User Tools

Site Tools


settings:habisfern:magic

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
settings:habisfern:magic [2015/02/04 22:40]
127.0.0.1 external edit
settings:habisfern:magic [2015/04/19 17:20] (current)
sam
Line 1: Line 1:
 ====== Magic in Habisfern ====== ====== Magic in Habisfern ======
  
-There are two broad types of magic[[rune magic]] and [[book magic]].+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 set, whilst the latter is more common in the southern nations of the //Old World//. For this reason, Rune Magic is the one that is being detailed first, though both share a number of characteristics.
  
-Six mysteries: Earth, Water, Spirit, Air, Fire and Iron.+===== Formulaic Magic =====
  
-There is also the seventh mystery ​of Neutralityor World.+All magic in this setting ​is based around ​the idea of fixed spells that can be learnt and then used as often as necessarypossibly 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.
  
-===== Standard Abilities =====+This allows some degree of flexibility,​ whilst keeping possible effects within a known set of spells.
  
-==== Earth ====+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 gods) there 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.
  
-=== Summon Earth Elemental === +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.
- +
-Summon elf (plant) or goblin (earth) elementals. +
- +
-=== Fertility Rites === +
- +
-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 === +
- +
- +
- +
-==== Spirit ==== +
- +
- +
-==== Air ==== +
- +
- +
-==== 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.txt · Last modified: 2015/04/19 17:20 by sam