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settings:habisfern:magic [2013/11/19 19:59] samsettings:habisfern:magic [2015/04/19 17:20] (current) sam
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 ====== Magic in Habisfern ====== ====== Magic in Habisfern ======
  
-Six mysteries: EarthWaterSpiritAir, Fire and Iron.+There are two broad types of magic in //Habisfern// - [[rune magic]] and [[book magic]]. The former is common in the sub-continent of //Euressa// where the campaign is setwhilst the latter is more common in the southern nations of the //Old World//. For this reasonRune Magic is the one that is being detailed firstthough both share a number of characteristics.
  
-===== Standard Abilities =====+===== Formulaic Magic =====
  
-==== Earth ====+All magic in this setting is based around the idea of fixed spells that can be learnt and then used as often as necessary, possibly causing fatigue depending on your level of skill and the power of the spell being cast. A spell can be boosted to make it more powerful when cast - so a spell with a short range can be cast with a longer range if you have sufficient skill.
  
-=== Summon Earth Elemental ===+This allows some degree of flexibility, whilst keeping possible effects within a known set of spells.
  
-Summon elf (plantor goblin (earth) elementals.+Rune and Book magic allow boosting is slightly different ways. Because there are only a finite number of runes (they were taught to humanity by the godsthere is little chance of overlap between these spells, so a 'low level' rune can be boosted to be as effective as a 'high level' rune.
  
-=== Fertility Rites === +Book spells are invented by human wizards, and new ones are being invented all the timeLower level spells are easier to cast, but don't scale as well as higher level spellsThis is basically a simplified version of the magic system in my [[http://www.glendale.org.uk/myths/index|Myths RPG]]. A low level 'fire bolt' spell may have a range and damage that is hard to increasewhilst a high level 'fire bolt' might increase twice as quickly.
- +
-Increases/Reduces the fertility of the land in an area around the wizardFertility of land ranges from 0 (barren desert) to 5 (lush jungle)Most of Weidany is 3. +
- +
-  10 A small plot (1m^3)Increase fertility by 1 level, reduce by 2 levels. +
-  20 A small garden (10m^3). +
-  30 large garden (100m^3). +
-  40 A hectare (100m x 100m). +
-  50 A large field (1km x 1km). +
-  60 One hex (5km diameter area) +
-  +10 +5km radius +
- +
-The magic lasts for one dayso must be recast every day for long term effect. +
- +
-==== Water ==== +
- +
-=== Summon Water Elemental === +
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-==== Spirit ==== +
- +
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-==== Air ==== +
- +
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-==== Fire ==== +
- +
- +
- +
-==== Metal ====+
  
 +===== Sanity =====
  
 +Sanity is an important part of both magic systems. Learning magic can be hard, but it can be made easier by taking shortcuts that can leave a wizard damaged. Risk of sanity loss is always a choice - if you don't want to take the risks then you don't have to. But the rewards can be very tempting.
settings/habisfern/magic.1384891155.txt.gz · Last modified: 2015/02/04 22:40 (external edit)

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