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Magic Skill - v1.00 - Rank 2

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Teh Frogggg
Captain

PostPosted: Tue Sep 11, 2007 7:04 pm


Magic:


Magic is an indepentant skill only relying on itself in many situations. Here's a quick overview of the new stat system for Rank 2.

HP: The amount of "Health" one person has.
SP/MP: The amount of "Special Points/Magic Points" one person may use during his turn.
Attack: Attack detemines the odds of an attack successfully striking their target.
Power: The amount of damage to be done.
Agility: The odds of which one persons ability to dodge an attack.
Defence: The amount of damage you can withstand.
Magic: The amount of control you have over you current magical abilities. Determines the strength and accuracy of the cast.
Speed: Determines who has priority in battle. Also determines how many actions that could be made in one turn, and also how far one will be able to travel on a "Battle Map".

Magic Structures:


Here are the rules for using magic in different situations, whether if it's for battle or non-battle. First off, let me define the new element in determining how powerful of a spell you are able to cast, Spell Level. And also how the structure will be.

Name + (dice): The name of the spell, and also the dice you will use to cast it.
Type: The type of magical spell.
Effect(s): What type of effect the spell will have. Whether if it's damage, or enchant, or possibly boosting certain stats.
Spell Cost: The amount of SP/MP it will cost you to use the spell.
Spell Level: The amount your Magic stat needs to be at in order to cast this spell. Magic Dice Mods will be used to alter you Magic in many different numbers, much like the Att/Power Dice Mods.

Magic Formulas: Battle Spells


The first factor in casting magic is your Magic stat. Modifying this skill with dice is essential in battle, and non-battle as well. Your magic determines how powerful, accurate, and effective you can cast your magic. It also determines on how powerful of a spell you are able to cast, which I will cover first.
Note: Up to three dice may be rolled for different situations.

Cast Succession (1st Dice): To find out if your cast was successful or not, the first dice you rolled for your cast will determine this.

Example: (Magic x Dice Roll / 2 = Magic Attack)
Example in Imaginary Values: (10 x 4 / 2 = 20)

Now, if your new Magic Attack is equal to, or higher than the spell that you are trying to cast. It's been successfully cast. So, if the Spell Level of the spell your were trying to cast is 20 or below, you've successfully cast that spell.

Cast Hit Ratio vs. Opponent (2nd Dice): Now, even if you manage to cast that all powerful spell you've worked for. Your opponent can still manage to dodge the attack. This formula takes the Attack vs. Agility formula, except in this case, it's Magic vs. Agility.

Example: (Magic x Dice Roll / 2 = Magic Attack)
Example in Imaginary Values: (10 x 4 / 2 = 20)

If your new Magic Attack is equal to, or higher than your opponents agility, than you've stuck him with your mighty magic! If it's lower, good luck in trying again.

Cast Damage (3rd Dice): Once you've managed to cast, and strike your opponent. Prepare for the rewards of damaging your opponent with possible powerful spells beyond your current magic level, especially if your opponent doesn't major in the magic skill! To determine damage, it doesn't go by your opponents defense level, but his/her magic level.

Example: (Magic x Dice Roll / 2 = Magic Strength)
Example in Imaginary Values: (20 x 3 / 2 = 30)

Now once the new number is figured out for the new Magic Strength, you can figure out the damage you've done.

Example: Magic Strength - Opponents Magic Level
Example in Imaginary Values: 30 - 5 = 25!

With your Magic Strength, taken from the dice mod, and your imaginary magic skill of your opponent, you've manage to do 25 damage to your opponent! Note: Certain Magic spells will have a maximum damage value.

Magic Formulas: Non-Battle Spells


Magical Formulas basically run in the same way as Battle Spells, but you don't need to roll three dice, just one: Cast Succession!

Cast Succession: To find out if your cast was successful or not, the dice you rolled for your cast will determine this.

Example: (Magic x Dice Roll / 2 = Modded Magic)
Example in Imaginary Values: (17 x 5 / 2 = 42)

Now, if your new Modded Magic is equal to, or higher than the Spell Level that you are trying to cast. It's been successfully cast. So, if the Spell Level of the spell your were trying to cast is 42 or below, you've successfully cast that spell.

Summary:

All in all, the dice plays a very important role in how well you can cast your magical spells. Some days, you may have an off day, or possibly a very lucky day in your dice rolling. What ever your luck may play in a battle, you must always keep in mind that dice rolls are dice rolls. And luck is involved with dice rolls, as much as it is in a real-life battle!

There is also equipment modifiers and possible potions/magic modifiers for your magic skill to further increase the level. So whether if your building a masterful sorceror, of possibly a battlemage, try to keep your magic skills balanced and not ignored. Magic has a good chance of chaging the flow of battle.
PostPosted: Wed Nov 14, 2007 10:32 pm


Please Note
Different spells will have different damage & to-hit ratios. Things may be altered drastically in the RPG itself due to the variety of spells that may be offered.

Hamaon
Vice Captain

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PfP Dice System - Rank 2 Rules U/C

 
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