Post by Nayru Al-Saiduq on Jun 1, 2017 15:19:10 GMT -6
OverviewMagic on Way of the Warrior works a bit differently than it does in the games. Rather than a progression of ever more powerful tomes limited by uses, here each tome is unique and is useful forever, especially with upgrades, while stronger uses of that magic require more energy from the caster in turn. Magic usage is also based more on a mix of the tome and the user's creativity rather than a single 'canon' animations. Finally, it is split into three major divisions, Beginner, Basic, and Advanced, and two sub-divisions of Advanced for future growth, and the long-range tomes from the games have their own classification. First things first, let's summarize some of the basics of magic before moving to its combat use and then individual schools of magic.
- All magic has a cost. Every tome, every school of magic, is fueled primarily or entirely by the magus. What you want to call that spiritual energy is up to you; mana, spirit, prana, chi, chakra, etc. are all fine, though the typical term used throughout Elibe is generally 'mana' or even just 'magic.' If you keep casting your strongest magic over and over without pause, you will run out of juice and be left defenseless.
- Each school of magic has an additional unique cost. Magic is a powerful phenomenon that shapes the user even as they shape it, and controlling that force costs more than just magic. More details can be found in each school's writeups, but to oversimplify it, Anima magic has a range of diverse but subtle effects, Nether magic draws on emotion, Light magic exhausts the user's will, and Staff magic drains the user's body. This is more of a roleplay opportunity than a true mechanical system, to be clear, and the details are generally left up to the player.
- Buying a tome, regardless of post count and class, does not instantly give you power to full power Advanced magic. Even a 1000 post Archsage who has never touched Thoron or Thani before will still need some practice and experimentation to move from the basics of that tome to its Advanced abilities and beyond.
- The magic triangle is heavily muted here - Light does not innately defeat Dark, but Light magics are typically faster casting and moving than Dark magic, so it could still be said that Light "beats" Dark to a degree - but in practice it will depend wholly on the roleplayers. Similarly, different Anima tomes have different matchups with Light and Dark magic, but the versatility and power generally exhibited by most Anima tomes arguably gives them a minor advantage over Light's quick but not especially hard hitting tomes. However, again - individual combat styles, cast times, different tomes, player skill, combat experience, and (situationally) Mastery/Supremacy abilities can all turn the tide.
- The exact range of magic varies heavily by tome and individual combat style, but as a rule of thumb most Beginner magic will peter out around 10-20 meters, Basic magic is usable to 20-30 meters, and Advanced magic can be reasonably targeted out to around 50 meters. Super-tier magic like Bolting and Purge can be used within eyesight, though needless to say accuracy is far better against things close enough to judge more accurately.
Now, by this point you may very well be wondering what the hell some of those terms are. Since we have a better understanding of the basics of magic, let's go into combat utility and the different levels of combat magic!
- Beginner magic covers Flux, Light, and Trinity tomes. This level of magic is exclusively limited to single-target spells that can deal moderate damage to the human body, and is capable of inflicting lethal damage only with some effort. We're talking small bolts and blasts of fire and light here, not thunderstorms and earthquakes. Promoted classes can cast this level of magic nearly for free but the damage and area don't really scale up much.
- Basic magic is unlocked whenever you purchase a tome, and ups the ante to small area (typically 1-3 targets, or a meter or two of area) as well as inflicting more damage. Direct attacks to unprepared human bodies can very easily cause serious injury or death, and charged up magic can definitely cause small-scale destruction. Many tomes also offer some degree of limited utility at this stage, such as Excalibur offering small wind-jumps, or Ruin restraining opponents physically. Some examples might be: a fireball that explodes in a three-foot radius (Volcanon), a ray of piercing light that can burn through an unarmored foe (Thani), or a large gust of wind that could knock a couple soldiers to the ground (Excalibur).
- Advanced magic is unlocked for purchased tomes when you promote to a tier 2 class like Sage, Druid, or Bishop (typically at 200 posts). At this level of magic, medium to large scale area-effect magic with intense destructive power is possible; while the default is still small areas or a few targets with a fastish cast time, larger scale magic capable of obliterating entire squads of foes or at higher levels even blowing apart houses and similarly sized structures is possible, though this requires a significant amount of concentration and cast time that can be interrupted - high power Advanced magic is NOT fire and forget, it takes time to build up and use. Elite classes (Archsage etc) can get away with the higher end of Advanced magic more easily and even push the boundaries of scale a bit; if you're not sure if something is acceptable, feel free to run it by a mod. Some examples of full on Advanced magic feats might be: a magic circle ten feet in radius that detonates in a violent fiery explosion (Volcanon), a piercing two-foot-wide beam of destructive electrical energy that scythes through flesh and armor with equal ease (Thoron), a 40 foot jump into the air with a huge gust of wind and then gliding back down (Excalibur), a rain of golden weapons that savage an area a dozen feet around (Lux Aeterna), or an earthen wall ten feet high and four thick that absorbs a trebuchet strike (Gaea).
- Mastery magic is earned immediately upon repurchasing a tome, and represents the - wait for it - mastering of that specific tome by focusing heavily upon its more arcane secrets. Most Mastery abilities allow the mage to accomplish feats that are otherwise impossible through normal roleplay, such as Thoron's ability to lightning dash or Ruin's increased durability allowing it to be used to actually parry weapons and other attacks rather than simply blunting them and then dissipating. Others, like Volcanon, may simply make it easier to use high-power magic of that tome and define certain tomes as naturally offensively powerful in return for their lack of utility. Note that unless the ability specifically boosts the tome's power, "Mastery" is not an overall step up in magic.
- Supremacy magic is earned upon reaching 500 posts for all Mastered tomes, and represents a level of intimate knowledge of the tome that few are even capable of understanding. Typically revolving around incredibly precise control of the tome's fundamental concept, Supremacy magic offers a variety of incredibly powerful environmental abilities that can be used to turn the battlefield to your advantage, incredibly powerful varieties of offensive magic like the manipulation of molten magma or superheated plasma, or allowing extremely complex and technical applications of certain tomes. Similar to mastery, note that Supremacy does not boost the base power of ALL magic from that tome; that's still more dependent on class, post count, experience, etc.
- Summoning unlocks at 500 posts for all casters, and allows the caster to spend a post and a huge amount of magic creating a powerful Elemental whose powers and abilities are based on a specific tome from their repertoire. A Volcanon spirit will end up as a fire elemental, while Light and Dark elementals, not native to nature, in turn bear an appearance based on their tome. A summon can cast the magics of its tome at Advanced magic level, but keeping it active constantly costs the caster magic. This being is bound to the summoner and can optionally be kept around in spirit form and interacted with freely when not summoned in its full elemental glory, much like a magic weapon spirit.
- Super tier magic encompasses the three long-range tomes; Bolting, Purge, and Eclipse. While known for their power even by the standards of normal magic, they are also known for their intricately detailed and typically very long cast times - each takes an entire post to cast and cannot be used in conjunction with any other magic. They otherwise work under the usual Basic/Advanced/Mastery/Supremacy magic paradigm.