VI. Magic System Appendices - elide-us/ClayEngineOSS GitHub Wiki
Combat Mechanics
Some spells will have one or more of the following effects. These are the primary combat mechanics impacting effects, which may be called different things in each school.
Counter Physical Capabilities
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Root (cannot move)
This effect causes the target to stop all movement. While rooted, the target can still cast spells but cannot move from their position for a period of time.
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Snare (move slowly)
This effect reduces the target’s movement speed. They will move at a slower maximum speed for a period.
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Slow (attack speed reduction)
This effect decreases the target's animation speed. Attacks and recovery actions take longer to execute for a period.
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Expose (reduced physical defenses)
This effect lowers the target's physical defenses, causing physical damage to be mitigated to a lesser degree.
Special Cases
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Poison / Disease (damage over time)
This effect inflicts damage on a periodic basis until cured. The damage can vary based on the potency of the poison or disease.
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Stun (interrupted, frozen)
This effect causes the target to halt all actions, including movement and casting. They are unable to move or cast spells for a period.
Counter Magical Capabilities
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Silence (cannot cast)
This effect prevents the target from casting spells that require verbal components or the utterance of words of power.
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Distract / Confound (increase cast time / cooldown)
This effect reduces the target’s casting efficiency. Casting times and cooldown periods are increased, and there is an elevated chance for spells to fizzle or fail.
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Sunder (reduce magical defenses)
This effect diminishes the target's magical defenses, causing magical damage to be mitigated to a lesser degree.
Counter Player Control
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Fear (uncontrollable, run away)
This effect causes the player to lose control of their avatar, which then moves in a direction away from the caster, often in a panic.
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Panic (uncontrollable, move at random)
This effect results in the player losing control of their avatar, which then moves about in random directions, potentially into danger.
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Charm (take control of another unit)
This effect transfers control of the player's avatar to the caster. The player can see what their avatar is doing but cannot influence its actions.
Magical Domains
In addition to spells being arranged by school and ring, each spell falls within one or more domains. Trainers for each domain can be found in most schools, though some are less common than others.
Magical Domains
All spells fall within one of the following domains:
- Abjuration – Protection, warding, and banishing.
- Cursing – Debuffs and damage over time effects.
- Conjuration – Summoning elements, entities, and objects.
- Divination – Knowledge, prophecy, and revelation.
- Enchantment – Control, domination, and influence over minds.
- Evocation – Elemental forces, destruction, and direct damage.
- Artificing – Imbuement of items with magical properties.
- Transmutation – Transformation of material states and properties.
- Invocation – Calling upon the power of the gods through supplication.
Specialty Domains
Additionally, spells may be listed as one of these specializations, and each specialization is associated with at least two schools that are particularly adept in that specialization.
- Thaumaturgy – Divine magic associated with healing and protection (White/Green).
- Astromancy – Scrying and celestial magic involving stars and planets (White/Yellow).
- Electromancy – Manipulation of lightning and electrical forces (Yellow/White).
- Aeromancy – Control over air and wind elements (Yellow/Red).
- Pyromancy – Mastery over fire and heat (Red/Yellow).
- Hemomancy – Manipulation of blood and life forces (Red/Orange).
- Elementalism – General control over elemental forces (Orange/Red).
- Chronomancy – Manipulation of time and temporal energies (Orange/Blue).
- Mentalism – Illusion and mental manipulation (Blue/Orange).
- Hydromancy – Control over water and liquid elements (Blue/Green).
- Necromancy – Magic involving death and the undead (Black).
- Geomancy – Earth magic focusing on soil and minerals (Green/Blue).
- Biomancy – Life magic related to growth and healing (Green/White).
Ancient Domains
In times before the classification of magic by color, magic was more primitive. Some still study these ancient domains for academic reasons:
- Eldritch Magic – Forbidden magic harnessing the fundamental forces of the universe and reality itself.
- Spirit Magic – Forbidden magic dealing with the soul and the essence of life.
- Animancy – Forgotten magic that gains power through sacrifice and ritual sacrament.
- Logomancy – Forgotten magic utilizing runes imbued with words of power.
- Fetismancy – Forgotten magic using fetishes, talismans, totems, and sigils as focal points.
Types of Casting
Magic can be performed using various methods, each requiring different skills and components.
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Incantation
Using spoken words of power to create magical effects. Incantations often require precise pronunciation and timing.
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Channeling
Utilizing a focus item, such as a wand or staff, to direct and amplify magical energy stored within the item.
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Ritual Magic
Involving multiple casters who use focus items and coordinated actions to perform more powerful spells that are beyond the capability of a single caster.
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Sympathetic Magic
Employing symbolic constructs or representations to focus magic. This includes voodoo dolls, effigies, or other items symbolically linked to the target.
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Alchemical Magic
Using physical catalysts and substances to create magical effects. This type often involves potions, elixirs, and transmutations.
Psionics
Overview
Psionics is a distinct form of magic that relies on innate mental abilities rather than external components, incantations, or traditional magical energies. Practitioners of psionics, known as psions, harness the power of their minds to influence the physical world, manipulate elements, and interact with other minds. Psionics is considered a separate discipline from traditional magic and requires specialized training and mental discipline.
Abilities
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Telepathy
The ability to read or communicate thoughts directly to another being's mind without verbal communication.
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Telekinesis
The power to move or manipulate objects and matter with the mind alone.
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Pyrokinesis / Cryokinesis
- Pyrokinesis: The ability to generate or control fire using mental focus.
- Cryokinesis: The ability to generate or control ice and cold temperatures mentally.
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Hydrokinesis
Manipulating water in all its forms—liquid, ice, or vapor—through mental control.
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Eidetic Projection
Projecting vivid mental images or illusions into the minds of others, creating sensory experiences that seem real.
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Geokinesis
Controlling earth, rock, and minerals with the mind, allowing manipulation of terrain and geological materials.
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Aerokinesis
The ability to influence air currents and wind patterns mentally.
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Chronokinesis
Manipulating the perception or flow of time, potentially slowing down or speeding up events from the psion's perspective.
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Biokinesis / Hemokinesis
- Biokinesis: Altering biological functions or structures in living organisms.
- Hemokinesis: Specific control over blood flow and properties within organisms.
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Photokinesis / Umbrakinesis
- Photokinesis: Manipulating light, including bending light to create illusions or invisibility.
- Umbrakinesis: Control over darkness and shadows, potentially concealing areas or creating constructs.
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Technopathy
The ability to interact with and control electronic devices and machinery mentally.
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Metakinesis
Manipulating kinetic energy, influencing the movement and momentum of objects and beings.
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Morphokinesis
Altering physical forms and shapes, including self-transformation or changing the form of objects.
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Necropathy
Communicating with or sensing the presence of spirits and the dead, possibly controlling undead entities.
Limitations and Training
Psionic abilities demand intense mental discipline and focus. Practitioners often engage in rigorous meditation and mental exercises to enhance their cognitive capacities and control. Overexertion can lead to mental fatigue, physical exhaustion, or unintended side effects. Psions must also be cautious of ethical considerations, especially when manipulating other minds or life forms.
Cantrips
Overview
Cantrips are simple spells that can be cast by anyone with sufficient intelligence and basic magical training. They are the foundational spells taught to apprentices and novice spellcasters, requiring minimal magical energy and components. Cantrips are primarily used for utility purposes and are valuable tools in a spellcaster's repertoire.
List of Common Cantrips
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Blink
Teleport a short distance in any direction within the caster's line of sight. Useful for evading obstacles or quickly repositioning.
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Create Food
Conjure a simple, nourishing meal sufficient to satisfy hunger for a short time.
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Create Water
Summon clean, drinkable water, either filling a container or creating a small rainfall.
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Light
Generate a small, hovering light source that illuminates the immediate area. The light can be attached to an object or float freely.
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Mend
Repair minor damage to an object, such as fixing a broken chain link, mending a tear in clothing, or sealing a cracked glass.
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Meditate
Enter a state of deep concentration to regain mental clarity, reduce stress, and recover a small amount of magical energy or stamina.
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Prestidigitation
Perform minor magical effects like creating harmless sensory illusions, cleaning or soiling items, warming or chilling food, or producing small trinkets.
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Message
Whisper a message to a target within a limited range, allowing for private communication. The target can reply in a whisper only the caster can hear.
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Detect Magic
Sense the presence of magical auras within a certain radius, identifying the school of magic if applicable.
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Mage Hand
Create a spectral hand capable of manipulating objects at a distance, such as opening doors, retrieving items, or pouring liquids.
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Spark
Ignite a small flame to light candles, torches, or campfires. Useful for starting fires without flint or tinder.
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Chill Touch
Summon a ghostly hand that delivers a chilling touch to a target, causing minor necrotic damage and potentially hindering undead creatures.
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Resistance
Grant a minor boost to an ally's ability to resist harmful effects, providing a small bonus to saving throws.
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Minor Illusion
Create a simple illusionary image or sound that can deceive observers, useful for distractions or minor deceptions.
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Guidance
Bestow a small enhancement to an ally's ability to perform a task, providing a brief boost to skill checks.
Learning and Practice
Cantrips are often the first spells learned by aspiring mages and serve as a gateway to more advanced magic. Regular practice helps the caster improve control and efficiency, laying the groundwork for mastering higher-level spells. Despite their simplicity, cantrips can be creatively applied in various situations, showcasing the versatility of magic.