The Broken Hourglass Monday Update
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Our magic system is:
- Not a spells-per-day/"hung spell" model. In our system, you do not commit your spell choices a day in advance, or make a career decision to only cast a small handful of spells over and over again. Casters have access to any known spell and spell effect at all times, provided the caster still meets the requirements.
- Not a potion-collecting model. In our system, you do not guzzle potions to restore your magic ability. When CRPGs turn away from the spells-per-day system, the usual alternative is a stock of spell points which are depleted with every cast spell and replenished by consuming a bandolier of vials. Here, tied-up mana is restored either by dropping magical effects, finishing combat, or resting.
- Not (really) a reagent-mixing model. Although it is possible to create new spells from existing effects, there is no "secret blend of spices" which produces the Spell Of Ultimate Mastery. Combining effects to create ("tinker") new spells is completely optional.
- Not dependent on just one character statistic. There are three different character statistics which affect how a Broken Hourglass character handles magic, both of which influence his or her ability to cast spells. The first is mana, which is a measure of how much magical energy the character can wield at any one time. (Read that again, it will be important to understand shortly.) The second are the magical proficiency skills, one for each of the five magic sources. These skills work just like weapon proficiencies, making spells cast by the mage more likely to strike their target with a high attack roll, thereby having a greater effect. A third stat affects how quickly a mage may cast spells.