To begin, remember that Magic is your potential power. Mana is your energy source. Using Mana creates a multiplier effect, to success, damage, or other benefits, but at the cost of your energy.
Your mana will not regenerate during a fight. It will only regenerate at a rate of 1 point per 3 posts outside combat unless you are allowed a safe place to rest. (Camping counts as unsafe, but will restore 25% of your mana per night)
Primary Effect - These spell effects are the most dangerous, but do not last outside special circumstances.
Lasting Effect - These spell effects are minor and linger until negated.
Stacking Effect - As long as the caster is successful each turn the ability is counted as a Primary Effect turn. Mana is consumed on the first turn of a cast. Failing to cast one turn will end the ability to add to the stack. Recasting the spell will reset the stack.
Remember
Accuracy Check - When calculating these with magic substitute your Magic for your Dexterity???
Resist Check - ???
Resistance to Magic damage - ???
Resistance to Crowd Control effects - ???
#Gen - Random Number generator result
MC - Magic stat of Caster
MO - Magic stat of Opponent
P1 - Number of turns since start of Primary Effect.
P2 - Number of turns since start of Lasting Effect.
S - Stacking effect total.
RO - Resist Stat of Opponent (Depending on Technique classification, use Dex/Str/Magic or HP )
These spells take no mana to use. You must have at least 1 in magic to cast.
Passive Dispel - 100% chance to remove level 0 lasting MENTAL effects.
MC * P2 vs MO(Does not use Turn action)
Active Dispel - Removes level 0 lasting MENTAL effects from ally.
(MC + 3) * P2 vs MO
Passive Resist - 100% chance to remove level 1 lasting PHYSICAL effects.
Caster Strength * P2 vs MO or RO (Does not use Turn action)
Accuracy Effect - 1 turn 100% miss chance. 2 turns on Critical ( #Gen > MO + 9 ). Lasting Effect Inflicts 3 Penalty to hit.
#Gen (1 to MC) must roll above MO.
Dodge Effect - Stacking Effect +1 Penalty to Dodge per success(Base 2). Lasting Effect S Penalty to dodge.
#Gen (1 to MC) must roll above MO + P1.
These spells take 3 mana to use. You must have at least 4 in magic to cast.
Area Effect - Apply a level 0 Effect spell to a group inside a spell radius.
Same casting rules as if single opponent, use total MO of the target group. (You do not have to hit an entire group, but any enemies between your targets must be included in MO total)
Example: Think of a flash bang grenade. The lasting effect will wear off at different times for each person. If there was a skilled individual in the middle of a group who could throw it back, you couldn't throw it at the group as a whole without risking just that, but you could throw it so it hit those at the edge of the group.
Curse Attack - MC - Opponent Strength Damage. Lasting Effect costs 1HP per turn.
#Gen (1 to MC) must roll above Accuracy Check.
Example: A fireball with the secondary effect of setting your opponent on fire. Your opponent can dodge it and not have a problem. Likewise your opponent can put the fire out if given the right circumstances.
These spells take ? mana to use. You must have at least ? in magic to cast.
These spells take ? mana to use. You must have at least ? in magic to cast.
Your mana will not regenerate during a fight. It will only regenerate at a rate of 1 point per 3 posts outside combat unless you are allowed a safe place to rest. (Camping counts as unsafe, but will restore 25% of your mana per night)
Primary Effect - These spell effects are the most dangerous, but do not last outside special circumstances.
Lasting Effect - These spell effects are minor and linger until negated.
Stacking Effect - As long as the caster is successful each turn the ability is counted as a Primary Effect turn. Mana is consumed on the first turn of a cast. Failing to cast one turn will end the ability to add to the stack. Recasting the spell will reset the stack.
Remember
Accuracy Check - When calculating these with magic substitute your Magic for your Dexterity???
Resist Check - ???
Resistance to Magic damage - ???
Resistance to Crowd Control effects - ???
#Gen - Random Number generator result
MC - Magic stat of Caster
MO - Magic stat of Opponent
P1 - Number of turns since start of Primary Effect.
P2 - Number of turns since start of Lasting Effect.
S - Stacking effect total.
RO - Resist Stat of Opponent (Depending on Technique classification, use Dex/Str/Magic or HP )
These spells take no mana to use. You must have at least 1 in magic to cast.
Level 0 Spells
Passive Dispel - 100% chance to remove level 0 lasting MENTAL effects.
MC * P2 vs MO(Does not use Turn action)
Active Dispel - Removes level 0 lasting MENTAL effects from ally.
(MC + 3) * P2 vs MO
Passive Resist - 100% chance to remove level 1 lasting PHYSICAL effects.
Caster Strength * P2 vs MO or RO (Does not use Turn action)
Accuracy Effect - 1 turn 100% miss chance. 2 turns on Critical ( #Gen > MO + 9 ). Lasting Effect Inflicts 3 Penalty to hit.
#Gen (1 to MC) must roll above MO.
Dodge Effect - Stacking Effect +1 Penalty to Dodge per success(Base 2). Lasting Effect S Penalty to dodge.
#Gen (1 to MC) must roll above MO + P1.
These spells take 3 mana to use. You must have at least 4 in magic to cast.
Level 1 Spells
Area Effect - Apply a level 0 Effect spell to a group inside a spell radius.
Same casting rules as if single opponent, use total MO of the target group. (You do not have to hit an entire group, but any enemies between your targets must be included in MO total)
Example: Think of a flash bang grenade. The lasting effect will wear off at different times for each person. If there was a skilled individual in the middle of a group who could throw it back, you couldn't throw it at the group as a whole without risking just that, but you could throw it so it hit those at the edge of the group.
Curse Attack - MC - Opponent Strength Damage. Lasting Effect costs 1HP per turn.
#Gen (1 to MC) must roll above Accuracy Check.
Example: A fireball with the secondary effect of setting your opponent on fire. Your opponent can dodge it and not have a problem. Likewise your opponent can put the fire out if given the right circumstances.
These spells take ? mana to use. You must have at least ? in magic to cast.
Level 2 Spells
These spells take ? mana to use. You must have at least ? in magic to cast.
Level 3 Spells