Enroth Rules: Magic: Difference between revisions

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==Spell List Definitions==
==Spell List Definitions==


'''Spell Points''': This is the amount of SP required to cast the spell.  If the spell caster does not have the required SP, the spell will not work, however, any remaining SP will not be lost.  Some spells, as the spell caster becomes more experienced, will decrease in SP.


'''Range''':  The range is the limit of where the spell can originate from.  For example, if the range is 10 yards, the spell can originate at any point from the caster to 10 yards away in any direction the caster is facing.  This point may not be out of sight or hidden behind some object.


[[Category:Enroth]]
[[Category:Enroth]]
[[Category:Rules]]
[[Category:Rules]]

Revision as of 01:14, 6 September 2005

Magic

Magic is plentiful in Enroth. Skills in particular forms of magic are learned from Spell Guilds. There are nine schools of magic, including the four elements of sorcery (Air, Earth, Fire, and Water), the priestly magics (Body, Mind and Spirit), and powerful magics (Spells of Light, High Sorcery). Experts and Masters have the power to conjure greater spells of any magic. Any spellcaster can become an Expert or Master in any magic skill they know.

Air magic tends to be defensive and informational in nature, and include spells of accuracy and flight.

Earth magic is defensive and includes spells the protect, bind, and strengthen.

Fire magic is a good way to burn a bad guy, and also includes spells having to do with speed and pain.

Water magic is equally useful for defense and offense, and concentrates on spells that move or change things.

Spirit magic concentrates on spells of life and death. Live forever, bring back the dead, slow or accelerate aging.

Mind magic charms and confuses.

Body magic cures disease, dissolves poisons, and generally heals and enchants.

Spells of Light include some of the strongest spells in the land. Spells of Light cannot be chosen by beginning characters; it must be learned and mastered during your travels. Only Clerics can learn Spells of Light.

High Sorcery comprises some of the most powerful magic in Enroth. Spell of High Sorcery can have spectacular results, but generally carry a price. High Sorcery cannot be chosen by beginning characters; it must be coveted and invoked during your travels. Only Sorcerers can learn spells of High Sorcery.

Spells

Regaining SP: A spell caster can regain all SP by resting a full 8 hours. A percentage equal to the number of hours rested divided into 8 is multiplied by the amount of SP needed to reach full strength. (e.g. Merlin rests only 4 hours. This divided into 8 equals 50%. If Merlin needed 10 points to reach full, he would get back 5 points.)

Acquisition of spells

All spells, both Clerical and Wizardly, must be purchased one at a time in books. Once a book is studied it becomes blank, but it does not need to be memorized again. The spell is retained permanently and may be cast as often as the caster likes as long as the caster has enough SP. Two or more spellcasters cannot benefit from the same book. Books may be found in treasure or they may sometimes be purchased from Guilds. The higher level spells, the rarer the books. Spells of Light and High Sorcery are the most rare and may be found only in the most difficult dungeons or very hard to find Guilds.

Cumulative Effects of spells

All spells are cumulative with each other, so that spells with a duration can be cast one after the other without canceling other spells already in effect. The result of casting the same spell again while that spell is still in effect, merely restarts the duration of the spell.

Spell List Definitions

Spell Points: This is the amount of SP required to cast the spell. If the spell caster does not have the required SP, the spell will not work, however, any remaining SP will not be lost. Some spells, as the spell caster becomes more experienced, will decrease in SP.

Range: The range is the limit of where the spell can originate from. For example, if the range is 10 yards, the spell can originate at any point from the caster to 10 yards away in any direction the caster is facing. This point may not be out of sight or hidden behind some object.