Character sheet IC Name: Camillius Spire: Archetype: Seer
Subject: What We Know So Far - Magic Thu Apr 26, 2012 11:43 am
This information comes mainly from the Play Test at this years Maelstrom 1.
Magic is currently working along a 5 second casting time during which you have to be visibly and audibly casting the spell.
Spells are all touch range only. Using a magic staff, rod etc does count as touch. There is ongoing discussion at PD as to whether or not throwing orbs would be a suitable ranged possibility (which suddenly raises the idea of slingshots & water balloons.. but that could just be me being eeevil).
All offensive spells are sympathetic. That means that what you cast, happens to you also. You cast strikedown, you fall over as well. Cast paralyze.. the spell lasts for as long as you also choose to remain frozen.
The sympathetic magic doesn't currently apply to heals/buffs.
Oh... and Magic is irresistable. There are NO resist or negate called in Empire.
Last edited by Zendrik on Wed May 30, 2012 11:53 am; edited 1 time in total
Camillius
Posts : 849 Join date : 2012-04-24
Character sheet IC Name: Camillius Spire: Archetype: Seer
Subject: Re: What We Know So Far - Magic Mon May 28, 2012 9:11 pm
Some more information on magic.. this time on ritual magics rather than on spells.
It seems that ritual magics will be dependent on contributing mages levels of ritual power. These seems currently to be coming in seasonal flavours (spring, summer, autumn, winter). I can see this working along similar lines to the levels of power mages have in Odyssey. The difference will be that I don't think we'll also need matching flavours of quintessance... but mana will be required.
Mana it seems will come in three flavours. One is each individual mage's mana store. No solid information on this, but I suspect it'll tally directly with how many ritual points (of any flavours) the mage has. Still no idea how this replenishes. Second flavour of mana will be crystals... these will be a territorial resource.. something the group receives as income from the territories they hold. Third will be from items... it apparently will be possible to have magical items that contain/store/generate mana in their own right..
A little more on general magics also.. the touch range does not require a magic staff to deliver. A mundane staff (or sword.. perhaps even shields/armour) will suffice.
Camillius
Posts : 849 Join date : 2012-04-24
Character sheet IC Name: Camillius Spire: Archetype: Seer
Subject: Re: What We Know So Far - Magic Mon Jul 02, 2012 9:19 am
Latest on magic... it seems that heavily armoured battle-mages are not going to be possible in the world of Empire.
There is going to be a rule in place to prevent mages casting while wearing armour. We don't know yet if this is metal only, or if it will apply to leather as well.. but watch this space.
However, mages will get something.. else...
See section on Armour for more details.
Camillius
Posts : 849 Join date : 2012-04-24
Character sheet IC Name: Camillius Spire: Archetype: Seer
Subject: Re: What We Know So Far - Magic Mon Jul 23, 2012 8:09 am
Little more on magic. The 6 forms of magic are confirmed as seasonal. Spring, Summer, Autumn, Winter, Night, Day. There is to be a 6 eternals and 6 lineages, each attached to a form of magic. Or rather each form of magic and lineage to an Eternal.
Delvy
Posts : 11 Join date : 2012-05-29
Subject: Re: What We Know So Far - Magic Mon Jul 23, 2012 7:57 pm
They are not seasonal, the names refer to the 6 Realms of Magic. While they have time based names they are not based around seasons so much as themes.