A unique RPG, with many different and new ideas based off of more traditional roleplaying games, such as D&D. Start your own adventure in a world where each person has magical abilities and talents, and a strange written language known as Runes are found.
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 Magic Rules

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The First Seer
The First Seer

Posts : 667
Glory : 12
Join date : 2015-01-03
Age : 22

PostSubject: Magic Rules   Sat Jun 10, 2017 8:55 pm

Every character can use magic, if they so choose. In the Lore section, there are descriptions of magic, therefore, this section will only cover the mechanics of magic.

Every character has, at any point, 10 “Devotion” points. No one can gain devotion points, and no one can lose them. How you distribute these devotion points will determine what magic you can use.
Upon creating your character, you will choose up to 3 classes (no more than 3), in any category or categories (Fighter, Scholar, Zealot), and then you will assign each of these classes a certain amount of your 10 devotion points. You can choose to only have 1 class, and give it 10 devotion, or you can choose 2 or 3 classes. The devotion points do not have to be distributed evenly. These devotion points show how much your character aligns with a certain class, so choose wisely.
Once devotion points are assigned at creation, you cannot change them whenever you wish. Instead, to change devotion points, your character must go through some sort of development. This is because, as per the lore, we do not choose what magic we can use. Magic comes to us based on how we act. Therefore, if your character changes, then your devotion points can change as well.
Certain spells will require you to have a certain amount of devotion in its specific class in order to use, however, other spells may only have a certain amount of devotion in its certain category. This means that if you have 6 devotion in one class in the category of fighter, and 4 devotion in another class that is also in the category of fighter, your fighter devotion is 10, even though the individual class devotion is 6 and 4.
Some spells will be active spells, meaning that they require stamina to use. Other spells may be passive spells, meaning that they are always in effect, and do not use stamina.
Before a spell can be used, it must be learnt. Every spell will have a certain word count required to learn it, meaning that your character must spend that many words in a topic practicing or training that spell before it can be used. All spells take up a certain amount of memory slots to lean. Some spells may have a very high devotion requirement, but a low memory cost, while others can be the other way around, or high on both ends, or even low for both.
Many spells will have a precision requirement to learn, and some spells may have other attribute requirements. There are also spells that can be useful outside of combat, or spells that are useful both in and out.

It should be noted that some lands, and some people feel differently about magic, or certain magic classes. In the West, healing magic is praised, but magic such as shapeshifting or less visually pleasant can be seen as evil. Certain NPC’s or other players may also treat one differently based upon their magic class, as one’s magic is a representation of who they are.
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