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== The spellcaster: ==
== Spellcasters ==
A spellcaster is an individual who has bound their soul to one of the realms in which they draw power from. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and it’s powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming earth magic can be found meditating on top of mountains or in deep caves while fire casters can be found meditating within burning forest or a charred building.  
A spellcaster is an individual who has bound their soul to one of the realms in which they draw power from. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and it’s powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming Geomancers can be found meditating on top of mountains or in deep caves while Pyromancer can be found meditating within a burning forest or a charred building.


With it also comes a lot of studying ancient texts written by the first generations of spellcasters. These tomes can be filled with all kinds of useful information for the casters. An example of these ancient texts are spellbooks, which explain to the casters how to use the raw energy the realm gives them and transform it into an actual spell.


== Becoming a spellcaster: ==
== Becoming a Mage ==
During the process of bonding, the new spellcaster is accompanied by a mentor.  The mentor is a spellcaster who already went through the process of bonding and who is capable of helping the new student reach their goal. The mentor also acts as someone who presents the new student to the realm and endorses them. This is currently the only way to have the realm open up to a new student and start the bonding process.
Becoming a mage or being taught how to become one is a sacred step for every apprentice. Most often such apprentices are chosen by older mages and are taught simple rituals and the rules and laws around the magical arts and crafts. Yet, at one point the apprentice is ready to strengthen their bond with the representing realm.


OOC: The player who wants to become a mage has to seek out a mentor. A mentor is a Lvl 3+ mage who is registered as a teacher. Teachers can only have one student at a time and they will have to notify the staff team of them taking a student. The student can only become a spellcaster after they are registered,have the GO from lore team and pass their first levelling trial. The teacher does not have to request the first bonding trial, this will automatically be set up after the student is accepted.
.


<i>OOC: The player who wants to become a mage has to seek out a mentor. A mentor is a Lvl 3+ mage who is registered as a teacher. Teachers can only have one student at a time and they will have to notify the staff team of them taking on a student. The student can only become a spellcaster after they are registered, have the “GO” from the lore team and pass their first levelling trial. The teacher does not have to request the first bonding trial, this will automatically be set up after the student is accepted.
For the student, please fill out the spellcaster application form: [Link]
For the student, please fill out the spellcaster application form: [Link]


For the teacher, please fill out the new student form: [Link]
For the teacher, please fill out the new student form: [Link]


.
Please note that mentors can only train students up to 2 levels below their own unless they are max level (Lvl: 5) EX: Lvl 3 teacher can only get the student to Lvl 1.</i>


Please note that mentors can only train students up to 2 levels below their own unless they are max level (Lvl: 5) EX: Lvl 3 teacher can only get the student to lvl 1


== Increasing your spellcaster level ==
== Strengthening the Bond ==
When the student is ready to strengthen the bond with the realm and use more advanced magics, the mentor can decide that the student is ready for their next bonding trial. The students' bond and knowledge about the realm will be put to the test. The student has to fully surrender themselves to the realm and trust that whatever happens, the realm will provide and the caster will survive. If the bond is strong enough, this will happen. If not, the caster will have to give up and continue their studies before trying again.
When the student is ready to strengthen the bond with the realm and use more advanced magics, the mentor can decide that the student is ready for their next bonding trial. The students' bond and knowledge about the realm will be put to the test. The student has to fully surrender themselves to the realm and trust that whatever happens, the realm will provide and the caster will survive. If the bond is strong enough, this will happen. If not, the caster will have to give up and continue their studies before trying again.


OOC: The bonding trials are a mini event organised by loremasters for the student. In this event, the player will be tested on knowledge, emote quality and some rolling related stuff. If the caster succeeds and “wins” the event, they will advance to the next level. If they fail, they will remain at their current level and can try again within a time decided by the Loremaster running the event. There has to be at least one month between the bonding trials.


.
<i>OOC: The bonding trials are mini events organised by loremasters for the student. In this event, the player will be tested on knowledge, emote quality and some rolling related stuff. If the caster succeeds and “wins” the event, they will advance to the next level. If they fail, they will remain at their current level and can try again within a time decided by the Loremaster running the event. The minimum time until another bonding trial can take place is one week. Other information can be found in the individual lore pieces.
 
A bonding trial can be requested through here: [Link]</i>
 
 
== Catalysts and Ingredients ==
 
The casting of magic is often described as something mysterious since most often a sacrifice or catalyst is needed to open a tear and call forth the energy required to cast a spell. Every caster needs an item to cast their spells, this can be a staff, ring, weapon etc. At the beginning of their travels the apprentice will receive their first catalyst from their mentor, however, during their training and travels the apprentice, like most mages, will often create new catalysts themselves.


A bonding trial can be requested through here: [Link]
While catalysts are most commonly used a few selected forms of magic are using naturalistic ingredients instead. Such ingredients can vary from blood to herbs and more. Due to such some forms of magic are described as crueler than others, due to the requirements to cast a spell.


== Casting magic: (Rules) ==


=== The basics ===
<i>OOC: An apprentice/student will be given their first catalyst after the first bonding ritual from a loremaster. If the mage desires they can always request a loremaster to get their own customized catalyst approved.</i>
When the spellcaster finishes the bonding trials and after a long tiring study gets access to spells, they can cast those. But how does that work? The spell lore you choose decides for you how to cast it’s spells. Some of them make use of a casting item, this can be a staff, ring, wand etc. Another option is that the caster needs to gather ingredients to cast their spells.


Every caster needs an item to cast spells, this can be a staff, ring, weapon etc. After you choose your item, the caster has to turn it into a personal casting item in the item editor. The item editor can be accessed ingame by using the '''/itemeditor''' command. After you finished, please use the '''/rlm [message]''' command This command let’s a loremaster know that you need help. Ask them to give your item the loremaster approved tag. After this has been done the item is ready to be used as a casting item. Note that a casting item can only be used by the spellcaster who signed it. This is automatically done after you edit your item. If the caster wants to change their casting item or get rid of it entirely, they can simply throw the item in lava or something to destroy it.


Another way of casting is through the use of natural ingredients. This practice is often seen within the more ritual based spell lores. The caster has to gather a bunch of different ingredients from all over Eden to perform magical rituals that open tears to the realm they bonded with. Casting through ingredients is often seen as tedious by outsiders, but the spells are in most cases way more powerful.
== Learning Magic / Spells ==


=== Casting ===
When casting a spell the mage will need to open a tear in between the realm of Eden and the realm they desire. Upon doing so the mage can compress the freed energy and release it in their desired shape. To control said energy the mage is often tasked to study new spells from the ancient tomes, which can be found in Eden, and master the texts within those books.
When a spellcaster opens a tear to one of the realms and takes the raw energy of the realm through one of these tears, they can transform the raw magical energy into a discrete magical effect, a single shaping of the power of the realm, a very specific limited expression. This is known as casting a spell. The spells known to a caster can be found in their '''spell lores'''. These spellbooks are ancient tomes written by the most powerful and wise mages in Eden’s history. Most of these books have been found, studied and copied over the many centuries of Eden’s history.  


But that does not mean that all magical knowledge has been rediscovered yet. Some spelltombs may lie crumbling and forgotten in ancient ruins or the bottom of the ocean. Maybe the newer generations of spellcasters may one day find a way to reinvent the ancient forgotten magical spell lores if they have the power and wisdom to do so.  
But that does not mean that all magical knowledge has been rediscovered yet. Some tomes may lie crumbling and forgotten in ancient ruins or the bottom of the ocean. Maybe the newer generations of spellcasters may one day find a way to reinvent the ancient forms of magic or even create their own.


When a mage casts a spell, they can only select a spell from the spell lore that comes with the realm they bonded to. Every spell in one of these spell lores has a level from 1 to 5. A spell’s level is an indicator of how powerful the spell is. The higher the spell’s level, the higher level a spellcaster must be to cast that spell.


=== Casting a spell ===
<i>OOC: A mage can only cast a spell from their respective lore. Every spell has a level from one to five, symbolizing the complexity of the spell and also the required level to cast said spell. The higher the spell’s complexity, the higher level a caster must be to cast that spell.</i>
When a spellcaster casts a spell they will have to do a series of rolls and emotes before the spell is actually cast. This section will explain the basics of spellcasting that all spell lores are built around. Please do keep in mind that it is possible for spell lores to have their own mechanics attached to it.


Rolls and modifiers:


The dice that is used for magic is always a D20. This means that when something related to magic asks you to roll a dice, it will always be a D20 unless the caster is specifically asked to roll another dice.
== Casting a spell ==


Modifiers are bonuses and penalties to the rolls that a caster makes. The most commonly used modifiers are the casters level modifier and the intelligence modifier.
When a spellcaster casts a spell they will have to do a series of rolls and emotes before the spell is actually cast. This section will explain the basics of spellcasting that all casters need to follow.  


The caster level modifier is simple to explain. You add your current caster level to the roll.
When a mage casts a spell, the first thing they do is open a tear to the realm they want to draw energy from. This has to be done through an emote. This is the preparation emote. This emote let’s the players around the caster know that they intend to cast a spell. The emote can be as detailed as the caster wants to make it.


Example: Aldir’tor rolled a 12 and is lvl 3. This would mean that his roll is 12+3. This would give him a roll of 15 after applying all the modifiers.
The caster will now need to roll a D20 to determine if their cast was successful. After their initial roll the caster needs to add their intelligence modifier and any spellcasting bonuses, which can be found in the respective lore pieces of their magic.


The intelligence modifier gives you a bonus or penalty based on the amount of points you put in the intelligence skill during character creation.
{| class="wikitable"
{| class="wikitable"
! colspan="2" |Intelligence modifier table:
! colspan="2" |Intelligence Modifier
|-
|-
|Intelligence level:
|Intelligence Level:
|Modifier:
|Modifier:
|-
|-
Line 89: Line 83:
|<nowiki>+4</nowiki>
|<nowiki>+4</nowiki>
|}
|}
Example:  Aldir’tor rolled an 8, is lvl 3 and has 8 points put into intelligence. This would mean that his roll is 8+3+1 (Roll+lvl bonus+intelligence bonus) This would give him a roll of 12 after applying all the modifiers.
=== Action 1: Preparation ===
When a mage casts a spell, the first thing they do is open a tear to the realm they want to draw energy from. This has to be done through an emote. This is the preparation emote. This emote let’s the players around the caster know that they intend to cast a spell. The emote can be as in detail as the caster wants to make it. The only things it has to contain are the opening of the tear and the physical movements that the caster makes during the opening of the tear.
'''A simple example of this first emote would be:''' ''“Aldir’tor would raise his staff, allowing the wind to flow freely through the holes at the top of his staff. He closes his eyes and takes a deep breath after which he slowly lowers his staff again, a small tear would open along the path of the staff. A cold breeze can be felt coming through the tear.”''
=== Action 2: Casting ===
Now that the tear is open, the caster can now choose to hold on and wait before casting or choose a spell that they want to cast from their spell lore. If the tear is not used by the caster it will automatically close after 20 IRL minutes. The spellcaster does not have to open a new tear when they want to cast during this time. If the caster wants to cast a spell after the 20 minutes, they will have to create a new tear. (Redo action 1)
If the caster decides to cast a spell they will have to do a casting roll. The caster has to declare the spell they are trying to cast before making the actual roll. The casting roll is done with a D20 + modifiers. The modifiers that apply to the casting roll are the spellcasters level and the Intelligence bonus.
Example: Aldir’tor has an intelligence of 8 and is a level 3 mage. This would mean that his casting roll would look like this: D20 + 1 + 3 / D20 + Intelligence bonus + mage lvl 3 bonus.
The casting roll has to be higher or equal to the casting value of the spell they want to cast. If it is lower than that, the spell is not cast and the tear the caster was using closes.


After the casting roll is made and the spell goes off, the spellcaster has to do a second emote. This is the casting emote. The caster describes the casting of the spell itself and if necessary the target of the spell.


'''A simple example of this second emote would be:''' ''“Aldir’tor would move his staff around in a spinning motion, the raw magic would suddenly become visible and form into a big stormy cloud. Aldir’tor would brace himself and punch the newly formed cloud forward with his staff, attempting to hit Batul’arak with a Windblast spell.”''
<b>Example:</b>  The caster rolls a five, but has an intelligence level of fourteen. The mage is also level three in their respective magic and gets the state bonus (Stated in the magic lore) of three. As such the final number would be twelve.
After the preparation emote and the first rolling of numbers the mage will need to compare their final result with the casting value of the spell they want to use, which can be found in all magic lore. If the value is equal or above the required casting value they will be successful in their casting, activating their desired spell. Now the casting emote takes place. The caster describes the casting of the spell itself and, if necessary, the target of the spell.  


=== Action 3: Hitting and damage values. ===
Lastly the mage will need to determine the effectiveness of their spell. To do so the mage needs to roll a D20 and add their intelligence and level modifier to this roll as well. The outcome of the roll will determine if the cast spell fails, succeeds or gets strengthened.
After the second emote has been sent and the spell hits it’s target, the effectiveness has to be determined. This is again done with a D20 dice. If the spell hits, the caster who cast the spell rolls a D20 to see how effective the spell was. When doing this, please use the following table to determine the effectiveness.


Casters can apply their level modifier to this roll.
{| class="wikitable"
{| class="wikitable"
! colspan="2" |Spell effectiveness, damage and effects:
! colspan="2" |Spell Effectiveness
|-
|-
|Dice roll result:
|Dice roll result:
|Damage + effect:
|Effect:
|-
|-
|0 - 6
|0 - 6
|Critical failure: No effect, No damage.
|Critical Failure
|-
|-
|7 - 15
|7 - 15
|Success: No modifiers, see spell card for damage and effects.
|Success
|-
|-
|16 - 20
|16 - 20
|Critical success: Apply the critical success bonuses on spell cards.
|Critical Success
|}
|}
After the effectiveness is determined, the target has to perform an emote reacting to getting hit by the spell. If there is no target because the spell is a buff or spell that affects a non player object, the caster has to make a final emote describing the spell's effects.
=== Casting a spell in short: ===
'''Caster wants to cast a spell:'''
''The caster does action 1: Preparation - Open the casting tear. (emote)''
''The caster announces the spell they want to cast. '''<--- Start here if tear is already open.'''''
''The caster does action 2: Casting - Casting roll + Emote based on result.''
'''<Room for other casters to unbind>'''
''The caster does action 3: Hitting and damage values - Make effectiveness roll.''
'''<Targets (If any) do their spell defence roll>'''
''Effect emotes''
=== Extra rules: ===
- The caster does not have to reopen the casting tear every time they want to cast a spell. The tear closes automatically after it has not been used for 20 minutes.


- Casters can use others tears, but that is only if both casters use the same spell lore. ''(EX: A Cyclonis mage can't use a Pyyromancers tear, but they can use the tear of another Cyclonis mage)''


- If the caster gets interrupted during the casting process they have to restart the process of casting. (They don't have to reopen the tear if it was already opened)
After the effectiveness and possible damage is determined, the target has to perform an emote reacting to getting hit by the spell. If there is no target because the spell is a buff or spell that affects a non player object, the caster has to make a final emote describing the spell's effects.


=== Unbinding and spell defence. ===


==== Unbinding: ====
== Counterspells and Spell Defence ==
There are a few options when another caster or player wants to block the spell's effect.  
There are a few options when another caster or player wants to block the spell's effect.  


Other casters who might want to block a spell from going off can try to unbind the spell. This can be done after the casting player did their second emote and before the effectiveness roll was made. If a caster wants to make an unbinding roll they roll a D20 + Intelligence bonus + Level bonus. If the roll is greater or equal to the casting roll of the caster the unbinding caster is trying to counter, the spell is unbound.
Other casters who might want to block a spell can try to cast a counterspell. This can be done after the casting player did their second emote and before the effectiveness roll was made. If a caster wants to counter a spell it is expected of them that they do an emote before and after their counterspell roll. The first emote has to be done before the counterspell and has to contain the opening of a quick tear and the attempt to counter the incoming attack. If a caster wants to make a counterspell they roll a D20 + Intelligence bonus + Level bonus. If the roll is greater to the casting roll of the caster the unbinding caster is trying to counter, the spell is countered. If both mages roll the same numbers they will need to roll again. After their counterspell they will need to do the second emote, describing their tear closing straight away.


'''Example:''' Aldir’tor rolled a casting roll of 12 after applying all modifiers and does his casting emote. After which Batul’arak rolls an unbinding roll. He rolls 18 after applying all modifiers. This means that he won the roll-off and the spell has been unbound.
Another option to block magic is the natural spell defence that every character has. If a player is targeted by a spell and is not a spellcaster themselves and don’t have any means of countering a spell or has anyone else to do it for them, they can still attempt to block or dodge a spell. This can be done by rolling a D20 + Intelligence bonus. This has to be done after the casting player did their second emote and before the effectiveness roll is made. If the dodging or countering player rolls higher as the initial roll of the mage they will be able to dodge or block the spell.


After a spell is unbound, the tears of the caster and unbinder close and the spell has no effect.


If a caster wants to unbind a spell it is expected of them that they do an emote before and after the unbinding roll. The first emote has to be done before the unbinding and has to contain the opening of a quick tear and the unbinding attempt. The second emote after the unbinding role describes the result of the unbinding attempt.
<hr>


==== Spell defence: ====
If a player that is targeted by a spell is not a spellcaster themselves and doesn't have any means of unbinding a spell or have anyone to do it for them, they can still attempt to block a spell. This can be done by rolling a D20 + Intelligence bonus. This has to be done after the casting player did their second emote and before the effectiveness roll is made.


Example: Aldir’tor casts windblast on Boris Krüger. He rolls a casting roll of 15 after applying all modifiers. Boris has no abilities that prevent the spell from hitting him. This means that he has to resort to his saving throw. He rolls a D20 and gets a 16 after applying his modifiers. This means that he managed to block the spell's effects and nothing happens. The caster can’t roll an effectiveness roll after this because it automatically has no effect.
{{Navtable_Magic|class="mw-collapsible"}}

Revision as of 21:52, 29 October 2021

Spellcasters

A spellcaster is an individual who has bound their soul to one of the realms in which they draw power from. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and it’s powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming Geomancers can be found meditating on top of mountains or in deep caves while Pyromancer can be found meditating within a burning forest or a charred building.


Becoming a Mage

Becoming a mage or being taught how to become one is a sacred step for every apprentice. Most often such apprentices are chosen by older mages and are taught simple rituals and the rules and laws around the magical arts and crafts. Yet, at one point the apprentice is ready to strengthen their bond with the representing realm.


OOC: The player who wants to become a mage has to seek out a mentor. A mentor is a Lvl 3+ mage who is registered as a teacher. Teachers can only have one student at a time and they will have to notify the staff team of them taking on a student. The student can only become a spellcaster after they are registered, have the “GO” from the lore team and pass their first levelling trial. The teacher does not have to request the first bonding trial, this will automatically be set up after the student is accepted. For the student, please fill out the spellcaster application form: [Link]

For the teacher, please fill out the new student form: [Link]

Please note that mentors can only train students up to 2 levels below their own unless they are max level (Lvl: 5) EX: Lvl 3 teacher can only get the student to Lvl 1.


Strengthening the Bond

When the student is ready to strengthen the bond with the realm and use more advanced magics, the mentor can decide that the student is ready for their next bonding trial. The students' bond and knowledge about the realm will be put to the test. The student has to fully surrender themselves to the realm and trust that whatever happens, the realm will provide and the caster will survive. If the bond is strong enough, this will happen. If not, the caster will have to give up and continue their studies before trying again.


OOC: The bonding trials are mini events organised by loremasters for the student. In this event, the player will be tested on knowledge, emote quality and some rolling related stuff. If the caster succeeds and “wins” the event, they will advance to the next level. If they fail, they will remain at their current level and can try again within a time decided by the Loremaster running the event. The minimum time until another bonding trial can take place is one week. Other information can be found in the individual lore pieces.

A bonding trial can be requested through here: [Link]


Catalysts and Ingredients

The casting of magic is often described as something mysterious since most often a sacrifice or catalyst is needed to open a tear and call forth the energy required to cast a spell. Every caster needs an item to cast their spells, this can be a staff, ring, weapon etc. At the beginning of their travels the apprentice will receive their first catalyst from their mentor, however, during their training and travels the apprentice, like most mages, will often create new catalysts themselves.

While catalysts are most commonly used a few selected forms of magic are using naturalistic ingredients instead. Such ingredients can vary from blood to herbs and more. Due to such some forms of magic are described as crueler than others, due to the requirements to cast a spell.


OOC: An apprentice/student will be given their first catalyst after the first bonding ritual from a loremaster. If the mage desires they can always request a loremaster to get their own customized catalyst approved.


Learning Magic / Spells

When casting a spell the mage will need to open a tear in between the realm of Eden and the realm they desire. Upon doing so the mage can compress the freed energy and release it in their desired shape. To control said energy the mage is often tasked to study new spells from the ancient tomes, which can be found in Eden, and master the texts within those books.

But that does not mean that all magical knowledge has been rediscovered yet. Some tomes may lie crumbling and forgotten in ancient ruins or the bottom of the ocean. Maybe the newer generations of spellcasters may one day find a way to reinvent the ancient forms of magic or even create their own.


OOC: A mage can only cast a spell from their respective lore. Every spell has a level from one to five, symbolizing the complexity of the spell and also the required level to cast said spell. The higher the spell’s complexity, the higher level a caster must be to cast that spell.


Casting a spell

When a spellcaster casts a spell they will have to do a series of rolls and emotes before the spell is actually cast. This section will explain the basics of spellcasting that all casters need to follow.

When a mage casts a spell, the first thing they do is open a tear to the realm they want to draw energy from. This has to be done through an emote. This is the preparation emote. This emote let’s the players around the caster know that they intend to cast a spell. The emote can be as detailed as the caster wants to make it.

The caster will now need to roll a D20 to determine if their cast was successful. After their initial roll the caster needs to add their intelligence modifier and any spellcasting bonuses, which can be found in the respective lore pieces of their magic.

Intelligence Modifier
Intelligence Level: Modifier:
0 -3
2 -2
4 -1
6 +0
8 +1
10 +2
12 +3
14 +4


Example: The caster rolls a five, but has an intelligence level of fourteen. The mage is also level three in their respective magic and gets the state bonus (Stated in the magic lore) of three. As such the final number would be twelve. After the preparation emote and the first rolling of numbers the mage will need to compare their final result with the casting value of the spell they want to use, which can be found in all magic lore. If the value is equal or above the required casting value they will be successful in their casting, activating their desired spell. Now the casting emote takes place. The caster describes the casting of the spell itself and, if necessary, the target of the spell.

Lastly the mage will need to determine the effectiveness of their spell. To do so the mage needs to roll a D20 and add their intelligence and level modifier to this roll as well. The outcome of the roll will determine if the cast spell fails, succeeds or gets strengthened.

Spell Effectiveness
Dice roll result: Effect:
0 - 6 Critical Failure
7 - 15 Success
16 - 20 Critical Success


After the effectiveness and possible damage is determined, the target has to perform an emote reacting to getting hit by the spell. If there is no target because the spell is a buff or spell that affects a non player object, the caster has to make a final emote describing the spell's effects.


Counterspells and Spell Defence

There are a few options when another caster or player wants to block the spell's effect.

Other casters who might want to block a spell can try to cast a counterspell. This can be done after the casting player did their second emote and before the effectiveness roll was made. If a caster wants to counter a spell it is expected of them that they do an emote before and after their counterspell roll. The first emote has to be done before the counterspell and has to contain the opening of a quick tear and the attempt to counter the incoming attack. If a caster wants to make a counterspell they roll a D20 + Intelligence bonus + Level bonus. If the roll is greater to the casting roll of the caster the unbinding caster is trying to counter, the spell is countered. If both mages roll the same numbers they will need to roll again. After their counterspell they will need to do the second emote, describing their tear closing straight away.

Another option to block magic is the natural spell defence that every character has. If a player is targeted by a spell and is not a spellcaster themselves and don’t have any means of countering a spell or has anyone else to do it for them, they can still attempt to block or dodge a spell. This can be done by rolling a D20 + Intelligence bonus. This has to be done after the casting player did their second emote and before the effectiveness roll is made. If the dodging or countering player rolls higher as the initial roll of the mage they will be able to dodge or block the spell.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None