Alexander
That is not dead which can eternal lie
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No, more like magic and Esper powers in Toaru.EternitynChaos said:and as for the diffrences between the 2, so like the diffrence between Magecraft and a Reality Marble or something?
Let's see, working on Eternity's revised magic system we have:
-The roll to see if a spell casting is successful is: [Int + Lore + Occult + Essence]
-If successful there is another roll to see if it hits: the roll is Dexterity+[Attribute?](Need to decide one)
-The spells have components. The number of components determines the spell's rank:
001 - 025 Level 1: kill a person, destroy a motorcycle
026 - 050 Level 2: Kill a Low-class Devil
076 - 100 Level 3: Kill a Middle-Class Devil
101 - 150 Level 4: Kill a High-Class Devil
151 - 200 Level 5: Kill an Ultimate-Class Devil, decimate an army, destroy a city
201 - *** Level 6: vaporize a big army, kill a god, wreak a region the size of Saitama's prefecture
"if you don't want to do it where we only get Exhaustion when we botch, could also tie it into a Stamina + Resistance roll with successes needed to cancel out the Exhaustion something like 1 every 10 points for higher rank spells 1 ever 20 for spells in ranks we have the required proficiency or something, maybe let us spend motes to cancel our exhaustion as well to explain how Vali and that cast without giving two fucks about exhaustion?"
-The idea has merits.
-How do we work out what rank we are skilled enough for, I'd do it another extended test like crafting or something, every lesson we have we roll say, [Int + Lore + Occult + Essence]/2 say we need 10 successes to be proficient at Rank 1, 30 for Rank 2, 60 for Rank 3, 100 for Rank 4 150 for Rank 5 and 210 for Rank 6 or whatever.
if you mean the points, lets take Fireball for example, 1 lethal, essence x 10 range
I'd say 3d6 would be about the same as 1 lethal so 3 points there, creating energy damage 1 point, Duration : instant = 0 points, Range 30ft *most people I would think would only have that for a range with the old calc* 3 points, total spell cost 7, well in the range of the beginner stuff, not something that would likely tier out even an apprentice, or with the Devils a child.
-When casting a spell you take one level of Exhaustion Damage per Rank of that Spell,the is reduced for each Proficiency gained, IE Rank 3 casting with Rank 1 Proficiency inflicts 2 levels of Exhaustion damage, this damage heals at a rate of 1 level per minute resting for mortals, 1 level per 10 ticks for Characters with Essence of 2 or more, and 1 Level per Tick for Characters with Essence of 6+
Rank one Proficiency, requirements (Int+Lore+Occult+Essence+Speciality) = 3, Successes 10
Rank two Proficiency, Requirements (Int+Lore+Occult+Essence+Speciality) = 6, Successes 30
Rank Three Proficiency, Requirements (Int+Lore+Occult+Essence+Speciality) = 9, Successes 60
Rank Four Proficiency, Requirements (Int+Lore+Occult+Essence+Speciality) = 12, Successes 100
Rank Five Proficiency, Requirements (Int+Lore+Occult+Essnece+Speciality) = 15, Successes 150
Rank Six Proficiency, Requirements (Int+Lore+Occult+Essence+Speciality) = 20, Successes 210
-Spcialitys are for example, Norse Magic, Angelic Magic, Devil Magic etc Maybe Reduce the number of Successes needed since we are doing Proficiency for Each type of Magic
But yeah with this setup I'd have it so every Health level of Exhaustion can be soaked for want of a better word with a mote.
You raise an interesting point: casting magic causes Exhaustion, but motes can be used to reduce them. This would explain how characters in DxD can use Demonic power/Magic to fuel Stamina draining powers like Sacred Gears.
A similar system can be used for normal people using Sacred Gear: using them for prolonged periods of time tire the user.
I would add how components are calculated, but the list is too long. So, for now I only ask if you approve of this patch-up system.