RIP - magic system Magic ways ---------- Magic in RIP is divided into 6 major ways, and seldom will magician control tehm all. Ways are: - Lore magic Magic to reveal obvious and hidden powers of items and creatures, and for using that knowledge against it or other creatures or items. - Nature magic Magic typically done by druids. Power is channeled from nature and directed as actions of animals or plants. - Light magic Magic of goodness, healing and hope. Typically for priests. - Mental magic Magic of mind. To control, to fool and to deceive those with minds. Also includes control of non-material forces with powers like telekinesis and counter spells. - Elemental magic Magic of force. Fire, earth, air and water are strong forces which can burn, crush and do many other feats. - Dark magic Includes Necromancy and Demonology, and thus is suited for those who want to summon demons or raise dead things. Spells of darl magic are usually very evil in origin and more powerful in darkness. Mana ---- Magicians need mana to cast their spells. Mana is power channeled from nature, living things or from earth; nature of it does not concern us. And each time mana is drained to mana pool (see spellcasting), it is already used, and magician must find new way to channel power to him. So, every time magician starts a new spell, his mana reserve is reduced by appropriate amount of mana needed for that spell. This mana is never returned, even if spell is interrupted, but magician may find new ways to get mana (see experience) Spells ------ Spell effects in RIP are divided into two types: Permanent when effect has happened, it has and cannot be dispelled later Enchanment spell is binded into target, and effect stays until it is dispelled or it's effect time ends. If target has already similar enchantment, old is destroyed. Casting times are divided into three types: Fast spell can be cast as interrupt to action (see combat) Sorcery spell requires one whole combat turn and if interrupted, spell fails Ritual spell with long casting time (varies by spell); if interrupted lost as sorcery And finally, range is normally divided into two types: Ranged target must be within 20 or so meters (unless otherwise noted) Touch caster must touch the target (all enchantments unless noted otherwise) Casting a spell --------------- After required preparation is done and mana used, caster makes skill check to see if spell succeedes. Skill is made with appropriate spell skill+magic way Modifiers are: +1 spell cast in ideal place (untouched wilderness for nature, holy place for light etc.) -1 spell cast in bad place (nature in mine, dark in full daylight, water spell in desert etc.) -1..6 casting hindered (low voice, movement) -1 per spell level for improvedised spell (skill 0, note that magic way must be at least 2 +spell level) -x countered spell (x = magic way of counterer) -1 per 3 mana as X in spell NOTE: All spells always require magic words - they could be almost silent, but they must be nonethless said. If check fails, spell fails with magnifient light illumination or other, most of time harmless, effect. In a case of ritual spells, casting test is made before any effect may happen ie. just before first roll according to spesific ritual. Countering spells ----------------- Magician may try to counter spell when it is casted if he sees the action. By paying 1 mana, original caster gains additional modifier -appropriate MAGIC WAY of countering magician. Countering a spell is considered as interrupt, so any action done is interrupted. No countering may be done after own sorcery spell has been cast. Example: Demon is trying to paralyze Yugo the Wizard. Yugo has dark way-3, and pays 1 mana so that demon gains -3 to casting. In addition to countering a spell being cast, magician may try to disrupt spell already in effect. Again, 1 mana and interrupt must be made, and target must make new success test with magic way+spell skill-countering magic way, and unless succeful, spell is immediately ended. Permanent spells and enchantments succesfully casted may not be anymore countered, and must be destroyed with appropriate spells. Resisting effects ----------------- Many spells can be resisted. In such cases, target must success in appropriate test to nullife the spell. In all such cases, FATE may be added as bonus to test. If target does not want to resist, spell automatically succeeds (but this must be voluntary). Spells that require WIL-test for resisting does not affect creatures with no INT. If spell does directly damage (ie. causes hit with some STR), normal damage rules are used, and FATE helps as normally to each damage point after first. If spell does not cause damage but uses damage dealing system, FATE helps normally.