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Difference between revisions of "Magic"
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[[category:Lore]]''This page will serve to explain how magic functions on Sanctuary. This is intended for role-play purposes only, and should not be taken as an indication of pending game magic functionality. | [[category:Lore]]''This page will serve to explain how magic functions on Sanctuary. This is intended for role-play purposes only, and should not be taken as an indication of pending game magic functionality. | ||
− | =Game Mechanics= | + | =Lesser Magic= |
+ | ''Refers to all magic on Sanctuary that is actually preformed via game mechanics. | ||
+ | |||
+ | ==Scope of Magic== | ||
+ | ''We can make the following statements about magic as being generally true: | ||
+ | * Relatively Immediate | ||
+ | * Always Local, line of sight | ||
+ | * Of limited duration, instant or minutes, not hours or days | ||
+ | * Usually solo, except spell weaving | ||
+ | * Primarily offensive or healing with some protective spells | ||
+ | * All schools of magic use spells books, mana and power words. | ||
+ | * Usually consumes ingredients upon spell casting, except Chivalry. | ||
+ | * All schools requires some form of additional magical discipline | ||
+ | |||
+ | ==Game Mechanics== | ||
The following types of magic exist on Sanctuary, this is an excellent overview of the systems: [https://wiki.ultimacodex.com/wiki/Magic_in_Ultima_Online Magic in Ultima Online] | The following types of magic exist on Sanctuary, this is an excellent overview of the systems: [https://wiki.ultimacodex.com/wiki/Magic_in_Ultima_Online Magic in Ultima Online] | ||
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− | = | + | ==Types of Magic== |
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− | =Types of Magic= | ||
Sanctuary appears to have: | Sanctuary appears to have: | ||
* 5 major schools of magic; [[Magery]], [[Mysticism]], [[Necromancy]] and [[Spellweaving]], and [[Chivalry]] | * 5 major schools of magic; [[Magery]], [[Mysticism]], [[Necromancy]] and [[Spellweaving]], and [[Chivalry]] | ||
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* 4 disciplines necessary for magic; [[Meditation]], [[Evaluating Intelligence]], [[Resisting Spells]], [[Focus]] | * 4 disciplines necessary for magic; [[Meditation]], [[Evaluating Intelligence]], [[Resisting Spells]], [[Focus]] | ||
− | =Supporting Skills= | + | ==Supporting Skills== |
;[[Evaluating Intelligence]] | ;[[Evaluating Intelligence]] | ||
:The ability to evaluate the intelligence of a target is a crucial skill to many of the magic system on Sanctuary. This skill directly effects the offensive power of [[Magery]], but is not used in [[Mysticism]]. | :The ability to evaluate the intelligence of a target is a crucial skill to many of the magic system on Sanctuary. This skill directly effects the offensive power of [[Magery]], but is not used in [[Mysticism]]. | ||
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:Spirit speak is a magical talent that is necessary to improve the outgoing damage of [[Necromancy]] spells. | :Spirit speak is a magical talent that is necessary to improve the outgoing damage of [[Necromancy]] spells. | ||
− | =Sources of Powers= | + | ==Sources of Powers== |
;Corpses | ;Corpses | ||
:Used '''only''' by [[Spirit Speak]] to channel the power of the recently dead to heal. | :Used '''only''' by [[Spirit Speak]] to channel the power of the recently dead to heal. |
Revision as of 17:20, 27 June 2019
This page will serve to explain how magic functions on Sanctuary. This is intended for role-play purposes only, and should not be taken as an indication of pending game magic functionality.
Contents
Lesser Magic
Refers to all magic on Sanctuary that is actually preformed via game mechanics.
Scope of Magic
We can make the following statements about magic as being generally true:
- Relatively Immediate
- Always Local, line of sight
- Of limited duration, instant or minutes, not hours or days
- Usually solo, except spell weaving
- Primarily offensive or healing with some protective spells
- All schools of magic use spells books, mana and power words.
- Usually consumes ingredients upon spell casting, except Chivalry.
- All schools requires some form of additional magical discipline
Game Mechanics
The following types of magic exist on Sanctuary, this is an excellent overview of the systems: Magic in Ultima Online
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Types of Magic
Sanctuary appears to have:
- 5 major schools of magic; Magery, Mysticism, Necromancy and Spellweaving, and Chivalry
- 2-4 magical crafting forms; Inscription, Alchemy, Tinkering, and Imbuing. These crafting skills all still need to be confirmed.
- 5 lesser magical talents; Spirit Speak and the barding skills of Discordance, Musicianship, Peacemaking and Provocation. Given the uncanny ability for Healing to function instantly it is also usually assumed to be a magical talent.
- 4 disciplines necessary for magic; Meditation, Evaluating Intelligence, Resisting Spells, Focus
Supporting Skills
- Evaluating Intelligence
- The ability to evaluate the intelligence of a target is a crucial skill to many of the magic system on Sanctuary. This skill directly effects the offensive power of Magery, but is not used in Mysticism.
- Focus
- Focus, which is defined as a warrior's meditation skill and is responsible for Mana and Stamina regeneration. Focus effects a mystic's spell power.
- Inscription
- Inscription which is the skill used to inscribe magical scrolls effects the damage of some mystic spells.
- Karma
- Karma effects the power and duration of Chivalry spells only.
- Meditation
- Meditation is the skill that is used to restore mana.
- Resisting Spells
- Resisting spells can be thought of as the ability to shield or ward one's self from some offensive magic cast by Magery, Necromancy, Spellweaving and Mysticism
- Spirit Speak
- Spirit speak is a magical talent that is necessary to improve the outgoing damage of Necromancy spells.
Sources of Powers
- Corpses
- Used only by Spirit Speak to channel the power of the recently dead to heal.
- Items
- Magically crafted items such as scrolls and wands can be used to cast magic, sometimes without needing to have any magical skills. Magical items, such as scrolls may be consumed upon use, while wands may have multiple uses.
- Mana
- Mana is a spell casters personal well of power that they can draw on to cast magic. It functions much like a type of magical stamina. The more powerful the spell the more mana it takes. All five schools of magic; Magery, Chivalry, Mysticism, Necromancy and Spellweaving use mana to cast spells.
- Reagents, including Focus Crystals
- Reagents are spell ingredients that are consumed when the spell is cast. They are assumed to be small amounts and easy to carry enough to cast a few hours of magic while hunting, a pinch per spell at most. Magery, Mysticism and Necromancy uses reagents, Spellweaving uses focus crystals, Chivalry does not.
- Spell Books
- Spellbooks are considered magical objects in their own right, and while most spell books require other sources of power to cast the spells, such as mana, reagents, etc, the book itself is a necessary magical item. All schools of magic, Magery, Chivalry, Spellweaving, Mysticism and Necromancy use spell books.
- Tithing
- One might increase ones tithing value (points) by donating gold to an ankh. Only Chivalry spells decremented tithing points.
- Words of Power
- Magical words are obviously a necessary component of spell casting for most of the different magical system on Sanctuary. All schools of magic, Magery, Chivalry, Mysticism, Necromancy, and Spellweaving uses magical words to cast spells.