Magic
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Introduction to Magic in TSS Like most systems in TSS, the magic system is fairly unique. If not entirely ‘specific’ to TSS, it incorporates many tried and well loved features of other magic systems into one complete system. Because Mages will be very powerful, as they should be, the huge thing to keep in mind is balance. Mages were not found around every corner and under every stone. They were a fairly rare breed, and thus we do not want to see TSS overrun with magettes.
Since every race is a creation of one of the Gods, they all have the ability to use Magic. The question is, how. The tabs above provide a list of the classes that can use magic, and what type of magic they will use. There are subclasses within each class and the subclass that a character is will depend on the player’s choice of kits. Kits play a major part in defining your character and allowing you to make the decisions on what your character will do.
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A question that many people –should- ask when they are able to use magic is, “Where does it come from?” It is a question seldom asked, but one that we will answer anyway. Magic is in the world for a number of reasons. The history of the world has more to say about it, but a quick run down will occur here.
Mainly the magic comes from the ‘world’ itself. However, it is there because The Creators put it there. When they made the world, parts of their magic were left purposefully in the fibers to help hold it together and replace missing areas. This magic was largely untouched for thousands upon thousands of years. This magic continued to grow and became a very integral part of the world. Just like the soil, the air, the water, the world came to need it to survive, and to produce it on its own. Magic, having the distinctive habit of migrating toward other magic, soon collected mainly in the core of the planet.
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There is really only ONE type of magic, that being World Magic that casters tap into. They never have –complete- control over the magic, as they are not the true masters. Thus they need spells, rituals, reagents, and other focus materials in order to manipulate the energy. Every caster has an innate ability to manipulate energy into different forms. Being that magic is of no ONE real form, and just has different purposes for which it conforms itself, this is where we get our different ‘types’ of magic.
Elemental – Summoners are a classification of casters that can tap into the individual elemental representation of the world. Water, Earth, Fire and Water. Most Summoners only have the ability to tap into one type of elemental magic. Though limited, they gain a lot of power and ability with it. Some, however, have the ability to use all the elements. These generally do not become overly powerful in any ONE elemental type, but instead become capable users of all and powerful in their own right.
There is another type of magic in the world aside from that which can be ‘tapped’ into and used to various ends. There is an ‘Inner Magic’ which all creatures posses, but like the World Energy, only some can actually feel and use. These classes use their Inner Magic for many different things. None so blatant as to throw a fireball or open a dimensional portal, but effective and helpful none-the-less.
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Schools of Magic There will be different schools of magic. Spells will relate to a school and casters will gain levels in those schools when they use spells from that line. Exactly like a fighter gains skill in ‘Light Edged Weapons’ when using a dagger. And, like a fighter, as the caster gets better at a school of magic, their RT (Round Time or Action Time) drops for casting the spells and so does their mana requirement. Here is a list of the schools of magic and what they will pertain to.
Major school for: Enchanters, Summoners, Necromancers, Hell Raisers
Major school for: Enchanters, Druids, Parsons, Dark Priests, Witch Doctors
Major school for: Enchanters, Summoners, Necromancers, Bards, Gypsies
Major school for: All casters derive most of their offensive spells from this school.
Major school for: All casters derive most of their offensive spells from this school.
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A mage tower is something that can only be owned by pure casters. Summoners, enchanters, or necromancers are the only pure casters at this time. A mage tower is like a house, only it is a tower instead. It also has advantages for the mage. Towers will come three stories high to start, and two rooms ‘around’. A mage can expand his or her tower just like a player can add rooms on to their homes. The most notable feature of a mage tower is the orb that will be located on the top most floor. This orb can store unlimited amounts of mana for the mage to tap into should they need it for spell researching or defending their tower.
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