Magic

Arcanist
- lay lines: enhance magic, means of travel

- familiars: enhance research, combat minions

- runes: magic traps, rituals

- spellcraft: discovery of spells

Chi Master
-meditation

-inner chi

-outter chi

Druid
-earth

-binding

-

Elementalist
-fire

-water

-air

-earth

-soul

Priest
-inspiration

-healing

-creation

-spirits

Shaman
-totems

-summoning

-precognition

U.M.E. Universal Magic Equation


Range 1 per 5ft

Targets 1 per 1

Duration 1 per 5 seconds

Area of effect 1 per 5ft

Intensity 1 per 1d

Specialties: 3 per



Range: how far, min 0 (touch/self)

Target: how many ppl does it directly effect, min 1

Duration: how long does the effect last, min 5 seconds

Area of effect: how large is the effect, min 0

Intensity: how many die of damage, buff, heal can it effect. 1 dice per is 1k0, 1k1, 2k1, 2k2, etc., min 0 a 1k0 intensity = 1 damage/heal/etc

School: how many types of magic are used. i.e. a spell only using fire is 1 a fire and wind spells is 2, min 1.





<p style="font-weight: normal">min sp to cast a spell = 5; touch range, 1 target, 5 seconds, no aoe, no intensity, 1 school

<p style="font-weight: normal">e.g. a spark big enough to light paper on fire.

<p style="font-weight: normal">sp per spell = trait + skill + special + education if any

<p style="font-weight: normal">max possible sp per spell = 20 (8+8+4)

<p style="font-weight: normal">average beginner sp per spell = 8 (1+1+1) +5 Education/layline/familiar

<p style="font-weight: normal">max sp per day = trait+skill+specialty x5 +education if any

<p style="font-weight: normal">average spells per day for beginner = 6 (most bachlors eds give +5 sp /day)

<p style="font-weight: normal">Educations increase sp per day/spell

<p style="font-weight: normal">Except for Arcanist who must have a familiar for sp per day and layline for sp per spell the following is true:

<p style="font-weight: normal">Bachelor: +5 sp per spell

<p style="font-weight: normal">Masters: +5 sp per day

<p style="font-weight: normal">Doctoral: +5 sp per spell and day

<p style="font-weight: normal">other schools of magic may have a requirement for these bonuses such as a holy symbol, focus or other circumstance.

<p style="font-weight: normal">

<p style="font-weight: normal">The effect of the spell must fall into the realm of the practioners education. A druid cannot cast fire magic, an elementalist cannot summon an animal, etc

<p style="font-weight: normal">

<p style="font-weight: normal">Buffing

<p style="font-weight: normal">For every 5 intensity rolled you effect +1 trait, skill, or specialty

<p style="font-weight: normal">adding intensity eg by prayer to increase a target(s) willpower is rolled out. So 2 points in intensity is 1k1. If you roll 5-9 you increase willpower by 1 for the duration of the spell. If you roll 10 you raise the targets willpower by 2. Buffing die rolls do not explode. You must have at least 2 points in intensity for a buff to work since 1k0 = 1 you cannot attain the min TN 5. a buff attempted with 0-1 sp allocated will bring on a mild reaction but no mechanical effect.