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[ Universal Magic Guidelines ]

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HollowWorld

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[ PRINCIPLES ]

-= Design =-
}{ Spell levels should be of consistent power, irrespective of system or custom status.
}{ A spell or artifact can't stack downsides for an unfairly strong effect or an effect that surpasses the power cap for its tier.
}{ Spells should target stats that we expect the target to be comparably decent in, and/or should have several options for avoiding it.
+ If a spell targets an otherwise uncommon stat, it should achieve an effect that does not debilitate a foe without it.
}{ Spell effect should be able to be summarized in one sentence, and spells should perform a single main function.
}{ Projectile casting range should be limited to RP range (unless traded for spell effect, then yell range should be the limit).
-= Balance =-
}{ Spells that impair an opponent should not render them significantly unable to defend themselves and any such spells should err towards being easier to resist.
}{ There should always be a plausible response opportunity to avoid lethal spells, and spells should not '100-0' (incapacitate from perfect health) a character instantly.
+ ‘Lethal’ spells mean that if not properly evaded or obstructed, they inflict wounds that quickly lead to death if not treated immediately, and take the character out of commission for that encounter.
+ Lethal spells should have a minimum of two opportunities (roll or otherwise) to avoid the full effect.
}{ Several factors are considered in assessing a spell’s level, including: damage, range, number of uses per cast, and scope.
 
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HollowWorld

HollowWorld's Announcer
Lore Staff
Server Outreach
Staff
[ UNIVERSAL LEVEL GUIDELINES ]
-= Level 1 =-
}{ Situationally useful and of minor effect.
}{ Offensive spells cause mostly superficial injuries that don’t do too much to hinder a mortal opponent.
}{ Defensive spells can heal non-life-threatening wounds that require stitches.
-= Level 2 =-

}{ Generally reliable mainstays of their niche, but not remarkably flashy.
}{ Offensive spells cause injuries that are not individually lethal but solidly harm the recipient.
}{ Defensive spells may heal a near-mortal wound.
-= Level 3 =-

}{ Large spells with notable potential impact.
}{ Offensive spells may cause life-threatening injuries that aren’t immediately lethal if treated/acted upon.
}{ Defensive spells may regrow a limb over a period of time or heal a lethal injury if attended to quickly enough.
-= Level 4 =-

}{ Flashy, impactful, and with the potential to swing an encounter.
}{ Offensive spells can cause lethal injuries, but should not be instant-kills and have a good indication of what’s about to happen
}{ Defensive spells may heal full-body injuries, bring the recently dead to life, and other such miracles.
 
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HollowWorld

HollowWorld's Announcer
Lore Staff
Server Outreach
Staff
[ CONTRACTS / PACTS ]
-= Design =-
}{ Requires a willing/witting target (under duress is acceptable).
}{ Has clear terms at time of signing.
+ Loopholes permitted on either side, but not fine print.
}{ No longer enforced if dissolved by the contractor.
}{ Consequences of breaking the contract should only affect the two being bound by the contract.
}{ Caster may have up to their CA in contracts active.
}{ Caster can dismiss at any time.
+ If the caster is one of the contracted, there must be IC agreement to dissolve the contract, otherwise, it counts as a broken contract.
+ Other player/character must be informed/made aware IC through some mechanism.
}{ Context of Contract must be something each party member is capable of enacting.
}{ Requires either Telepathy, Spiritualism, or Occultism to create a customized contract spell.
-= Level 1 =-

}{ Temporary contracts/pacts (< 1 month), no direct consequence for breaking beyond the other person becoming aware.
}{ Can only be cast between the caster and one other.
}{ Simple terminology/terms.
+ One simple clause for each person in the agreement.
-= Level 2 =-

}{ Long-Term contracts/pacts (< 6 months) with a set termination point.
}{ Participants’ awareness of broken terms can be supplemented with a minor penalty/injury (i.e. a burning brand, a small curse, etc.).
}{ Can only be cast between the caster and one other.
}{ Terms still relatively simple, but can a bit more complex.
+ A few simple clauses for each person in the agreement.
-= Level 3 =-
}{ Permanent contracts/pacts that are dissolved on the death of either party.
}{ Caster does not need to be part of the contract.
}{ Caster/other participant is made aware of breaking, and the breaking party is penalized; major injury or curse is possible.
}{ Trickier, more specific terms may be laid out.
-= Level 4 =-
}{ Indefinite contracts/pacts that can only be dissolved by the death of the caster.
}{ Caster does not need to be part of the contract.
}{ Caster/other participant is made aware of breaking and the breaking party sustains a lethal wound or other harsh effect.
}{ Faust-level conditions; deal with the devil type beat.



[ SUMMONS / FAMILIARS ]

-= Design =-
}{ Conjure or otherwise produce a creature that serves as a companion for the caster.
}{ Creatures may be dispelled by harm or death and cannot, by default, be used for action.
}{ One summon per spell can be active at a time.
}{ Cannot be used as a 'spell extender'.
}{ Summon actions are in place of caster actions/spells.
}{ CA + Handling (Summons) is the default skill for summon actions.
}{ Summon actions should only be 'activated' at short range (sight or touch).
}{ Level of summon 'effects' and duration are balanced with base power and combat utility of the summon.
}{ No branch requirement, but may require justification.
}{ Summons cannot be the target of non-offensive spells or projectiles unless they specify familiars/summons.
}{ Arcane Summons created below L4 cannot handle Volatile Obsidian and Divine Summons created below L4 cannot handle Starblood.
}{ Command spell can summon the creature and perform an effect at level for the spell.

-= Level 1 =-
}{ Small creature (around the size of a cat or small dog) capable of mundane tasks/small utility.
}{ No offensive capability.
}{ Can be permanent.
}{ Dispelled in one direct hit.

-= Level 2 =-
}{ Can be aggressive but weak, roughly the size of a canine or small child.
}{ Non-aggressive summons of this level (such as hybrid specializations).
+ Incapable of more than basic mundane activity without a command spell.
}{ Steed/mount capable of functioning as land transport for the caster.
+ Not restricted to the size of a canine.
+ Not capable of mechanical independent action outside of summoning and dismissal.
+ Present for a limited time (number of hours).
+ Can be used in combat as a mundane mount could, but has no particular special abilities.
}{ Summons capable of performing combat actions.
+ Capable of combat actions with weapons/tools equivalent to steel.
+ Caster suffers disadvantage on body-based rolls while active.
+ Creature uses caster's CA for checks.
}{ Summons of this level are dispelled in one direct hit.

-= Level 3 =-
}{ Can be an aggressive, moderately powerful creature roughly the size of a person.
}{ Steed/mount capable of functioning as land and sea transport for the caster.
+ Present for a limited time (number of hours).
+ Uses caster's CA + Handling (Summons) for any contested maneuvers.
+ Cannot attack in conjunction with the caster.
}{ Summons capable of performing combat actions.
+ Capable of combat actions with weapons/tools equivalent to refined steel.
+ Present for a limited time (single combat).
+ Caster suffers disadvantage on body-based rolls while active.
+ Creature uses caster's CA+ Handling (Summons) for checks.
}{ Summons of this level are dispelled in two direct hits.

-= Level 4 =-
}{ Can be an aggressive, powerful creature roughly the size of a bear.
}{ Currently no flying mounts.
}{ Command spells to allow non-mundane attacks must be a separate cast from the one to summon the creature.
}{ Contested actions requires passing caster's CA + Handling (Summons) or AoE DC.
}{ Dispelled in a number of direct hits equivalent to caster's CA.



[ LEVITATION / TELEKINESIS / FLIGHT ]
-= Design =-
}{ Baseline movement/action on the level of pulling something on a string. If the object is too heavy to pull or the string would otherwise snap, higher levels are required.
}{ Complex action and brevity vary by level.
}{ No branch requirement, but may require justification.
}{ Encompasses slowfall, lockpicking, remote control, etc.
-= Level 1 =-

}{ Can levitate and move items that can be held in one hand (up to 15 kg).
}{ Limited range (about 10m).
}{ Slow, simple movements - not useful for combat.
-= Level 2 =-

}{ Slightly larger items can be levitated/moved (up to 25 kg).
}{ Lighter items can be wielded more quickly.
}{ Able to grant slow-fall to person-sized loads.
-= Level 3 =-
}{ Can levitate a person mass up to 2 m over solid ground.
}{ May be used on self for short, “percussive” directional movement (20m in movement direction), but cannot be sustained over multiple turns; no slow-fall on effect end.
-= Level 4 =-
}{ Complex maneuvers that would otherwise require unnatural strength; holding a collapsing wall in place or throwing someone.
}{ True flight for 1 hour.
+ Can carry another and gear securely, though at the cost of offensive actions.



[ TELEPORTATION ]
-= Design =-
}{ Moves items/creatures/people that exist tangibly somewhere through the same plane similar to the viridescence mechanics
}{ Can be interrupted
}{ Single-use per cast. No lasting teleportation points outside of gestalts, sanctums, and shrines.
}{ Cannot teleport into occupied space
}{ Requires either Spiritualism or Occultism to create a teleportation spell.
}{ Comes in 3 variants
+ Item teleportation
-Range and size dependent on level.
-Must be a 'linked' object (linked with a separate cast of the same spell).
-Limit of linked objects is the caster's CA.
+ Line-of-sight teleportation
-Range dependant on level.
-Takes 1 turn to cast, teleport on next turn.
-Requires being able to view destination(thus allows to teleport through irons bars, glass windows, holes in walls).
+ Prepared long-distance destination teleportation
-Range dependant on level.
-Takes 2 turns to cast, teleport on next turn.
-Can bring along passengers based on CA, but each passenger requires an additional turn.
-Must be a prepared destination (prepared with a separate cast of the same spell).
-Limit of prepared destinations is Caster's CA + Sanctum for Arcane, or known Divine grounds/shrines for Divine teleports.
-= Level 1 =-
}{ Item teleportation
+ Max range: 5m
+ Limited in size to something no bigger than the palm of a hand in any direction (key, bowl, bottle).
+ Requires line-of-sight of the Item at this level.

-= Level 2 =-
}{ Teleporting pets/familiars are limited to around 5m away from the caster, 10m if touching.
}{ Item teleportation
+ Max range: 30m
+ Limited in size to something that can be comfortably held in one hand (daggers, short swords, bows).
+ Line-of-sight is no longer required to teleport an item towards the caster.
+ Move teleport linked object away within range with line-of-sight (with a separate cast).
}{ Line-of-sight teleportation
+ Max range: 15m
-= Level 3 =-
}{ Item teleportation
+ Max range: 200m
}{ Line-of-sight teleportation
+ Max range: 30m
}{ Prepared long-distance teleportation
+ Max range: 200m
+ Passenger limit based on CA.
-CA 1: 0 passengers
-CA 2: 0 passengers
-CA 3: 1 passenger
-CA 4: 1 passenger
-CA 5 : 2 passengers
-= Level 4 =-
}{ Item teleportation
+ Max range: Realm wide
}{ Line-of-sight teleportation
+ Max range: 50m
+ Can bring along 1 extra passenger at the cost of the casting taking 1 additional turn.
}{ Prepared long-distance teleportation
+ Max range: Realm wide
+ Passenger limit based on CA.
-CA 1: 1 passenger
-CA 2: 1 passenger
-CA 3: 2 passengers
-CA 4: 3 passengers
-CA 5: 4 passengers



[ PROJECTILES ]

-= Design =-
}{ Conjure or otherwise 'enhance' a projectile that is fired at a target
}{ Comes in 2 variants
+ Standard projectile
-Requires line-of-sight.
-Single-target projectile.
+ AoE projectiles
-NOTE: These guidelines only pertain to AoE effects caused by projectiles. Standard AoE spells are still evaluated on a case-by-case basis.
-Multiple target effect using the caster’s CA, also known as ‘AoE DC’.
-AoE is created on impact.
-AoE diameter + range may not exceed the standard range.
-EXAMPLE: An L4 spell may have a range of 25 m with an AoE diameter of 15 m or a range of 35 m with an AoE diameter of 5 m.
}{ Standard ranged attack rules for called targets apply. [X]
-= Level 1 =-
}{ Max projectile range: 10m
}{ AoE projectile not possible at this level.
}{ Potentially lethal to small animals.
-= Level 2 =-
}{ Max projectile range: 20m
}{ Max AoE diameter: 5m
-= Level 3 =-
}{ Max projectile range: 30m
}{ Max AoE diameter: 10m
-= Level 4 =-
}{ Max projectile range: 40m
}{ Max AoE diameter: 15m




[ REVIVAL ]

-= Design =-

}{ Restricted to L4 spells and gestalts.
}{ Comes in 3 variants
+ Reactive revivals
-Must be cast within 5 minutes from the time of death.
-Arcane reactive revivals require Life.
-Doesn't experience memory loss.
-Should not put a character immediately back in action.
+ Prepared revivals
-Activate at the time of death, the body fading away.
=Arcane-prepared revivals lose their worn possessions and don't return with them upon revival
=Divinely prepared revivals retain personal items upon revival and lose impersonal ones. These are defined as items that carry sentimental value and have meaning for the holder that's accumulated over several years. Their gods temporarily save their treasured items.
-Arcane-prepared revivals require Life and Spiritualism and have a max duration of one week.
-All prepared revivals experience memory loss to some degree.
-Certain prepared revivals will ward targets up to one’s CA (max 5)
+ Gestalt revivals
-Requires at least three components: a soulless vessel, a way to drag the desired soul from the River, and a way to spark the 3 attributes of a living mortal(Body, Mind, Soul).
-May incur divine consequences for those involved.
-Gestalt revivals experience memory loss.
-The revived person experiences additional effects chosen at the jurisdiction of divine and arcane.
 
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