood Magic, nor is it to say that Blood and Holy levels are useless for these six schools. Sometimes, spells require both elemental or sorcery paths and Blood or Holy paths. | This isn't to say that the eight primary paths are useless for Blood Magic, nor is it to say that Blood and Holy levels are useless for these six schools. Sometimes, spells require both elemental or sorcery paths and Blood or Holy paths. |
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There are two broad types of spells: "**Combat Magic**", which can be used in battle, and "**Rituals**" that can only be cast in a [[laboratory]]. | There are two broad types of spells: "**Combat Magic**", which can be used in battle, and "**Rituals**" that can only be cast in a [[laboratory]]. |
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| ==== The Rhythm of Spellcasting ==== |
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| Every spell takes time, and concentration, to cast. The typical combat spell (with a "100% **Casting Time**") takes half a combat round to prepare to cast, and then the other half of the combat round to recover or cool down from casting. The exact order of when your mages get their spells out is quite random, though those who spend time repositioning aren't helping their speed. |
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| The preparation stage is when spellcasting can be **interrupted**. This is done by damage; aside from hitting, the interrupter must take off at least a [[hit points|Hit Point]]. The chance of the interruption working is equal to the percentage of max HP the caster lost, plus a flat 25%; this is then halved for [[Combat Caster|Combat Casters]] and the odd [[Mindless]] spellcaster. |
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| [[Innate Spellcaster|Innate Spellcasters]] don't do their preparations in a physical, vulnerable manner, and cannot be interrupted. |
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====Overcasting==== | ====Overcasting==== |
Also note that, in battle, mages **may only expend as many gems at once as their level in that path**. For example, ??Earthquake?? is a {{path>E4}} spell that costs {{gems>3E}}. An ??Oracle of the Ancients?? may have {{path>E4}} (four levels as an earth mage), in which case they can cast the spell, possibly spending the maximum {{gems>4E}} to reduce the Fatigue they accrue. If the Oracle has only {{path>E3}}, however, they cannot cast the spell; they may only spend {{gems>3E}} at once, so they cannot spend a fourth earth gem to close the level gap. | Also note that, in battle, mages **may only expend as many gems at once as their level in that path**. For example, ??Earthquake?? is a {{path>E4}} spell that costs {{gems>3E}}. An ??Oracle of the Ancients?? may have {{path>E4}} (four levels as an earth mage), in which case they can cast the spell, possibly spending the maximum {{gems>4E}} to reduce the Fatigue they accrue. If the Oracle has only {{path>E3}}, however, they cannot cast the spell; they may only spend {{gems>3E}} at once, so they cannot spend a fourth earth gem to close the level gap. |
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| ==== Scales (for Combat Magic) ==== |
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| {{:misc:scales:magic.png?nolink }}{{ :misc:scales:drain.png?nolink}} Combat Magic is **easier to cast** in a land whose [[Scales]] are tipped towards Magic. Each "point" of Magic decreases the **Fatigue** cost for spells by an additive 10%. Likewise, a land tipped towards Drain increases the Fatigue cost by an additive 10% per point. |
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| Magic and Drain Scales also have an effect on Magic Resistance, albeit a small one. A point of Magic **decreases** Magic Resistance by half a point (rounded down), so {{scales>M2}} and {{scales>M3}} lower Magic Resistance by 1, while {{:misc:scales:magic.png?15&nolink}}4 and {{:misc:scales:magic.png?15&nolink}}5 lower Magic Resistance by 2. Likewise, Drain does the opposite; {{scales>D2}} and {{scales>D3}} raise Magic Resistance by 1, while {{:misc:scales:drain.png?15&nolink}}4 and {{:misc:scales:drain.png?15&nolink}}5 raise Magic Resistance by 2. |
=====Casting Rituals===== | =====Casting Rituals===== |
**Rituals** are different from spells in combat. Cast on the strategic map, they are elaborate (for the mages) and time-consuming, taking an entire turn and requiring one or more [[gems]]. They also have to be cast at a [[Laboratory]]. | **Rituals** are different from spells in combat. Cast on the strategic map, they are elaborate (for the mages) and time-consuming, taking an entire turn and requiring one or more [[gems]]. They also have to be cast at a [[Laboratory]]. |
| {{:misc:magic:air.png?nolink}} | Magic (1) | {{:abilities:resist_shock.png?nolink}} [[Shock Resistance]] (5) | {{:abilities:resist_shock.png?nolink}} Shock Resistance (5) | | | {{:misc:magic:air.png?nolink}} | Magic (1) | {{:abilities:resist_shock.png?nolink}} [[Shock Resistance]] (5) | {{:abilities:resist_shock.png?nolink}} Shock Resistance (5) | |
| {{:misc:magic:water.png?nolink}} | Magic (1) | {{:abilities:resist_cold.png?nolink}} [[Cold Resistance]] (5) | {{:abilities:resist_cold.png?nolink}} Cold Resistance (5) | | | {{:misc:magic:water.png?nolink}} | Magic (1) | {{:abilities:resist_cold.png?nolink}} [[Cold Resistance]] (5) | {{:abilities:resist_cold.png?nolink}} Cold Resistance (5) | |
| {{:misc:magic:earth.png?nolink}} | Magic (1) | +3 [[Natural Protection]] | {{:abilities:affliction_resistance.png?nolink}} [[Afflictions|Affliction]] Resistance (1) | | | {{:misc:magic:earth.png?nolink}} | Magic (1) | {{:dom6:stats:prot.png?nolink}} +3 [[Natural Protection]] | {{:abilities:affliction_resistance.png?nolink}} [[Afflictions|Affliction]] [[Affliction Resistance|Resistance]] (1) | |
| {{:misc:magic:astral.png?nolink}} | Magic (2) | 8-o | {{:abilities:twiceborn.png?nolink}} +1 [[Magic Resistance]] | | | {{:misc:magic:astral.png?nolink}} | Magic (2) | 8-o | {{:dom6:stats:mr.png?nolink}} +1 [[Magic Resistance]] | |
| {{:misc:magic:death.png?nolink}} | Undead (5) | {{:abilities:old_age.png?nolink}} Less [[afflictions|deprecation]] from [[Old Age]] | +10 [[Morale]] | | | {{:dom6:death.png?nolink}} | Undead (5) | {{:abilities:old_age.png?nolink}} Less [[afflictions|deprecation]] from [[Old Age]] | {{:dom6:stats:mor.png?nolink}} +10 [[Morale]] | |
| {{:misc:magic:nature.png?nolink}} | Magic (1) | {{:abilities:resist_poison.png?nolink}} [[Poison Resistance]] (5) | {{:abilities:resist_poison.png?nolink}} Poison Resistance (5) | | | {{:misc:magic:nature.png?nolink}} | Magic (1) | {{:abilities:resist_poison.png?nolink}} [[Poison Resistance]] (5) | {{:abilities:resist_poison.png?nolink}} Poison Resistance (5) | |
| {{:misc:magic:glamour.png?nolink}} | Magic (1) | [[False Damage]] Regeneration (1/round) | {{:abilities:true_sight.png?32&nolink}} [[True Sight]] | | | {{:misc:magic:glamour.png?nolink}} | Magic (1) | [[False Damage]] Regeneration (1/round) | {{:abilities:true_sight.png?32&nolink}} [[True Sight]] | |
| {{:misc:magic:blood.png?nolink}} | Magic (1), Undead (1) | {{:abilities:profuse_bleeding.png?nolink}} +5 [[Hit Points]] | {{:abilities:profuse_bleeding.png?nolink}} +5 Hit Points | | | {{:misc:magic:blood.png?nolink}} | Magic (1), Undead (1) | {{:dom6:stats:hp.png?nolink}} +5 [[Hit Points]] | {{:dom6:stats:hp.png?nolink}} +5 Hit Points | |
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{{:abilities:supply_bonus.png?nolink}} On top of the above, **Nature** mages generate 10 units of [[Supplies]] times their skill level. | {{:abilities:supply_bonus.png?nolink}} On top of the above, **Nature** mages generate 10 units of [[Supplies]] times their skill level. |