Spells

Spells in general

In the world of magic, think of mana as the fuel that powers all spells. It’s like these tiny bits of magic dust, gathered from the stars that shower our planet. When folks use these magic specks, arca-particles, they build up their own stash of mana power. Now, here’s the cool part – except for living things, there’s something called arcanite. It’s like a sponge for mana, soaking it up so you can use it later in things like amulets, objects, and even weapons. >>>

When you’re diving into the world of magic, remember this handy tip: mana loses its oomph with time, unless it gets a boost from arcanite. In the world of Bellaria, almost any critter or person are able learn to use magic.

Casting spells isn’t inherently difficult. The challenge lies not so much in making the spell occur, but in ensuring it goes precisely where you intend. You have the option to select from pre-made spells found among your resources, or you can unleash your creativity to craft unique spells of your own.. >>>

Just remember, even in this world of enchantment, things don’t always go as planned. There’s more to it than just getting your aim right. Magic can meet its match with stuff like magic-resistant critters, counterspells, and amulets. So, it’s smart to have a Plan B up your sleeve, just in case your magical antics hit a snag.

As Spark Weaver Timber Quickspark would have put it:  “In magic’s dance, failure’s chance remains, not just in casting, but in how it’s tamed”

Magic in the world

In the world of Bellaria, magic works like how technology does in our own world. Just like the lucky ones can get their hands on the newest gadgets, folks born with natural talents can dive into the cool magic in Bellaria. Imagine fans that blow enchanting breezes and fridges that keep things fresh using magic. Even the palace guards, sworn to protect their queen, rock amulets that amp up their defenses. These items come with a hefty arcanite price tag, making magic readily available to only a select few.

Actual spellcasters are pretty rare. Bellaria’s got three magic schools, so there aren’t that many people who can really do magic. But does that mean it’s impossible to become a magic whiz on your own? Nope, not at all. Think of it like the super inventive folks coming up with amazing things in our world – only a handful of really exceptional people can pull it off. So, when you meet someone who can cast spells, whether they’re a buddy or a rival, chances are they’ve been to one of those magic schools.

You only need the basic training in the school; by the time you start your PC, you have, so to speak, graduated. >>> 

Mana

Once you’ve crafted your character, you’re aware of your mana reserves. Mana is the fuel for your spells, and it’s consumed every time you work your magic. When you’re using items like amulets or scrolls, the mana actually comes from your arcanite mana.

Mana will naturally diminish over time unless it is replenished. When casting a spell, it will come with an inherent duration. The longer you wish it to endure, the greater the mana cost, unless it can draw from an arcanite source.

 

Your mana recovery rates are as follows: 5% per hour while awake, 7% while resting, and 10% while sleeping.

Mana for PC

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Mana for Animals

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Mana for Undead

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Mana for Cursed

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Casting spells

When you want to cast a spell, it can come from your thoughts, a fancy scroll, or even a magic object. This object could be just a regular thing that’s been given some magical oomph, a weapon with a magical twist, or an amulet. And you’ve got a couple of ways to set the spell in motion – you can say some magic words or make a certain move, or in some cases just think and bam, magic happens. This depends on the creater of the spell.  When this magic gets going, it taps into mana, this magic juice that either comes from inside you or gets pulled from the special stuff, arcanite, in the object.

At the start, you’re probably gonna use spells that are already cooked up. There are a few things to keep in mind if you’re into casting spells – like how far they can reach, how much damage they can do, and how much mana they gulp down. The cost of different spells varies depending on your elemental focus, class and how you progress.

When you look up a spell in the spell list, it provides information about the elements used and the steps to cast it. However, the exact mana cost is unique to each caster, so you’ll need to input the spell into the spell app located in the tools section to calculate your specific mana requirement.

When you employ magic items, scrolls, or potions for your magical endeavors, the mana expenditure will be integrated into them. It remains constant, unaffected by the user; it remains as it was when initially crafted.

So, how fast you can cast a spell depends on where it’s coming from. If it’s from your memory, an item, or a weapon, it’s instant magic, and you can do it once a turn. But if you’re pulling off a spell from a scroll, that’s gonna take two turns. And if you’re learning from a spellbook, you’ll need an hour of “Tempel time.”

When using objects for offense or defense, they draw mana from arcanite as their source. If you use an object that has  more than three times your own mana reserve, you’ll lose the ability to tap into your personal mana equal to the excess usage beyond this threshold.

When your personal mana reserve drops into negative values, the connected object ceases to work. You can carry several magical objects at once, and their combined mana requirements can go beyond three times your mana reserve, but no single object can surpass this limit.

Scrolls, despite initially utilizing the mana infused during their creation, are intricately tied to your personal mana reserve. This connection serves as a safeguard against overwhelming simultaneous readings. You have the capacity to store an amount of scrolls equivalent to 100% of your own mana reserve and activate them swiftly within a single turn. However, should your collection exceed this 100% threshold, they transform into the equivalent of spells housed within your spell book, mandating a time-consuming hour to swap out scrolls in order to maintain balance. On the contrary, potions offer instantaneous effects without such mana entanglements, though they present the substantial inconvenience of being bulky and challenging to transport.

Books

There are two types of spellbooks, one is called just spellbook  – it can only hold spells up to four times your mana stash. Think of it like having a handy book you can swap spells between your noggin and the book itself, it will take you an hour of tempel time to swap a spell. The other is your Tempel Book it holds all spells you ever get your hands on or create.

Dont forget that if you find a spell that you like to write in to your spell books  you have to adjust them through the spell app. Spells that are in the spell list under asssets are spells you dont need to adjust untill you are thinking of using them, but again that takes tempel time.  >>>

 

 

Items

In Bellaria there’s a whole mix of things – some are magical, and some are just regular stuff. If something deals out damage, like hitting someone, we call it a weapon. But weapons can also have magic in them, they can also be just magic with no damage, like a magical flying carpet.

You can come across items, buy ’em, or maybe even “acquire” them in other ways. When you’re getting all set up, you’ve got a bunch of options to choose from in the assets pile. And hey, if you’re up for some DIY action, you can craft your own items too. Just remember, if you want your creation to have that magic touch, you’ll need a sprinkle of arcanite. Oh, and here’s the twist – every time you reuse arcanite from something, it gets 10% smaller. So, make sure you use it smartly!

Amulets are like the ultimate spellcasting bling! They’re crafted with one mission: to cast spells. But here’s the cool part – they’re not just functional; they’re can also be dazzling pieces of jewelry that folks absolutely adore. Now, these amulets have a hitpoint limit, so you’ve got to keep ’em safe and sound if you want them to keep working their magic.

Scrolls & Potions

Scrolls and potions serve as containers for spells, rather than traditional spellbooks. When reading a scroll, it takes one round to activate, and its effects take place in the following round. Likewise, a potion requires one round to be consumed, and its effects come into play in the subsequent round. The advantage of these magical items is that they already store the necessary mana for future use.

The drawback, however, lies in the fact that as you inscribe the spell onto the paper or liquid, the mana begins to dissipate. Consequently, the spell’s effect will only be at half its potential power. For instance, if you possess 100 mana, you can only imbue spells of up to 50 mana onto the scroll or potion. Since these items emit arcane particles, they can disrupt your own mana. Therefore, you can consume up to the same amount of mana inscribed on the scroll or potion as you have in your personal mana reserve. Beyond that threshold, you will experience the effects of the scroll or potion but also lose an equivalent amount of your own mana. If, during the reading or drinking process, you exceed your mana reserve and end up with a negative mana balance, the spell will fail, leaving you with no mana remaining. The same formula applies when it comes to magical items

This can still be worth it. If you have a healing potion and the mana consumption will exceed your limit, causing you to lower your mana reserves, you will survive with less mana rather than perishing with a full mana pool.

Storing spells

STORING HEAD SCROLLS POTIONS ITEM SPELLBOOK TEMPELBOOK
CASTING TIME 1 turn 2 turns/1 hour 2 turn 1 turn 1 hour 24 hours
ACTION To execute

read & cast

work 2nd turn

 work 2nd turn Depending on trigger To transfer to head
  • Created spells
  • Transfer found spells (Assets spells  are found)
  • Transfer to SPELLBOOK
MAX MANA Store 200% of total mana* max 50% of mana reserv or 1 hour transfer to become active Your mana reserve 50% Based on arcanite amount (max 300% of mana reserv)** 400% Every spell can only comprise segments with mana consumption totaling a maximum of 100%.

* You can remember dubble amount of spells than you may have mana to cast
** If you exceed the 300% limit for magic items, they will interfere with your own mana. If you do not rely on mana at all, you may level up to 600%. However, beyond that point, it will begin to interfere with your friends’ mana if they are within 5 meters or 15 feet.

Triggers & Loops

Alright, let’s dive into one of the most thrilling aspects of crafting magic. We’ll get into more details in the spell crafting section, but it’s good to have a heads-up as you embark on your adventure. We’re talking about “triggers” and “loops.”

Triggers are like secret codes you embed in a spell, allowing it to activate not when you cast it normally, but in response to a sound, scent, specific word, or even vibrations. This adds a whole new layer of complexity, especially when you’re wandering through dungeons or bank vaults. Keep in mind, though, that amulets equipped with triggers are pretty pricey in terms of both mana and arcanite, so you won’t come across them every day.

Loops, on the other hand, are also commands, but they rewind the spell or certain parts of it back to the start. This is fantastic for setting up stationary traps or defensive mechanisms. They can even unleash a rapid-fire barrage of magic, but it all boils down to your mana and arcanite reserves.

What sets triggers and loops apart is that they don’t rely on your direct casting. Instead, they activate when specific conditions are met, like magic on autopilot. However, here’s the kicker: since they work independently, they need a steady supply of arcanite to operate smoothly. So, if you’re thinking about using triggers or loops, make sure you’ve got enough arcanite in the tank to keep the magic flowing.

Spells in Combat

In combat, think of spells as your magical weapon. They follow the same aiming rules as regular combat – if you miss your target, your spell simply fizzles into thin air. Spells are versatile; you can use them for both offense and defense. Plus, teaming up with a friend opens up opportunities to craft special and intricate spells for some extraordinary effects. It’s all about wielding your magic strategically!