| Magic system: Magic is always an important part of an RPG, whether it is a healing spell, or an offensive attack spell. Magic is fairly straight forward here. 1. Use of MP: When a character uses a magic spell, he uses up his MP (Mana Points) to do so, when these points expire, he can no longer cast spells for a certain amount of time. MP will slowly come back after a while, 4 MP for every hour your character is active, and 2 MP for every half an hour, and 1 MP for every 15 minutes. If you are inactive, your magic points will be restored instantly by the next day or when you are next active after a period of time. 2. Offensive spells: Offensive spells are fairly straight forward. They do damage. These spells are ranged usually, or sometimes can enchant a weapon. For example. Pyro fires a lightning bolt toward Mike's sword when he is attacking. The bolt strikes Mike's sword. The sword normally would be +2 attack, plus mikes 2 strength is 4. The bolt does about 12 damage. The sword attack now becomes unblockable, and does 16 damage, the sword's basic damage and the lightning put together. This type of enchantment is very useful, but takes the spell castor's combat turn away from him. Magic of course, can just be fired normally at an enemy. Lets say Pyro fires the lightning bolt at Mike. They both roll for AGL (Agility) to see if it hits Mike. Let's say of course, it hits Mike. The bolt does 2 dice of 6 damage (2d6) and is unblockable, which means defense does nothing to subtract its damage. Pyro rolls the 2d6, and his number are, 3, 5 which is 8, so Mike is instantly struck for 8 damage, the armour can not protect him against this magic. 3. Defensive and healing spells: Defensives spell's are a type of enchantment, they would strengthen, lets say, a person's defense for a certain period of time, or make a person immune to damage from a certain element. These enchantments can also make a persons armour defend against magical attack's, which could be very useful in a combat situation. Healing spells of course, heal HP for a certain amount. Healing spells are a spell you need to roll to dodge, unless a character does not want to be healed, and chooses to dodge the spell. Healing spells work like attack spells except instead of dealing damage, they bring back a person's HP or LP. For example: Mike casts the basic 'Heal' on Pyro, the Heal heals 2 dice of 3 HP (2d3) Mike rolls the 2d3 and his numbers are 3,2,3 which is 8, therefor Pyro regains 8 of his HP. |