Magic

Lore and Spellcasting

You are a master manipulator of whatever Lore you choose. There is no list of spells for your character, as long as you have enough of the Lore nearby, and enough mana, you can do whatever the DM allows.

The mana cost of whatever spell you are attempting depends on the spells power (damage or intensity of effect), range, and area of effect; mana cost is determined by the DM. The more mana you are spending on a spell, the longer it takes to cast.

The material associated with your Lore must be present, but the amount does not matter unless you are using Area of Effect.

Example: A Lore of Fire wizard can shoot fire bolts at opponents as long as he has a small source of fire, such as a lighter, or his fiery Staff, if he has it on him.

Area of Effect

In order to cast an Area of Effect spell, you must gather enough of the Lore material to cover that Area of Effect.

Example: A Lore of Water wizard wants to to engulf an area in a tidal wave. To cast the spell, there must be enough water near him to fill the volume of that area.

Magic Resistance

If a spell is being cast on you, you can use your Magic Resistance against it. The higher your Magic Resistance, the less the spell will affect you. You can choose to not resist a friendly spell, such as healing.

Example: If a Lore of Earth wizard summons an earth spike underneath you, you would oppose damage using your Magic Resistance.

(New) Exception: You can only resist spells where you are directly being affected by the lore of the spell.

Example: A Lore of Wind wizard uses wind to push a boulder over a cliff and it falls on you. The wind is being affected by magic and is therefore resistable. The boulder is simply in free fall, so the boulder’s damage is opposed by Endurance instead.

(New): Spell Duration

Spells do not have long durations, and under most circumstances only last a few seconds. They can have lasting effects (the material does not typically disappear after the spell is cast), but are not actively controlled by the wizard. Permanent magic buffs/enchantments are covered under staff upgrades below.

Example: A Lore of Weather wizard calls down clouds to surround him and create fog. After he finishes his spell, the clouds are no longer affected by magic, and will behave normally, slowly dispersing over time.

(New): Magic Staffs

Every spellcaster (including the Caster class Servant) starts the game with a Staff. You do not need your Staff to cast spells, but you can upgrade your staff to create permanent magic effects. Staffs are hard to hide and are themed to your lore, so they may give away your identity.

Example: A Lore of Crystals possesses a 6 foot long metal Staff embedded with many crystals, topped by an enormous blue crystal.

(New): Staff Upgrades

Upgrades to your staff take 1 hour and 5 mana. You can upgrade your staff anywhere. Upgrades are permanent, and can be anything the DM allows as long as it is themed to your lore.

Example: A Lore of Death wizard enchants his staff to allow him to raise corpses into zombies. Once the upgrade is in place, he can do this for the rest of the game at no additional mana cost.