Magic Mechanics

Creating your own spells

What can I do with my spells?

When you make your spells, what you can do is entirely freeform, however there are some limits:

  • The ONLY damage dice you can use is your d8. You cannot warp the damage dice as you please.

  • Healing spells function on the d4 healing dice only.

  • Spells may only have ONE effect. (If it deals DOT, it can only deal DOT, if it freezes someone in place, it cannot also deal damage in the same turn, etc.)

  • DOT can ONLY function how DOT should (see below)

  • None of your abilities should be game changing or world breaking. They should be kept within a sensible limit that best represents your character and their level (you can develop them as they progress as a citizen of the world.)

Where do I put my spells?

Spells can be placed anywhere you wish to on the sheet, but it's recommended you detail them in your magical profile. The details on your spells should include:

  • How it looks

  • How it feels

  • What effects it has

  • What magic type it's connected to

You do NOT have to place the dice you're using in the description of your spells, but you can if you wish to.

What about non combative spells?

Spells which are being made for non combative reasons (these will be referred to as Free Abilities) should still be listed for the purpose of reviewing, however should be specified as a non combative spell. If you make a spell non combative, you cannot convert it into a non combative and then back again - if you apply it as such, you're expected to uphold that.

Non combative spells have the same guidelines as regular spells (see the top section)

Are spells and abilities the same?

By server definition. spells and biological or mechano abilities come under the same categorisation, however they are not the same. Biological abilities are usually set in stone and are the preset abilities of that species which all individuals of said species have access too (For example, the abilities listed at the bottom of the biological document for Scorchers), while magical abilities are abilities different to each individual.

The difference between LINGERING and IMMEDIATE spells

IMMEDIATE spells are spells which have an immediate effect, with no DOT or HOT. These rely solely on your damage dice for that turn, rather than any turn limit, but they can only last for a single turn. This is useful for simple one hit offensive spells.

LINGERING spells are spells which have a lasting effect over multiple turns, can be based on either JUST TPR, or DOT/HOT. DOT/HOT uses TPR to represent how long those damaging effects will last (see the TPR and DOT/HOT widgets below.)

TPR (Turns per rank)

Every server rankup (see Progression) your character gains +2 TPR. This is the amount of turns a lingering effect can last. See the table below to get a grip of how many turns one of your lingering spells or your DOT/HOT spells can last.

Your TPR is the HIGHEST limit of turns that your spell can last, however it ISN'T the number you have to use. You can make it last any amount of terms beneath that number cap.

DOT/HOT

DOT/HOT is the measurement of Damage over time and Healing over time, damage and healing which is done over multiple turns. This requires specialised spells made specifically for DOT/HOT to do, and uses the following rolls:

DOT

  • First, roll your hit check

  • If you land a hit, roll a d8 for initial damage dealt THAT turn

  • Roll a second d8 for DOT which will begin next turn, and last however many turns your DOT lasts for that specific spell (based off of TPR)

  • At the end of the TPR, your target will stop receiving DOT from this attack

  • If there are multiple targets present, you cannot attack the target that you've just applied DOT to UNTIL your DOT runs out. In a one on one spar, this is based on player preference.

HOT

  • Unlike DOT, HOT does NOT require a hit check as it is only being used on an ally.

  • Roll your d4 for initial healing dealt THAT turn

  • Roll a second d4 for HOT which will begin the next turn, and last however many turns your HOT lasts for that specific spell (based off of TPR)

  • At the end of the TPR, your target will stop receiving your HOT

  • Unlike DOT, you can still cast healing and buffing spells (refer to buffs and debuffs) on your target while the HOT is active.

Buffs and Debuffs

Buffing and debuffing spells are some extremely volatile spells which can be both useful and not so useful against yourself and your targets. To use these, it uses the same logic as TPR.

However much TPR you have is also how much your buff or debuff can increase or decrease a certain stat for a certain amount of turns, for example:

A buffing spell which increases yours or a targets' HP. At beginner rank, you can increase their HP by 4 for 4 turns.

All buffing spells follow TPR and CANNOT last an indefinite number of turns. It can only last an indefinite number of turns if you obtain a weapon or trinket which allows such a thing to happen.