wildermods: (Default)
Wilderlands Mods ([personal profile] wildermods) wrote2017-11-15 07:12 pm

MAGIC SYSTEM


MAGIC SYSTEM


All players have the option of giving their character magical powers, regardless of whether they have a native superpower or not. Though characters may occasionally find their magic limited by plot-based situations, this magic will have many possible uses in the setting.


MAGIC BASICS

Players must choose one of (7) mage archetypes for their character to be. Each archetype has several types of magic that players can look to while coming up with spells for their character.

Most archetypes will allow a character to start with (3) very basic spells. Only two archetypes (Alchemist and Archivist) will have an alternate structure to their magic.

Player activity can lead to a character's magic getting stronger. Player activity, plot involvement, and IC magical accomplishments that lead to RNGed rewards can potentially earn characters power boons. Players can cash in (1) power boon to have their character gain (1) new spell at the basic level, or increase the power of a spell they already have by (1) level.

Each spell can potentially increase in strength to a maximum of (3) levels over time. After that, power boons must be spent on increasing the power of other spells or gaining new basic spells.

If a player picks an archetype that requires them to pick (3) basic spells, they only have to list their starting 3 on the app. Power increases will be submitted to the mods for approval with each AC reward, on a dedicated power boons page page that has examples of increases. That said, appers should still put some thought to how weak their character's spells will start, and how they might grow in power over time.

If a character has native superpowers and the player chooses magic, the native superpowers will no longer work. This will leave the character with only their magic to rely on. However, players can potentially choose spells that mimic nerfed versions of native superpowers, as long as they fit within the character's archetype.

Characters that have magic in canon can potentially keep some of it but it must be worked into the magic system. The mods would be glad to help players figure out how to work their native magic in.

All magic is exhausting to the user. Just like physical fighting would eventually exhaust someone, the longer a mage fights without magic without rest the more exhausted they get. However, just like physical fighting, they can build up greater endurance over time the more they use their magic and practice. Basic spells usually require less energy than more complex or more powerful spells.


ALCHEMIST


ARCHETYPE BASICS

Alchemists are magical engineers, capable of knitting the spells of others together to make them more complex and powerful. They can do this while fighting by marking the air with glowing sigils and spell wheels. These combined spells can be more powerful than the originals or perform a more complex task they weren't capable of before getting combined.

Alchemists can also build complex spells from the ground up, with complicated spell wheels and magical markings on different surfaces. This is very time-consuming, however, making it so more complex spells typically can't be done in the middle of battle. Alchemists can sometimes use a shortcut for complex spells like this by writing the sigils on a portable surface like a piece of paper, to use in battle, but these spells will run "hot" in an combat situation, and burn up the item they're on, allowing them to only be used once. (At least, once per paper/item). And some spells need so much surface area to be written they can't be fitted onto something that allows them to be easily transported.

Due to Alchemy's reliance on sigils, spell wheels, and an understanding of magical dynamics, Alchemy is not a form of magic that's reliant on instinct like some of the other forms. Lots of study and scientific experimentation is required to gain skill at Alchemical magic.

SPELL STRUCTURE

Since Alchemy involves spell construction and knitting together the magic of other magic-users, there are no spell sets for Alchemists. Instead, there are several basic alchemical abilities.

SPELL-WEAVING:

This ability allows an alchemist to knit the spells of others together for a combined effect. These spells must be two specific spells from other players, and all three players must cooperate icly to craft the combined spell, and must oocly work out the effect. Any two spells of the same level can be knitted together, and power boons can be spent to increase this ability up to (3) levels.

LEVEL ONE: The alchemist can knit (2) basic spells together. For example, they can knit a basic ice spell and a basic fire spell together so the target gets set on fire and then freezes solid after.

LEVEL TWO: The alchemist can now knit (2) 2nd-level spells together.

LEVEL THREE: The alchemist can now knit (2) 3rd-level spells together.

SPELL-CRAFTING:

This ability allows the Alchemist to create a spell from any archetype (or from a form of magic not listed in the archetypes), by creating a time-consuming sigil wheel or design.

This ability has no levels. Instead, each new crafted spell must be approved by the mods when spending boons and will be approved at one specific power level that remains the same over the course of the game.

The more complex the spell, the longer it ICly takes to craft and the more surface space it requires to be written on. When an Alchemist spends a boon and crafts a new spell, the mods will decide how long it takes to craft, and how often it can be activated, which will remain the same through the course of the game.

Crafted spells that are very basic may be written on premade pieces of paper or items so they can be created ahead of time and used in battle. However, these items will often burn up or the mods will assign a time limit on use. More complex crafted spells will require too much space to be put on a small item or piece of paper. The mods will inform the player which spells can be pre-written or not when they approve each spell.

Alchemists will not start with any crafted spells when they begin the game. They can only be added later with power boons from future ACs and plot participation. Spell-crafting is meant to allow Alchemists to base new spells on need and cover gaps where other archetypes cannot.

Players can choose when to spend a boon and craft a new spell. When a player has a power boon to spend for a new crafted spell, they can either request a new spell during AC time right after getting the AC reward, or save the boon to be spent crafting a spell in the course of play, so they can craft a useful spell in the middle of a plot situation. However, the power boon for a crafted spell must be spent sometime in the AC period after it was earned, before the next Full Activity Check.


ARCHIVIST

ARCHETYPE BASICS

Archivists have no spells of their own and instead of have abilities that allow them to reflect the spells of enemies, or absorb the spells of others, "banking" them for later use. This means they have to be highly adaptable opportunists, able to think on their feet in a fight, reacting to their surroundings to tactically reflect or absorb spells.

SPELL STRUCTURE

Like alchemy, there are no spell sets for Alchemists that players can choose. Instead, there are several basic archivist abilities that all Archivists have.

SPELL REFLECTION:

This ability allows Archivists to immediately reflect a nearby spell at an enemy. They can either do this by reflecting an enemy's spell right back at them, or can help an errant ally's spell hit its mark when it would've otherwise have missed. This ability can increase by (3) levels over time.

LEVEL ONE: The ability to reflect basic spells back at someone.

LEVEL TWO: The ability to reflect 2nd-level spells back at someone.

LEVEL THREE: The ability to reflect 3rd-level spells back a someone.

LIMITATION: Occasionally the characters will face an enemy that has magic far more powerful than even the highest level magic of the PCs. Sometimes the mods will make it so these spells can't be reflected at all, but some will potentially have the option of an attempt. If an Archivist is allowed to attempt a spell reflection against one of these enemies, their success will be determined by a simple dice roll made by the mods. If it's a failed roll, there will be a magical feedback explosion that causes minor injury and a temporary disruption of the Archivist's magic.

SPELL BANKING:

Archivists can "bank" spells to be used at a later time. These spells can be of any magic type, from any archetype (with the exception of Alchemists), but are one-time use. Archivists can absorb these spells from enemies or from friends willing to arm them for the future during a time of rest.

The strength of the spells they can bank are tied to the strength they can reflect, so leveling up an Archivist's spell reflection ability also allows them to bank stronger spells. All Archivists will start with only (10) spell slots they can bank 1-time-use spells into, but can gain a slot for each boon cashed in from AC rewards and plot participation. There are no limits to the total number of spell slots they can eventually earn.


NECROMANCER


ARCHETYPE BASICS

Necromancers command dark and dangerous powers, using spells that deal in death, shadows, and suffering. Their powers can include the following types of magic: shadow manipulation; raising the dead; speaking to ghosts and dark spirits; briefly summoning demons to inflict them on enemies; inflicting curses and hexes; pain spells; and draining enemies of magic, life force, or blood.

The more powerful a Necromancer gets, the more their dark magic starts to take over them, demanding sacrifices of their blood or life energy to make their magic continue to work, though some characters can be strong enough to resist this. Players get to choose how much and how fast their character is corrupted over time and play it out at whatever pace they want. Effects can include: characters having dark urges or less impulse control over their personal flaws, increased sadism, higher chances of demonic/evil spirit possession, menacing mutations of physical appearance (like glowing or blackened eyes or black veins on their skin), nightmares filled with gore or violence or the character harming others, cravings for raw meat or blood, killing off plants and small lifeforms via proximity, or giving off a malevolent aura.

SPELL STRUCTURE

Necromancers have a standard spell structure of characters starting with (3) basic spells. Players can decide what the specific spells are as long as they fit into the types of magic listed in the description above. Spell boons can be spent to increase each spell up to a total of (3) levels, or to buy (1) new basic spell.

BASIC SPELL EXAMPLES:

TORTURE SPELL: The character can inflict intense pain on one individual for five minutes.

CLOAK OF SHADOWS: The character can cast a small area within a range of 20 feet around them, in complete darkness for five minutes.

SOUL VAMPIRE SPELL: The character can suck away part of someone's life force, leaving them extremely weak. This spell is only powerful enough to weaken a human, but can kill some animals and creatures.


SEER


ARCHETYPE BASICS

Seers are capable of wielding more immaterial magics that involve the mind, the soul, and seeing the future, such as: Divination, astral projection, dreamwalking, illusion-weaving, and mind control magics (ex. spells that induce delirium, deception spells, confusion spells).

Seers can also do spells that draw on the power of their own spirits, such as performing spells similar to the Patronus charm from Harry Potter, creating projected avatars of themselves shaped like animals that best represent them, that are capable of damaging evil creatures.

SPELL STRUCTURE

Seers have a standard spell structure of characters starting with (3) basic spells. Players can decide what the specific spells are as long as they fit into the types of magic listed in the description above. Spell boons can be spent to increase each spell up to a total of (3) levels, or to buy (1) new basic spell.

BASIC SPELL EXAMPLES:

JEDI MIND TRICK: The character can subtly influence the minds of others for several minutes, making them do something they wouldn't normally do, or forget something they'd normally remember. The magical equivalent of "These aren't the droids you're looking for." This can only affect 2-3 people at a time.

EXPECTO PATRONUM: Harnessing a powerful good memory, the character can summon an immaterial animal avatar of themselves for five minutes that can cause damage to enemies or provide a magical shield. The damage it causes to enemies is spiritual rather than physical, causing a repelling effect to evil beings. The shield can only shield one individual at a time.

MAGICAL DISGUISE: For ten minutes, the character can cast an illusion over themselves to look like anything or anyone they want as a disguise.


SORCEROR


ARCHETYPE BASICS

Sorcerers primarily wield offensive magic that deals elemental damage and direct physical damage against enemies, in a power set akin to a classic "black mage" archetype. Sorcerers can draw their magic from such magic types as: elemental magic, explosive magic (i.e. "magic missile" style magic), telekinetic magic (moving objects or weapons with their minds), control of animals (such as being able to make bees attack someone), fighting magic (ex. magic that temporarily enhances someone to greater strength, though this must stay within the limits stated on the banned powers list), briefly summoning magical weapons.

SPELL STRUCTURE

Sorcerers have a standard spell structure of characters starting with (3) basic spells. Players can decide what the specific spells are as long as they fit into the types of magic listed in the description above. Spell boons can be spent to increase each spell up to a total of (3) levels, or to buy (1) new basic spell.

BASIC SPELL EXAMPLES:

FIREBALL: The character can create a small fireball that can burn a single enemy or set a structure on fire.

BEES, MY GOD: The character can summon a swarm of bees from any hives nearby and command them to attack and sting an enemy.

STORM OF OBJECTS: The character can cast a spell that telekinetically lifts objects and causes them to swirl around in a brief whirlwind. This is especially effective with hard objects or weapons.


MONK


ARCHETYPE BASICS

Monks have a classic "white mage" or "healer" spell set, focused on healing, "holy" spells, barriers and shields. Characters can draw their spells from such magics as: healing magic, light spells, barrier/shield spells, binding spells (that can trap an enemy in a place or bind their magic), "holy" spells (such as holy fire that only effects evil creatures), plant-growing spells, or "buff" spells that rejuvenate the energy of others.

SPELL STRUCTURE

Monks have a standard spell structure of characters starting with (3) basic spells. Players can decide what the specific spells are as long as they fit into the types of magic listed in the description above. Spell boons can be spent to increase each spell up to a total of (3) levels, or to buy (1) new basic spell.

BASIC SPELL EXAMPLES:

HEALING SPELL: The character can heal another character of minor illnesses (such as a cold) or minor wounds (such as cuts, scrapes, or minor puncture wounds). If the illness or wounds of the person they're healing aren't minor, the spell can at least help make the wounds less severe, such as causing a serious stab wound to close enough to prevent a character from bleeding to death, but being unable to heal it completely.

ENERGY BUFF: The character can restore an exhausted character back to full strength and energy, but at the expense of their own energy.

BINDING SPELL: The character can summon magical glowing chains that can bind someone to the same spot for ten minutes.


ADEPT


ARCHETYPE BASICS

Adepts are mages that have a mixed magic set to allow for both offensive and defensive magic. They have the capacity to wield spells from both Sorcerer and Monk spell sets, allowing them a more well-rounded set of magic, akin to the "red mage" archetype in some fantasy canons.

SPELL STRUCTURE

Adepts have a standard spell structure of characters starting with (3) basic spells from the Monk and Sorcerer archetypes. Players can decide what the specific spells are as long as they fit into the types of magic listed in the descriptions of the two archetypes.

(2) of the starting spells must be from one of said archetypes and (1) must be from the other, but the player may choose which.

Spell boons can be spent to increase each spell up to a total of (3) levels, or to buy (1) new basic spell. New basic spells can continue to be chosen from the Monk and Sorcerer archetypes and players are free to choose how many they draw from each.

BASIC SPELL EXAMPLES:

See the Monk and Sorcerer archetypes for examples.