Saturday, October 23, 2010

Elemental Magic vs Spiritual Magic

As noted in previous posts, Spiritual Magic is generated though the caster's spiritual relationship with the Universe (often through a God or other worshipped entity). This type of magic flows through the cast and chiefly effects only those things or people the caster can physically touch. That is to say, that most Spirit Magic spells are touch spells, and the few that project to a distance use direct help from the spirits. Spirit Magic is a force that is drawn from the Spirit Plane. having been placed there by the prayers and actions of the faithful. Gathered and held by embodiments of the worshipped ideals. Still, this magic is real in every sense, and if it could be studied on a sub-atomic field, it would be revealed at a force that responds to emotion, unlike the sub-atomic particals that power Elemental Magic, which respond to focused mental prodding.

Elemental Magic is found in nature, usually in a restive state. The restive state of elemental magic is like magic stored in the horn of a dead Unicorn. This magic has to be unlocked or energized to be useful. There are numerous spells and rituals that take these material components from dormant to energized. These spells have a minimum target number for success, which the caster uses their skill dice to overcome. Elements of spellcasting that can help ad to the casting are quality material components (these can range widely, but will be dealt with in a later post), a somantic element (body movements that help focus the mind) which can add up to 20 pts, and a verbal component which is a memorized sequenced that adds a pattern of orginization and thought (again, up to 20 pts). Verbal and Somantic components have a progressive sum quality based on how long the caster can maintain them before casting. Usually 1pt each (Verbal and Somantic, 1+1=2pts) per 6 seconds continuous casting. There is a maximum amount the caster can gain from this effort (noted in the spell description) before casting. Neither is required. A very skilled mage can cast without Verbal or Somantic components, but the Material component is rarely avoidable. Of course, since duration and potency of a spell are determined by the amount over the target, few mages would routinely ignore the benefit of using verbal and somantic components.

In those rare instances where free energized magic is discovered, the mage may direct it without any additional material component. Elemental spellcasting is limited by the the caster's ability to sense both the magic and any target. If the caster can see it, hear it, taste it, feel it, or even smell it, then the caster can manipulate it. Casting over distance is much easier for Elementalist Mages than Spirit Casters. Very few are the spells that require the mage to touch anything beyond the material component (except drawing glyphs, making scrolls, and other magic items). In mage battles, mages can fight over the same activated energy (activated by any source), or each provide their own. When one mage or the other loses a clash, they temporarily lose skill die for every 6 pts of overage they cannot absorb from their rivals attack. But, more on Mage battles later.

As noted in the equipment listing, certain metals disperse or resist elemental magic attacks. The total resistance of the target is considered before the target has to react. A spell effect will fail completely if the power of the casting does not surpass the minimum amout required to cast the spell plus the resistance. So, a mage cast a Gout of Fire at a fighter wearing a variety of metal that gives him a total of 15 resistance. The spell requires 40 points to cast, so when the mage rolls 58, there is a 18 overage. 15 points of this is deflected by the metal resistance, having only 3 pts effect the targeted fighter. The fighters Reation Dice (3d6), helps him completely avoid damage, but he used his reaction dice for this combat round to avoid this attack, which may hurt his chances to avoid another attack.

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