Night Wizard!:Magic Data
Magic isn't just mumbling an incantation and having a fireball pop out of your hand. There are rules that must be followed. Here are explained the rules of magic.
- 1 Magic
- 1.1 Enchantment
- 1.2 Invocation
- 2 Reading Magic Data
- 2.1 Name
- 2.2 Magic Level
- 2.3 Types
- 2.4 Timing
- 2.5 Judge Attribute
- 2.6 Target
- 2.7 Range
- 2.8 Cost
- 2.9 Price
- 2.10 Result
- 2.11 Reading Enchantments
- 2.12 Timing of Effects
- 2.13 Simultaneous Effects
- 2.14 Magic Resistance
- 2.15 Magical Memory Capacity
Magic is the art of gathering the Prana that exists in the world and sublimating it into physical phenonema. The Prana manipulated so is of the Wizard's Element. For this reason, Wizards can cast Magic only of their own elements. However, one's Class is irrelevant. Every Class is able to acquire and use the same Magic. Of course, Classes and Elements more suitable for the casting of Magic do exist. Examinining the Class and Element modifiers to the related Attributes will make this clear.
More literally, this term might be translated as "Equip Magic."
Magic is broadly divided into two categories, Enchanment and Invocation. Enchantment is a recently developed type of magic which makes use of the Prana circulating through a Wizard's body and mind, constructing a circuit to assist its own invocation and making lengthy preparations or chanting unnecessary. On the other hand, even the greatest of Wizards have a limit to the amount of Enchantments they can wield.
The cumulative level of Enchantments one can have activated at a single time must be less than their Knowledge + Synth Level.
Every type of Enchantment can be put on or taken off in the same manner as equipment. Changing one's active Enchantments is a Minor Action. Additionally, Enchantments can be changed at will during the Setup Process of each Round. For more details, see page 191.
Types of Enchantments
A number of different types of Enchantments exist. These same types exist both among Enchantment and Invocation. Below are listed the types of Enchantment.
Magic that can perform a Magic Attack when activated. A character with this activated is able to perform Magic Attacks.
Magic that provides defense when activated. A character with this activated receives the benefits.
Magic that provides power when activated. A character with this activated receives the benefits.
For a detailed explanation of how to perform Magic Attacks using Enchantments, see page 196.
Invocation is magic usable only at the Timing listed in the data. It is similar to some Special Abilities in its operation. However, unlike Special Abilities available only to certain Classes, all Wizards are able to memorize and use Invocations. Of course, some have talent and others do not- not everyone can use Magic without limit. The rules of its use are explained below. In the case that these rules and the instructions written individually for each spell contradict each other, give priority to the individual spell. When Magic conflicts with a Special Ability, the GM may resolve it as they please.
Choosing a Target
The spellcaster must first choose the target of the Magic. If the target is suitable, the Magic will then take effect.
Paying the Cost
Magic has a cost paid from HP, MP, or such. There are also spells paid from one's Action Count. In all cases, if paying the cost would cause the number to fall below 0, the spell cannot be cast.
Applying the Effect
An Ordinary or Conflict Judge may now be performed to decide whether the Magic has any effect. The method of Judging depends on the individual spell. In addition, some spells have effects that take place automatically.
The action of spellcasting is now complete. If this was a Major Action, Action Count will decrease in accordance with the rules.
Reading Magic Data
This section explains how to read Magic Data. First, the "Caster" refers to the character who is casting (or has casted) the spell. In the case thatthe instructions written individually for each spell contradict what is written here, give priority to the individual spell.
The name of the spell.
The level* of the magic. This affects the quantity of magic one can memorize. It is similar to the Weight of weapons and armor. For more detail, see page 128.
The various types of Magic are described below. Within the parentheses after the type, an Element will be written. Such a spell can only be acquired by characters possessing that Element. Either the Primary or Secondary element is acceptable. If the Element is listed as "(-)", characters of any Element may acquire the spell.
An enchantment that can perform a Magic Attack when activated. A character with this activated is able to perform Magic Attacks. Treat as you would "Type: Attack."
Magic that provides defense when activated. A character with this activated receives the benefits. Treat as you would "Type: Defense."
Magic that provides power when activated. A character with this activated receives the benefits. Treat as you would "Type: Empowerment."
Magic that performs a Magic Attack.
Magic that is used to provide defense.
Magic that is used to recover HP or from Bad Statuses or a Near-Death State. If the subject is unwilling to receive healing, they cannot be targeted* by these spells.
When recovering HP, the amount recovered is determined by the Achievement Value of a "Healing Power" judge. "Healing Power" is determined by individual spells and Special Abilities. Of course, if a Fumble causes the Achievement Value to decrease below 0, HP will be lost instead. Take care that your healing spell does not deliver the finishing blow.
Recovery Amount of Healing Magic = Healing Power (dependent on Magic, etc) + 2d6
Magic that alters Basic or Combat Attributes and boosts Achievement Values. Like Healing Magic, If the subject is unwilling, they cannot be targeted by these spells.
Spells that weaken the target. It is typically possible to resist these spells. Incidentally, when Basic Attributes and Combat Attributes are altered by Weakening Magic, the maximum value is 0. In other words, Weakening Magic will never boost attributes.
All Magic not described by the above categories.
The timing of the spell.
Some spells are used in processes such as the Setup Process or Clean-Up Process of the combat Round. In writing, these will be abbreviated as "Setup", "Clean-Up" and such.
Which type of action the spell is considered to be.
This may be a Minor Action, Major Action, or Reaction. In writing, these will be abbreviated as "Minor", "Major" and such.
These spells take effect simply by declaring their use. Refer to the description for the appropriate timing. In writing, these are abbreviated as "Auto."
These spells have an effect that is always active. Many of them modify Basic Attributes or Combat Attributes. Such modifiers should be written in advance on the Character Sheet. Magic of this timing all takes effect at the same time.
When Magic is used, a Judge may be performed using a Basic Attribute or Combat Attribute. If the spell is an automatic success, this will effect only the declaration.
The difficulty level of the Judge. When a number is written here, that number becomes the Difficulty Level.
This magic does not require a Judge.
This magic requires a Conflict Judge versus the target to take effect. Typically the target's Resistence is used. A more detailed description of the Judge may be provided in the spell description. Physical and Magical Attacks are performed as usual for their method (P194).
The type of target that can be chosen by oneself.
This spell has an effect only upon the user.
This spell targets a single character. The caster may target themselves.
This spell has a radius of n squares. The target is assumed to be 1 Square, and other characters within n squares may optionally be affected by the spell if the caster chooses. A range of 1 Square affects only the target Square.
Only targets within the written range can be selected.
The caster must be within n Squares of the target. Additionally, they must have a Line of Sight to the target. If the range is 0 Squares, the caster must be in the same Square as the target.
When Magic is used, its cost must be paid. If the cost of HP, MP or Action Count cannot be paid, the Magic cannot be cost. HP or MP cannot go negative as a result of paying a cost. Moreover, unless the description states specifically that it "reduces costs", neither equipment or magic can descrease costs. Types of costs are described below.
The spell costs the written number of HP or MP.
When the cost is written as 'Count', the spell is paid for with Action Count. If this would decrease Action Count to below 0, the spell cannot be cast. Action Count is abbreviated as "c." Thus, "Count 4" would be written "4c."
The price of acquiring the Magic. It is in v. (varcas,) See Page 183 for instructions on how to retain Magic throughout sessions. It is possible to purchase the same Magic multiple times.
The effects of the magic, both visual and functional. Certain terminology is used to describe the results. This terminology is explained below.
- You: The caster or character using the magic
- Basic/Combat Attributes: Unless specified otherwise, those belonging to the caster
- Target: The target of the magic
- Maximum n: Any calculations performed may not exceed this number.
If the number is exceeded, the value becomes n.
Most Enchantments affect Combat Attributes. When one activates an Enchantment, their Combat Attributes will be modified. However, if a Combat Attribute is not written in the data, it is not modified. Some Enchantments may affect Attributes other than Combat Attributes.
Enchantments may be changed in the same manner as equipment. This may be performed as a Minor Action or else during the Setup Process. For more details, see Page 192. When Enchantments are changed, one's Combat Attributes will also change. In particular, Initiative or Magic Power may change. In this case, MP decreases by the same amount as does Magic Power. However, if Magic Power increases, MP does not likewise increase. When performed as a Minor Action, changing Enchantments does not affect Action Count even if one's Initiative changes.
Timing of Effects
Unless otherwise stated, the effects of Magic occur instantly and last until the end of the caster's Maun Process. Some Magic may have effects lasting "until the end of the battle" - these last until the GM declares the battle is over. When used in battle, Magic with effects lasting past the end of combat will typically continue until the end of the Scene. However, the GM may terminate the effect if they choose.
Situations may occur such as the Element of Magic Damage being specified as 'Fire' while Weapons or Armor specify a different Element. In this case, only the final modification to take effect is respected. For instance, if you use "Enchant Weapon" to change the Damage Element of another character's weapon which has already had "Enchant Weapon" cast on it, the effect of the most recent spell takes priority.
It is possible for some spells to be resisted by the target. In this case, the Difficulty Level is written as Conflict. A Conflict Judge should be performed between target and caster. If the target succeeds, the spell has no effect. This can only be done immediately after the magic is cast, before the effect is replied. During Round Progression, this is considered a Reaction.
Magical Memory Capacity
The cumulative level of magic which can be used by a character must be lower than their Knowledge + Synth Level. If Magic beyond that level is committed to memory, it is not possible to use it, During Round Progression, as a Major Action, one may alter the Magic they have memorized, This restriction does not combine with the similar restriction upon Enchantments. However, inactive Enchantments are subject to the same limit as are active ones, so take care that your combined Enchantments do not exceed your Magical Memory Capacity.