Combat Guide
Mana Computation System
1. Core Formula
Mana (MP) is tied to a caster’s Soul stat (Including their racial bonuses)
Formula Example:
Max Mana=(Soul×10)+Rank Bonus
Soul: Governs raw magical energy.
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*Rank Bonus: Scales with character growth (15 mana x rank).
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Beginner Rank: (15x1 = 15) +15
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Moderate Rank: (15x2=30) +30
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Advanced Rank (15x3 = 45) +45
Example (Rank Beginner, Soul 5): (5x10) 50 + 15 = 65 Mana Points
Example (Rank Moderate, Soul 5): (5x10) 50 + 30 = 80 Mana Points
Example (Rank Advanced, Soul 5): (5x10) 50 + 45 = 95 Mana Points
Enchantments/curses/blessings (Once approved by Staff) will either increase, or decrease this number.
2. Spell Costs* and Damage
Each spell consumes progressively more mana.
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Beginner: 5–15 MP (Can affect only one object/person per 5 Mana spent for a max of 3 targets. Each additional person/object affected requires an expenditure of 5 additional Mana).
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Damage = Soul + Skill (1d10 for each person affected) divided by the number of people/objects affected (1-3).
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Moderate: 15–35 MP (Can affect only one object/person per additional 5 mana spent for a max of 4 targets. Each additional person/object affected requires an expenditure of 5 additional Mana).
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Damage = Soul + Skill + 2 (1d10 for each person affected) divided by the number of people/objects affected (1-4)
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Advanced: 40–65 MP (Can affect one object/person per additional 5 mana spent for a max of 5 targets. Each additional person/object affected (Or additional damage dice added) requires an expenditure of 5 additional Mana. ).
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Damage =Soul + Skill +5 (1d10 for each person affected) divided by the number of people/objects affected (1-5)
Notes: Spells cast out of combat, or with prearranged outcomes, do not require rolls to be made. REMEMBER: Dice are ONLY required when players cannot agree.
Counterplay:
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Healing can undo Necromancy damage.
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Psychic/Illusion can be blocked with Willpower or Light magic.
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Summons can be banished (Enchantment/Light).
Spellcasting Rules
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Mana Cost: Higher-tier spells consume more mana.
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Casting Time:
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Novice: Instant.
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Adept: 1 Round.
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Master: 2 rounds
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Range: Melee → Ranged → Battlefield (by tier).
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Save/Defense Check: Target resists with Willpower, Defense/Dodge +/- Enchantments/curses.
*Rituals/Enchantments bypass mana but take time + materials + risks and require Staff approval and determination of effects.
3. Regeneration ( You do not Regen mana higher than your max mana score)
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Passive Regen per Rank per round:
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Beginner: 3
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Moderate: 6
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Advanced: 12
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Rest-Based: Short rest recovers half mana(at least 4 hours), long rest/full meditation (8 hours) restores all.
4. Overcasting (Risk System)
If a caster tries to spend mana they don’t have:
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They burn HP to fuel the spell (Health Points → Mana Points).
5. Magic in Combat (Examples per School)
Healing
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Beginner: Heal 1 ally (small HP restore).
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Moderate: Heal multiple allies, cure poison mid-fight.
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Advanced: Revive KO’d (but not dead) ally, battlefield-wide regen aura.
Psychic
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Beginner: Distract or read surface thoughts (advantage/disadvantage).
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Moderate: Suggestion (“drop your weapon”).
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Advanced: Dominate an enemy (control them).
Divination
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Beginner: Predict enemy’s next move.
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Moderate: Reveal hidden foes (stealth/illusions).
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Advanced: See incoming battlefield maneuvers.
Summoning
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Beginner: Summon benign or good aligned creatures to lend aid.
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Moderate: Summon benign or good aligned creatures to lend aid.
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Advanced: Summon benign or good aligned creatures to lend aid. May summon mythical creatures.
Light/Dark
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Beginner: Flash of light / shadow bolt.
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Moderate: Blinding aura / shadow veil concealment.
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Advanced: Radiant storm / command undead.
Elemental
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Beginner: Fire spark, pebble toss.
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Moderate: Fireball, ice spikes, wind blades.
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Advanced: Earthquake, lightning storm.
Illusion
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Beginner: Minor disguise, false sound.
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Moderate: Full invisibility, battlefield mirage.
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Advanced: Trap multiple foes in false reality.
Enchantment
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Beginner: Minor buff to a weapon.
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Moderate: Glyph traps, magical armor.
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Advanced: Living weapon, battlefield ward.
Necromancy
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Beginner: Summon a few undead minions to fight.
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Moderate: Summon undead minions to fight or complete tasks..
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Advanced: Summon undead minions to fight or complete tasks. Summon a demon.
Transformation
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Beginner: Claws, eyes, minor animal shift.
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Moderate: Full beast form
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Advanced: Polymorph enemies.
Combat Rules (Dice are not required for combat if ALL parties involved agree. Dice are ONLY used when a resolution cannot be obtained.)
Combat Flow
Turn-based.
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Initiative Roll / Speed Check – Establish order.
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Action Phase – Each turn, characters can:
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Cast a Spell
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Attack (physical)
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Defend / Counterspell
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Move / reposition
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Use an Item
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Resolution – Effects apply, counters trigger, ongoing effects tick.
Initiative: Order of combat goes from highest to lowest.
1d10 + Body (Or Soul if using magic) + Enchantments - Curses
Non-Magical Combatant:
Attacker: Body points +/- Enchantments/Curses + Skill score+ 1d10
Defender: Body +/- Enchantments/Curses + Skill score+ 1d10
The highest score (the total number when all die scores are added together) wins the roll.
Magical Combat:
Attacker: Soul +/- Enchantment/curses + Skill score+1d10
Defender: Soul/Body/Mind (Whichever applies)+/- Enchantments/curses + Skill Score +1d10
The highest score wins the roll.
Damage Equals: (Body, +/- Enchantments/Curses) + Melee/Ranged score +1d10) - Any defensive enchantments/bonuses the defender currently has on them.
Defender: Rolls (Body/Mind) + Any defensive enchantments + Any relevant skill and subtracts that number from the damage done.
Magical Damage:
Each spell consumes progressively more mana.
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Beginner: 5–15 MP (Can affect only one object/person per 5 Mana spent for a max of 3 targets. Each additional person/object affected requires an expenditure of 5 additional Mana).
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Damage = Soul + Skill (1d10 for each person affected) divided by the number of people/objects affected (1-3).
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Moderate: 15–35 MP (Can affect only one object/person per additional 5 mana spent for a max of 4 targets. Each additional person/object affected requires an expenditure of 5 additional Mana).
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Damage = Soul + Skill + 2 (1d10 for each person affected) divided by the number of people/objects affected (1-4)
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Advanced: 40–65 MP (Can affect one object/person per additional 5 mana spent for a max of 5 targets. Each additional person/object affected (Or additional damage dice added) requires an expenditure of 5 additional Mana. ).
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Damage =Soul + Skill +5 (1d10 for each person affected) divided by the number of people/objects affected (1-5)
Health Points do NOT Regenerate in combat (Unless one has Regeneration which grants 1d10 per round)
Out of combat, Health Points regenerate at a rate of 1 day without healing.
REMEMBER: Rolls are only required when players cannot reach an accord.