Magic System Rules
Now we will be dealing with magic. Although magic is used, mastered, and obtained like skills and is a part of the skills system, due to it’s complexity, differences, and overall size, magic was given its own sub-section.
How to use the skills system will not be repeated here, nor will how to obtain, use, and master skills. Character progression also will not be repeated here. Instead we will focus only on magic, how magic works with the skills system, and list the many different magic spells available.
1. The Fundamentals of Magic
Before you can even begin to understand how magic works in Legends of Nor’Ova, you need to forget all that you think you know about magic. Magic in Legends of Nor’Ova is very different from magic found in other games, movies, books, and the like. Therefore you will need to read over this section very carefully and familiarize yourself with how magic works in Legends of Nor’Ova, even if you do not plan on using magic yourself. You never know when your character will have to deal with magic and you will want to have a good understanding of how magic works.
To better understand magic, it is important to understand these key points, Magic is Natural, Magic is a Skill, and Magic is Not a Skill.
Magic is Natural In Legends of Nor’Ova, magic is treated as a natural ability in which everyone has access to. Magic is simply the result of manipulating the runic elements of the game world and producing an effect. Since everything that lives and breathes or has lived is tied to a runic element, anyone and any creature can find ways of manipulating their element and producing magic. However you can only manipulate the element that you are connected to. If your character’s runic element is earth, then you can not hope to learn pyromancy (fire magic).
Magic is a Skill One of the important things about magic in Legends of Nor’Ova that makes it so different from magic found elsewhere is that magic is part of the skills system. You would obtain magic spells just like you would obtain skills, by placing in skill points into the skill’s Mastery %. You would master your magic spells just like you would master your skills, and magic spells have prerequisites that must be met, range, effects, area, and duration just like skills do. Mastering magic spells helps towards your character’s progression and magic spells can be improved, just like with skills. There are no spell components to keep track of or complicated foreign magic words to remember to use a magic spell. You simply use them like you would any other skill.
Magic is Not a Skill In as many ways as magic spells are like skills, they are also different from normal skills. While you can learn and choose from any type of skill as long as you meet the skill’s prerequisites, that is not the case with magic spells. With magic spells you are limited to choosing spells from your runic element. Also spells are most likely to take longer to use than normal skills, and are often more costly. Magic spells are also categorized differently than regular skills. Instead of offensive, defensive, support, movement, momentum, and character you have magic categorized based on runic element. However the largest difference between magic and skills is that along side of magic spells you also have minor elemental manipulations.
2. What Are Minor Elemental Manipulations?
Minor Elemental Manipulations is quickly manipulating your element to produce a weak magical effect. There may be instances when you do not want to cast a full magic spell, like say you want to light a camp fire or a torch. If your character’s runic element is fire, you would have access to massive fire spells, but all of them would be too costly and too powerful to just light a simple torch or camp fire. You would be more likely to catch yourself or your friends on fire. Instead, this would be a great time to make a minor elemental manipulation. With very small effort your character could pull just enough fire from your element to light the camp fire or torch. The best part of it all is that minor elemental manipulations are so quick and easy to do that they don’t use any of your battle actions. So lighting that torch didn’t slow you down in the least bit. Also anyone can make a minor elemental manipulation, even if they don’t have a single spell. This is because everyone is born under a runic element and everyone has that natural potential to use magic.
2.1. How to Use Minor Elemental Manipulations
There is no definitive listing for all the possible minor elemental manipulations you can preform. There are just so many possibilities that what you can and can’t do is only limited to your imagination and your magical power. You simply only need to describe what you want to try to achieve with your minor elemental manipulation and your GM will check to see if your character has enough power to preform it. Let’s say for example that your character’s runic element is time. Your character falls off of a steep cliff to his certain death. There is no float magic for temporamancy. Instead, you decide to make a minor elemental manipulation and pull upon your time element just enough that it slows your fall by a few seconds, giving your character the chance to escape the fall alive… with some damage but at least alive. If you hadn’t thought ahead and made such a minor elemental manipulation you would be spending the next few hours creating a new character.
So you may be thinking, what are the limits to minor elemental manipulations, if there are any? There are some restrictions that you will need to keep in mind, and they are all listed below.
A Minor Elemental Manipulation cannot replicate an existing spell. You cannot use minor elemental manipulations to try to preform a weaker version of an existing spell, however you can use an existing spell to give you and idea. For example, you cannot expect to hover and half the height as with the Float spell, however you can use a similar effect to cause you to fall gracefully feet first or to jump just a bit farther.
A Minor Elemental Manipulation cannot be used to heal, do damage, affect armor, or any other major effect.There are spells and skills that do those things. However you could, for example, make a minor life elemental manipulation to increase the effects of a potion or healing spell.
2.2. Minor Elemental Manipulation Effects Can Be Sustained
One feature that you have with minor elemental manipulation that you do not have with traditional spells is that their effects can be made to last longer than just for an instant. In other words, they can be sustained. All you would need to do to keep up the manipulation’s effects is to continuously pump in SA points. You will need to pump in half of the points that you used to create the effect for every round or minute you want the effect to last. So if you used 10 SA to create the effect you will need to spend 5 SA for every round or minute you keep up the effect.
Lets say your character’s runic element is life. You walk into a pitch black room and realize that you have no lantern or torch. No worries, with a minor elemental manipulation, you can call upon some of your violent life energy to create a small spark that gives off a small glow lighting up the area around you. But keeping that glow up for a second isn’t going to help you navigate the dark room, so you decide to keep the spark within the palm of your hand, spending a small amount of SA for each minute that you need the spark for.
Now not every effect can be sustained. You will need to ask the GM if the effect you are wanting to keep going can be sustained or not before doing so.
- Magic in the Sixth Era | Spirit Familiars
- Magic in the Sixth Era | Magic in the Sixth Era
- Magic in the Sixth Era | Psionics
- Magic in the Sixth Era | Temporamancy
- Magic in the Sixth Era | Necromancy
- Magic in the Sixth Era | Mysticism
- Magic in the Sixth Era | Pyromancy
- Magic in the Sixth Era | Aquamancy
- Magic in the Sixth Era | Aeromancy
- Magic in the Sixth Era | Geomancy
- Magic System Rules | Rune Stones & Enchanting
- Changes or Additions to Core Rules | Concerning Magic in the Fifth Era
- Arcessomancy | Arcessomancy Magic
- Arcessomancy | Information on Arcessomancy
- Runeless Magic | Shadowmancy
- Runeless Magic | Photomancy
- Runeless Magic | Audiomancy
- Elemental Magic | Necromancy
- Elemental Magic | Psionics
- Elemental Magic | Temporamancy
- Elemental Magic | Mysticism
- Elemental Magic | Pyromancy
- Elemental Magic | Aquamancy
- Elemental Magic | Aeromancy
- Elemental Magic | Geomancy