Rules of Magic
Realms of Adventure is in a setting of high fantasy. Magic is a force that permeates the world and can have a profound effect on the events and people it comes into contact with. This magic can be harnessed and manipulated in different ways and used to produce wondrous effects. There are several types of spellcasters in the world of RoA, from mages who are masters of the arcane to clerics who channel the very power of the gods themselves and several types in between.
In order for magic to be used in the game and fit seamlessly there are certain rules to all magic. Please read the rules below to gain a better understanding of how magic works in the world of RoA. For more specific information on a particular type of magic, you may use the following links. Even if you are not planning a character who is a spellcaster, you should read these rules so you are familiar with how magic works and how it might come to affect your character!
Arcane Magic (Mages) – Bardic Magic – Divine Magic (Clerics) – Runic Magic (Rune Mages) – Shamanic Magic
- Every spell has five important pieces of information pertaining to it:
- Name: The name of the spell.
- School: This is the school of magic that a given spell falls into. There are many schools appearing in the system from the onset and there are also some hidden ones as well!
- Cost: This is the number of mana, piety or favor (Depending on the type of magic you are using) the spell costs to cast.
- Incant: These are the words that activate the spell and let those around you know what effect the spell has. You MUST say the incant EXACTLY as it appears. Some incants are longer than others and this is intentional based on power of a given spell. If you say the incant wrong the mana/piety/favor is still wasted.
- Effect: This is an out of game verbal description of the spell.
- You may only cast spells that are contained in your spell book and on your character sheet.
- You may only learn 2 spells per event you attend, 1 by teacher and 1 by scroll of knowledge.
- In order to cast a spell you MUST be carrying your spell book. Spell books are considered out of game and as such cannot be stolen. Carrying the spell book allows you to check incants and descriptions and serves as your proof that you know that spell.
- You must keep one foot firming on the ground while you are casting the spell. You may pivot on the foot, turn or take a throwing step, but if any other movement occurs the spell is lost (although you do not lose the mana).
- If you are reciting your incant and you are struck with a weapon, spell, or skill the spell is lost (although you do not lose the mana).
- Almost all spells are packet based and must be delivered through a packet. You may hold the packet in your hand and touch the target creature with it lightly on the shoulder however (i.e. if you want to heal someone). To learn how to make spell packets clickhere.
- If a spell packet comes into contact with ANY part of your body, costume, weapon, shield or cloak the spell takes full effect. The only exception to this is in the case of certain costuming enhancements that add to the game and would be a severe detriment to playing a particular race (IE – a Pixie’s wings). If you have any questions regarding this please ask staff. If the target of the spell manages to dodge the packet the spell does not affect him but the mana, piety, or favor is still lost.
- If the packet strikes someone other than your intended target it still has full effect on the target struck. (IE – you throw a fireball and accidentally hit your friend or throw a healing spell and accidentally hit the Orc your friend is fighting).
- Some spells are latent on a person and only released if you strike them. If you strike someone and they respond “Fire damage 3!” or something similar it is probably one of these spells. You may still resist normally if you have the means to do so. If several attackers seemingly struck at once assume all are affected.
- If you recite an incant you have just a second or two to throw the packet! If you do not throw it in that time the spell is lost (although you do not lose the mana).
- If you are struck with a spell and do not know how to react or did not hear the incant say “CLARIFY” and you and the caster are in a personal hold until the question is resolved. It is always up to the caster to know what effect the spell should have. Intentionally misleading someone is considered cheating.
- If you have both hands bound, you are silenced or gagged you cannot cast!
- You cannot cast mana based spells while wearing armor (This does not apply to piety or favor based spells). You may cast if a magic armor spell is upon you.
- Every time you cast a spell you deduct the amount of mana/piety/favor listed under the cost for the spell. You cannot cast spells you do not have enough mana for.
- Spells have specific legal targets in their incants; if a spell incant says only “you,” then you may not cast it on yourself. Likewise, offensive spells such as Ice Arrow (Ice arrow, damage 3!) may not be cast upon yourself.
- Unused mana does not carry over to the next period or event.
- You may never have more than one spell of each type upon you at a single time! The source of the spell (arcane spell, divine spell, potion, scroll, etc.) does not matter. The types are listed below:
- Magical Armor: Any spell that grants you magical armor points (i.e. Ice Armor, Arcane Armor).
- Magical Health: Any spell that grants you magical health (i.e. Arcane Vigor, Lesser Empowerment).
- Physical Defense: Any spell that protects you from a physical attack for a duration of time (i.e. Shield, Watchman of Leondarr). This refers to spells that make you unaffected by regular weapon strikes, or strikes with magical weapons.
- Skill Defense: Any spell that protects you from a physical attack skill (i.e. Attack Shield). This refers to things that would block skill attacks such as an assassinate or a deathstrike.
- Magical Defense: Any spell that protects you from any general magical attack (i.e. Spell Shield, Redirection, Absorption).
- Elemental Defense: Any spell that protects you from a specific elemental general magical attack (i.e. Endure Elements: Fire, Endure Elements: Water).
- Mental Defense: Any spell that protects you from any mental attack (i.e. Resist Charm).
- Grant Skill: Any spell that grants you a skill. (i.e. Slay, Parry, Shatter Shield). Note that if you have a spell of this type and one of the physical defense variety that serve the same purpose they can both be used at the same time and you may choose which is consumed in the attack.
- Runes of the same effect type may never be stacked, as per the spell stacking rules above.
- No living creature can have more than 2 runes upon them at a time.
- Runes upon an individual may only be activated by that individual and for that individual (Example – If you have a Stone Skin Rune upon you, you cannot activate it and give the stone skin to someone else).