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==Magic== There are three main types of magic in Legend of Zelda. Arcane Magic, which is a generic toolbox of effects to represent the powers of various magicians and items, effects can be creatively combined but there are rules, and an effective upper limit to power. Wave Magic, which is generated through the melodious use of enchanted instruments, this is akin to divine magic and has rules but no upper limit to power. And finally, Narrative Magic, which represents the power of unique items such as masks and the Master Sword, Narrative Magic has no rules but what the Sage gives each specific effect and no upper limit to power. '''Arcane Magic''' Arcane magic in this system may be either inherent (spells learned through study or drawing on innate power) or evoked from items. There is no functional difference between the two form -- in fact, any magic effect may be had as either an item or an inherent spell interchangeably, according to whatever the [[Gamemaster|Sage]] and/or players prefer. Regardless of whether it's inherent or item-based, the spell consumes MP, involves a Spellcraft skill check, and must be obtained in-game in the same fashion that one obtains items. Spells are to be handled in much the same way as items such as a boomerang or hookshot -- they are significant acquisitions that give the character entirely new abilities that are vital for overcoming the challenges that bar one's advancement. Inherent spells may be obtained in the form of a physical item (such as a scroll that can be studied to learn how to use the spell, or a magic crystal that imparts the ability to use the spell), but might also be obtained through other means as well, according to [[Gamemaster|Sage]] and/or player preference. A mage must have his hands free when casting spells. One (1) for a simple spell, one (1) effect, or both for an advanced spell, two (2) or more. There are some items that do not interfere with casting spells, while there are others, rarer still, that will enhance inherent magic when held. Each spell can be classified as either simple or advanced. Simple spells can be used as an off-hand attack, just as a second weapon in the off-hand can be used for a second attack in the turn; using a spell in this way imposes a -1 penalty to your Spellcraft check for that spell (just like an off-hand attack imposes a -1 penalty to your attack roll). Simple spells can also be used to make counterattacks (though this is of course still subject to the usual limit on attacks per turn). Advanced spells cannot be used to make off-hand attacks or counterattacks, because their use requires too much concentration to allow for such quick application. The range for an advanced spell is the range of the base spell. The current Spell List is actually an effect list to be treated as a spell creation toolkit. A spell is simple if it uses only one effect. It is advanced if it applies multiple effects. Not all effects can be combined but that depends entirely on how creative a character is in how he explains the intended effects. For example, Imbue Fire and Imbue Ice should cancel each other, unless the character casts it as an antipode type deal. This is to encourage creativity, but can quickly be broken. To balance this and prevent players from going 'I CAST MY UNSTOPPABLE INVILIBILE ILLISIONAIRY ANTIPODIC CHAIN OF SHOCKWAVE LIFT' Casting a spell as a combination of effects uses an action for each effect. MP totals when combining effects. Items can have as many effects applied to them as the Sage sees fit. To clarify how targeting works on advanced spells, one effect is the base spell. The base spell's targeting is used. All other effects occur at the squares targeted by the base spell, but if the other effects target less than the base spell then their effects are halved. For example, applying Blast to Radiate does not quadratically scale Blast. There are six Elements, each with unique effects. *Fire : X damage next turn due to burn *Ice : X actions worth of stun as knockback *Electricity : X piercing damage *Light : X damage as AOE *Shadow : X dice to next defensive action *Spirit : X dice to next offensive action Imbued effects do not stack nor overwrite each other, the first effect is kept and the others are ignored. This of course does not apply to effects within the same spell. *Cascade Casting After casting a spell, a player can declare a cascade. The next turn, they can cast a spell of total mana cost less than the first spell, for no mana. The next turn, they can cascade again, casting a spell of less cost than the second's normal cost, for no mana. The cost of doing this is an accumulated stun. The process can be repeated turn after turn until three (3) stuns have been accumulated, at which point the player loses a turn and must pay to cast once more. If the player ends the cascade early, they must still take the accumulated stuns. '''Wave Magic''' Songs are a very powerful and world changing effect of magic brought about through music, hence the term Wave Magic. Magic songs must be played through an instrument in order to bring about their effects and the cost is in the actions needed to perform the song. While performing, you can do nothing else for your actions, this makes combat songs very difficult, but if you succeed, they are the majority of the buffing magic in the entire system. Some songs can go on for as long as they are needed in order to sustain their effect. To succeed in a song, you must roll Wits+Instruments and get at least as many successes as there is duration in the song or the song fizzles. There is no bonus to excess successes. The specialty of Wave Magic is in Harmonics. Multiple performs can join together to perform the song. One person leads the song and is the base of the successes. The others must roll a 5 or a 6 in order to add a success to the overall score, and the duration of the song increases by one with each person. '''Narrative Magic''' A lot in the Legend of Zelda universe is just plain old magic and can't be explained, of if it can, would bog this system down beyond use. It's much simpler to just have a type of magic with no rules. So, masks and certain items just have explanations of what they do and the Sage has to do their best to keep them under control.
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