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Magic Realm
#11
Now, in Magic Realm, Magic is generally much more complicated that shooting blasto fire at the bad guys. Arguably, the much more important spells are the ones that permanently change or alter a character.

These spells are, suitably, called Permanent Spells. There are many in the game, but for the sake of this example, we'll look at my personal favorite; Melt Into Mist. Melt Into Mist is a great defensive spell that is technically always 'on'. That's what it means to be permanent; once it is cast upon the target, that character (be they player or denizen), keeps that affect until they are killed, the caster is killed, or, the spell is broken (usually by another spell). There is no limit to the number of permanents that can be cast on a character.

Let's back up for a moment. Permanents are cast just like more mundane spells, such as Fiery Blast, using a Ritual chit and a source of Color. Once cast inside of combat, the Permanent on question will remain in effect until the battles ends, powered by the color chit used to power the initial ritual. If there is no source of the Color needed to power the spell once combat is done, however, the Permanent will go 'dormant', and the affected character will revert to normal. It should be noted that once a Permanent has been cast, the magic chit used as the Ritual will be bound to the target and become unusable for as long as the spell is bewitching them.

To get the spell to become active again, the character needs to find a correct source of color. One source of Color will power one permanent until midnight that day, so to power multiple permanents, the character will need multiple color sources. It should be noted that perpetual, automatic sources of magic, will, in turn, automatically energize a permanent on a character. If the character has only one permanent bewitching them, that spell will automatically be energized, regardless of the character's desire. In the event that a character has multiple permanents bewitching them, they can choose which spell to involuntarily energize.

In order to energize a permanent inside of combat when the character has enchanted magic chits available, the character can choose to 'Play a Color Chit' during the actions phase of combat. Once they expend the color chit, the Permanent will instantly take effect. It should be noted that characters with color chits can choose to energize other people's permanents against their will.

In contrast, spells with day long durations last until midnight on the day after they are cast. That means if you have the Control Dragon spell, and you want to have a dragon you want to control on day 8, you need to cast it on the Dragon during combat on day 7. The Day spell will be in effect during day 7's combat, though. Day spells do not keep Magic chits bound to their target like Permanents; they fatigue after casting like usual.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued


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