Post by ShadowTheBuu on Oct 16, 2017 19:25:48 GMT -5
-Hyrule Adventures Elements and Magic-
When starting out your character, you pick one element which starts at level 1.
This is your main element, and determines what you are strong and weak against.
There are 6 main elements; Fire, Water, Wind, Earth, Light, and Dark.
Fire provides heart, light and warmth, and is able to be used to burn away
anything that is burnable. Fire is normally strong against Earth and Dark
elements.
Water is wet and is able to be mist, ice, or liquid which can be used to
cool yourself, or boil for food or be warmed for a bath. It also is able
to quench fires, create mud, and bend light. Water is normall strong against
fire.
Wind is able to cool you or warm you depending on the temperature, and blow
away obstacles or foes depending on how strong it is. Sometimes it is also
able to blow in storms which can carry lightning with it. Wind is usually strong
against water.
Earth is the very thing we stand upon and is also able to be used to make the
walls of our homes. It can also be used to crush obstacles with weight. Earth
is usually strong against wind.
Light is the light which is cast for from fire, or even a holy source. Light
can be used to heal the injured, as well as illuminate darkened areas. Light
element is the polar opposite of dark and can be either weak or strong against
it.
Darkness is the shade which mountains and tree's provide, or by a dark being. It
can also be used for dark purposes such as reanimating redead or binding spirits
to a place or purpse. Dark element is the polar opposite of light and can be
strong or weak against it.
(In short:
Water > Fire > Earth > Wind > Water
Darkness (lvl 2) > Light (Lvl 1))
-Elemental damage-
When using elemental attacks (usually brought forth by magical means), consolt
the chart above. If you are using an elemental attack which the target is weak
against, the damage is doubled. If you are using an element which the target is
strong against, the damage is halved.
-Magic-
If your character is smart enough to use magic (usually mental 5 or higher), you're
able to use it in many ways. When making a spell, ask the Game Master if the
spell is acceptable, and if it is, the GM will tell you how much it costs.
Here is an example of a spell-
=========================================================================
LVL 1 Summon Octorok
MP: 3
Used to summon creatures of the Octorok familly. Only able to summon one
per level.
=========================================================================
This list is not all that you can do with magic, but it does help to try and
categorize it more neatly.
-Types-
=Attack=
Using magic to attack is pretty much like using physical attacks, but different
stats. When using attack magic, chose which spell you are using. If the spell
has an element, your character's element(s) and their levels will be used to lower
the attack spell's difficulty to hit.
You then roll mental again, this time using the spell's level to add any extra
dice for damage. Each success counts as that success times the multiplier assigned to the spell!
(If you get a success roll and spell addition that goes above 10 in successes, the additional number of spell+element is an automatic success).
=Healing=
If you are using healing magic, you automatically roll your mental, healing spell
level and elemental level. Each success is multiplied by spell multiplier and element level.
=Mending=
Much like healing, but mending is used to repair inanimate objects rather than
healing wounds. If you are trying to mend an item that has been completely
destroyed though (like armor having reached 0), the mending requires a higher
success check.
=Summoning=
Summoning magic works in a various number of ways, be it either another living
creature or an item. If summoning another creature, it requires you to make a
roll with the number of dice you have in mental and the level of the summoning
spell.
When making a creature summoning spell, you must chose which kind of
creature it can summon; a summon dragon spell can only summon dragons. Depending
on the type of creature you are summoning, the difficulty can be higher or
lower than the usual 6.
For summoning items, basically it's the same as making a portal into a pocket
dimension and placing them items within. The higher the level of spell the higher
number of items you may place in to the pocket dimension. Summoning items does not
require a difficulty roll as usually an item does not have a will of it's own.
=Transportation=
Much like summoning, but instead of summoning something to you, you are putting
yourself somewhere else. Transportation magic can be done in a number of ways,
the usual 2 being portals or just disappearing and reappearing.
In the case of portals, anyone or anything can go through as long as the portal
is open. These usually require more magic energy as you are poking a hole through
space.
For teleportation, it is more instantanious and the only things that travel with
you are things that are physically connected to you (Ropes and chains also count).
The more things physically touching you, the more magic used and the higher the
difficulty.
=Transformation=
Transformation spells are spells that transform... Pretty simple. You can
transform anything, material objects like water, food, wood, etc, etc. You are
also able to transform other living creatures as well as yourself, though it has
been said that a lot of the times living beings being transformed can hurt.
Transformation spells have to be specified, for example: transforming something
in to gold. Depending on what you are trying to transform, the range of difficulty
and magic power used will fluxiate, with both difficulty and cost being decided
by your Game Master.
Transforming lifeforms is more trickier and requires more difficulty and more MP,
as you are transforming something with a will and if the subject does not agree
to it can roll their own mental stat against you to try and prevent it from
happening.
When starting out your character, you pick one element which starts at level 1.
This is your main element, and determines what you are strong and weak against.
There are 6 main elements; Fire, Water, Wind, Earth, Light, and Dark.
Fire provides heart, light and warmth, and is able to be used to burn away
anything that is burnable. Fire is normally strong against Earth and Dark
elements.
Water is wet and is able to be mist, ice, or liquid which can be used to
cool yourself, or boil for food or be warmed for a bath. It also is able
to quench fires, create mud, and bend light. Water is normall strong against
fire.
Wind is able to cool you or warm you depending on the temperature, and blow
away obstacles or foes depending on how strong it is. Sometimes it is also
able to blow in storms which can carry lightning with it. Wind is usually strong
against water.
Earth is the very thing we stand upon and is also able to be used to make the
walls of our homes. It can also be used to crush obstacles with weight. Earth
is usually strong against wind.
Light is the light which is cast for from fire, or even a holy source. Light
can be used to heal the injured, as well as illuminate darkened areas. Light
element is the polar opposite of dark and can be either weak or strong against
it.
Darkness is the shade which mountains and tree's provide, or by a dark being. It
can also be used for dark purposes such as reanimating redead or binding spirits
to a place or purpse. Dark element is the polar opposite of light and can be
strong or weak against it.
(In short:
Water > Fire > Earth > Wind > Water
Darkness (lvl 2) > Light (Lvl 1))
-Elemental damage-
When using elemental attacks (usually brought forth by magical means), consolt
the chart above. If you are using an elemental attack which the target is weak
against, the damage is doubled. If you are using an element which the target is
strong against, the damage is halved.
-Magic-
If your character is smart enough to use magic (usually mental 5 or higher), you're
able to use it in many ways. When making a spell, ask the Game Master if the
spell is acceptable, and if it is, the GM will tell you how much it costs.
Here is an example of a spell-
=========================================================================
LVL 1 Summon Octorok
MP: 3
Used to summon creatures of the Octorok familly. Only able to summon one
per level.
=========================================================================
This list is not all that you can do with magic, but it does help to try and
categorize it more neatly.
-Types-
=Attack=
Using magic to attack is pretty much like using physical attacks, but different
stats. When using attack magic, chose which spell you are using. If the spell
has an element, your character's element(s) and their levels will be used to lower
the attack spell's difficulty to hit.
You then roll mental again, this time using the spell's level to add any extra
dice for damage. Each success counts as that success times the multiplier assigned to the spell!
(If you get a success roll and spell addition that goes above 10 in successes, the additional number of spell+element is an automatic success).
=Healing=
If you are using healing magic, you automatically roll your mental, healing spell
level and elemental level. Each success is multiplied by spell multiplier and element level.
=Mending=
Much like healing, but mending is used to repair inanimate objects rather than
healing wounds. If you are trying to mend an item that has been completely
destroyed though (like armor having reached 0), the mending requires a higher
success check.
=Summoning=
Summoning magic works in a various number of ways, be it either another living
creature or an item. If summoning another creature, it requires you to make a
roll with the number of dice you have in mental and the level of the summoning
spell.
When making a creature summoning spell, you must chose which kind of
creature it can summon; a summon dragon spell can only summon dragons. Depending
on the type of creature you are summoning, the difficulty can be higher or
lower than the usual 6.
For summoning items, basically it's the same as making a portal into a pocket
dimension and placing them items within. The higher the level of spell the higher
number of items you may place in to the pocket dimension. Summoning items does not
require a difficulty roll as usually an item does not have a will of it's own.
=Transportation=
Much like summoning, but instead of summoning something to you, you are putting
yourself somewhere else. Transportation magic can be done in a number of ways,
the usual 2 being portals or just disappearing and reappearing.
In the case of portals, anyone or anything can go through as long as the portal
is open. These usually require more magic energy as you are poking a hole through
space.
For teleportation, it is more instantanious and the only things that travel with
you are things that are physically connected to you (Ropes and chains also count).
The more things physically touching you, the more magic used and the higher the
difficulty.
=Transformation=
Transformation spells are spells that transform... Pretty simple. You can
transform anything, material objects like water, food, wood, etc, etc. You are
also able to transform other living creatures as well as yourself, though it has
been said that a lot of the times living beings being transformed can hurt.
Transformation spells have to be specified, for example: transforming something
in to gold. Depending on what you are trying to transform, the range of difficulty
and magic power used will fluxiate, with both difficulty and cost being decided
by your Game Master.
Transforming lifeforms is more trickier and requires more difficulty and more MP,
as you are transforming something with a will and if the subject does not agree
to it can roll their own mental stat against you to try and prevent it from
happening.