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Magic Energy
Spells cost magic energy to cast. This is an important part of balancing the system, and was added post-Beta. The higher cost to cast higher level spells forces players to carefully consider the use of extremely powerful spells, while encouraging them toward low or mid level spells as their everyday go-tos. This enables the inclusion of powerful spells in the system without allowing them to become the default (and thus forcing the power level of your game ever higher).
The effects of magic energy and fatigue are most noticeable in combat, but they will also apply when characters are outside of combat. Spells cast outside of combat will still affect the magic energy of a character when they join combat.
A character's spell fatigue level and magic energy percentage can be viewed on their 'spells' display.
Every character has a pool of magic energy available to them. Any time they cast a spell, the cost of the spell is subtracted from their total energy pool.
Total Magic Energy = (Magic + Major School) * 10
Cost | |
---|---|
Major School | Spell Level |
Minor School | Spell Level + 2 |
Other Spell | Spell Level + 3 |
Failed Spell | Cost / 2 |
Spell fatigue is introduced when the total magic energy of a character falls below a certain percent. Because it is based on a percent, characters with higher numbers in their magic skills will be able to cast more spells before experiencing the effects of fatigue.
Fatigue Level | Percent of Total Magic | Effect |
---|---|---|
Mild | 60% - 80% | -1 spell mod |
Moderate | 40% - 60% | -3 spell mod |
Severe | 20% - 40% | -5 spell mod |
Extreme | 10% - 20% | -7 spell mod |
Total | < 10% | Cannot cast magic |
Magic energy can be restored via potions, spells, or naturally over time. Potion and spells can restore up to 80% of a character's magic energy, which means that a character cannot move from 'mild' spell fatigue to no spell fatigue via magical means; they must wait for natural restoration of their energy.
Spells and potions return a specific amount of magic energy according to the energy_points
listed in their configuration.
Natural restoration happens via a configurable cron. Each time the cron runs, a variable amount of magic energy (Magic + Major School) is restored to every character. Like many things, the cron cannot accurately reflect the passage of IC time, and players and GMs will have to account for any discrepancies the best they can.
- Overview
- Death
- Schools
- Magic Energy
- Spells
- Spell Success Mechanics
- Magic Items
- Potions
- Configuration
- Code
- Future Plans