Post by Janx on Jan 22, 2007 22:39:45 GMT -5
In order to keep things fair in terms of spellcasters, this RP site is using a special Magic system in order to keep things fair and prevent mages from rapping melee combatants like there’s no tomorrow
MP System:
The way this system works is fairly simple. You normally have a certain amount of MP, once you cast a spell, this MP level goes down, and will not re-gen to its max until 1 hour has passed in the RP (which is quite a bit of time unless your crossing large distances without combat or much conversation). As a spell casting character you should judge how much time is passing in the RP, and remember that battles happen fairly quickly (a standard battle between 2 people will rarely last more than 20 min tops, and that’s if they are of equal footing and skill). Once you cast a spell you are required to post your MP at the BOTTOM of your post in a line such as “MP: 10”. That way it is easy for admin to track how much MP your character has. Once it refills you must state it at the bottom of your post, and you will not need to state your MP again until you use it again. If a spell fails (either because the target does not meet certain conditions or say the arm your trying to cast with is hacked off) unless stated in the spell, half the MP cost is deducted instead of full.
As stated in numerous areas already, a normal character has starts with 10 MP, a Breton starts with 15, and a High Elf with 20. If you are a magic specialized class you have an additional 5 MP added onto that.
Casting Times:
Another thing to be aware of is spell-casting times. If a spell says it can be cast in a number of seconds, it means you can quickly conjure it, possibly even if someone is directly attacking you in melee. If it is longer than a couple seconds, you will generally need to be out of direct contact for the duration of a spell.
Spell Timings:
Couple Seconds = Pretty much instant, you may still defend if you have a weapon or shield or simply dodge before you start the spell in your post.
Quarter Minute = Takes a few seconds, your unlikely to put up much of a defence while using this spell.
Half Minute = Your going to need quite a bit of time to use this spell, best avoid being right in melee. This will usually start one post and be actually cast the next if you are in combat.
1 Minute or more = Your going to need a lot of time to cast this spell. If you’re in melee it is suggested you leave first. It’s going to take you 2 posts (if your in combat) at least in order to get this spell cast.
Starting Spells:
Magicka is a thing that exists in all living things and undead. Through every character’s veins flows some magic, its simply up to them to be able to use it or not. A starting character may have roughly 3 spells from each school he knows, you can fiddle with this as you like, but I will not approved a character with a godly amount of spells, it makes you too diversified and hard to make challenges for. A character without any Schools as major skills should really only have 1 or 2 spells other than racial abilities or spells given to them. You may slowly gain more spells as the RP progresses but try to develop your spells along a certain path than over-diversification.
Racial Abilities and Powers:
Racial Abilities are natural abilities of a race (such a Argonian Waterbreathing or Khajiit’s Night Eye) which can be used a number of times, mainly due to them not being overly powerful. Or are things such as Disease Resistance which never have to be activated or turned off, though can be strengthened or weakened by spells.
Powers are supernatural abilities that are common to the magic of a certain race. This manifests itself in certain abilities (such as a Nord’s Thunder Fist or an Orc’s Berserk power). Character’s may only call upon these supernatural abilities once per day in the RP.
Note: Nord’s Hailing from the Skaal have the Call Wolf OR Call Bear power. They may not have both unless they are a Magic specialized class. The Wolf or Bear companion is summoned for half an hour.
Custom Spells:
One of the great features of the ES games is the fact you can create your own spells. This site is not going to stop that, as long as you are intelligent and make your custom spell fair. A custom spell should not be from more then 2 or 3 Schools (all of which must be Major Skills in order to combine them) and should not have an outrageous number of effects for its MP cost. MP is higher for a spell with more power or usefulness, if you are making a better Levitate or Fireball, its MP will be higher than the originals unless you create some balancing factors (such as longer cast time). Take a look at the MP ratings of some similar spells and put one you think is right, an Admin has the right to change it if they think it overpowers or underpowers the spell. Realized that your skill in the School used to make the spell will effect its MP cost.
MP System:
The way this system works is fairly simple. You normally have a certain amount of MP, once you cast a spell, this MP level goes down, and will not re-gen to its max until 1 hour has passed in the RP (which is quite a bit of time unless your crossing large distances without combat or much conversation). As a spell casting character you should judge how much time is passing in the RP, and remember that battles happen fairly quickly (a standard battle between 2 people will rarely last more than 20 min tops, and that’s if they are of equal footing and skill). Once you cast a spell you are required to post your MP at the BOTTOM of your post in a line such as “MP: 10”. That way it is easy for admin to track how much MP your character has. Once it refills you must state it at the bottom of your post, and you will not need to state your MP again until you use it again. If a spell fails (either because the target does not meet certain conditions or say the arm your trying to cast with is hacked off) unless stated in the spell, half the MP cost is deducted instead of full.
As stated in numerous areas already, a normal character has starts with 10 MP, a Breton starts with 15, and a High Elf with 20. If you are a magic specialized class you have an additional 5 MP added onto that.
Casting Times:
Another thing to be aware of is spell-casting times. If a spell says it can be cast in a number of seconds, it means you can quickly conjure it, possibly even if someone is directly attacking you in melee. If it is longer than a couple seconds, you will generally need to be out of direct contact for the duration of a spell.
Spell Timings:
Couple Seconds = Pretty much instant, you may still defend if you have a weapon or shield or simply dodge before you start the spell in your post.
Quarter Minute = Takes a few seconds, your unlikely to put up much of a defence while using this spell.
Half Minute = Your going to need quite a bit of time to use this spell, best avoid being right in melee. This will usually start one post and be actually cast the next if you are in combat.
1 Minute or more = Your going to need a lot of time to cast this spell. If you’re in melee it is suggested you leave first. It’s going to take you 2 posts (if your in combat) at least in order to get this spell cast.
Starting Spells:
Magicka is a thing that exists in all living things and undead. Through every character’s veins flows some magic, its simply up to them to be able to use it or not. A starting character may have roughly 3 spells from each school he knows, you can fiddle with this as you like, but I will not approved a character with a godly amount of spells, it makes you too diversified and hard to make challenges for. A character without any Schools as major skills should really only have 1 or 2 spells other than racial abilities or spells given to them. You may slowly gain more spells as the RP progresses but try to develop your spells along a certain path than over-diversification.
Racial Abilities and Powers:
Racial Abilities are natural abilities of a race (such a Argonian Waterbreathing or Khajiit’s Night Eye) which can be used a number of times, mainly due to them not being overly powerful. Or are things such as Disease Resistance which never have to be activated or turned off, though can be strengthened or weakened by spells.
Powers are supernatural abilities that are common to the magic of a certain race. This manifests itself in certain abilities (such as a Nord’s Thunder Fist or an Orc’s Berserk power). Character’s may only call upon these supernatural abilities once per day in the RP.
Note: Nord’s Hailing from the Skaal have the Call Wolf OR Call Bear power. They may not have both unless they are a Magic specialized class. The Wolf or Bear companion is summoned for half an hour.
Custom Spells:
One of the great features of the ES games is the fact you can create your own spells. This site is not going to stop that, as long as you are intelligent and make your custom spell fair. A custom spell should not be from more then 2 or 3 Schools (all of which must be Major Skills in order to combine them) and should not have an outrageous number of effects for its MP cost. MP is higher for a spell with more power or usefulness, if you are making a better Levitate or Fireball, its MP will be higher than the originals unless you create some balancing factors (such as longer cast time). Take a look at the MP ratings of some similar spells and put one you think is right, an Admin has the right to change it if they think it overpowers or underpowers the spell. Realized that your skill in the School used to make the spell will effect its MP cost.