Difference between revisions of "Magic Points"

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'''Magic Points''' (or '''MP''') represents the raw pool of magic power available to a character.  He or she might refer to it as mana.  Mana is used to power special abilities, much the same way as gasoline is used to power cars.  Every character has an MP score, whether or not they have the ability to cast spells, or any other special abilities.  To find this score, no points need be spent; simply add the character's [[Intellect]] + [[Insight]].
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Magic spells and abilities are fueled directly by '''Magic Points''' (or '''MP'''), which represent the raw pool of magic power available to a character.   
  
''''Lifemana''''. Spellcasters refer to the use of [[Health Points]] in exchange for Magic Points as ''lifemana''.  If a character has depleted his or her reserve of mana, he or she can use the very life force in his or her body in its place.  Five Health Points can be traded for one Magic Point.  For example: a character can exchange 20 Health Points for 4 Magic Points.
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'''MP''' is used to power special abilities, much the same way as gasoline is used to power cars.  Every character has an MP score, whether or not they have the ability to cast spells, or any other special abilities. Characters begin the game with 10 MP. At character creation, a mage can choose the Attribute used to cast spells (see ''[[Casting Attribute]]'', below). A mage can add their score in this Attribute to their MP total. As the game progresses, a mage can further increase their MP total by purchasing the ''[[Mystic]]'' trump.
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The term ''mana'' refers to the physical embodiment of consumable MP in various states of matter.  Mana can be found as a raw material in either gaseous, crystalline, or liquid forms.  Such sources of mana are highly sought after by mages and merchants alike, since they allow magi to call upon extra reserves of Magic Points.  The physical mana is consumed in the using of it.  It is simply held in the hand of the mage during the casting of a spell.
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Spellcasters refer to the use of [[Health Points]] in exchange for Magic Points as ''lifemana''.  If a character has depleted their reserve of mana, they can use the very life force in their body in its place.  By expending a [[Fate]] point, a mage can exchange Health Points for Magic Points at the rate of 5 HP per 1 MP received.  For example: a character can exchange 20 Health Points for 4 Magic Points, by spending a Fate Point.

Latest revision as of 16:43, 22 March 2020

Magic spells and abilities are fueled directly by Magic Points (or MP), which represent the raw pool of magic power available to a character.

MP is used to power special abilities, much the same way as gasoline is used to power cars. Every character has an MP score, whether or not they have the ability to cast spells, or any other special abilities. Characters begin the game with 10 MP. At character creation, a mage can choose the Attribute used to cast spells (see Casting Attribute, below). A mage can add their score in this Attribute to their MP total. As the game progresses, a mage can further increase their MP total by purchasing the Mystic trump.

The term mana refers to the physical embodiment of consumable MP in various states of matter. Mana can be found as a raw material in either gaseous, crystalline, or liquid forms. Such sources of mana are highly sought after by mages and merchants alike, since they allow magi to call upon extra reserves of Magic Points. The physical mana is consumed in the using of it. It is simply held in the hand of the mage during the casting of a spell.

Spellcasters refer to the use of Health Points in exchange for Magic Points as lifemana. If a character has depleted their reserve of mana, they can use the very life force in their body in its place. By expending a Fate point, a mage can exchange Health Points for Magic Points at the rate of 5 HP per 1 MP received. For example: a character can exchange 20 Health Points for 4 Magic Points, by spending a Fate Point.