Post by Arin on Jan 19, 2016 0:00:16 GMT -5
Spellcasting and Character Development in The Lost Nation
When making a character, it is likely that you will want to make a spellcaster, or have this character able to conjure magic later on with an update. Here, we will discuss the topic of magic, and how to make spells for your character to use. There are several steps that need to be taken when deciding on spells for your character, and they must be followed in order. Thankfully, they're not too complex, so they should go by quickly.
Step 1) Deciding your character's affinity: You may notice that in the Magical Potential section of the character template (excluding the basic version, for those not wanting to delve too deeply in magic) there is a section titled Magical Affinity. This is your character's specific alignment towards 1 of the 6 different types of elemental magic; Fire, Ice, Wind, Earth, Light, and Darkness. If you want to make a spellcaster, you must first decide the character's specific affinity towards one of these elements. If none of the elements suit you, you can go with the elementally balanced Arcane type, which has spells that do not fall under any of the 6 elements and have abilities such as telepathy and teleportation available. To better decide your character's affinity, see the elemental spellcasting article found here.
Step 2) Creating your spells: Once you have decided on your character's Magical affinity, now you can work toward making the spells themselves. These can range from anything that the imagination can think of, within reason. When covering the details of the spell, you will need to include a few topics within the spell's descriptive paragraph
-Element-Range
-Spell target type (selected target, projectile, or AoE/Area of Effect)
-Spell class level (this can be found in the Spell Class Level diagram found here)
-Spell cooldown, or use limit per thread.
Please note, if you choose Arcane as your affinity, then you are essentially a jack of all trades, but master of none, in regards to the 6 elements. You can still learn other elemental spells outside of the arcane, but you must list how much experience has been gained in that specific element, and specific levels of spells may not be available to this character. Levels of spells for non-affiliated elemental spells will be determined by staff, regardless of magical affinity.
Step 3) Calculating your spell points/sP: After you've created all of your spells, you have to count up the total amount of points that the spells range from, and match them up with what your character can have. Magically adept creatures (creatures that have an easier time mastering mana use to create spells) have a spell point total of 55sP, whereas non-magically adept creatures will have a spell point total of 35sP. This sP value determines how many spells you can have in a single character's arsenal. If you have more points than your character's value will allow, then you must slim down the spell list by which ones you want most, or find a way to reduce the power, and in turn, sP values of all the spells included.