Post by Midna on Nov 20, 2013 1:11:10 GMT
MAGIC
Magic has all but been forgotten by those who live in Hyrule. No character, save for the sages, may start with a spell but magic is a powerful tool that characters can learn how to use.
Learning magic requires rupees and while it may help your character flow better to include a thread where they first discover they can use magic after they gain their first spell it is not necessary.
Each magic spell can be divided into four levels:
Intermediate: Casting cost between 35 and 65 mana.
Advanced: Casting cost between 60 and 90 mana.
Ultimate: Casting cost between 85 and 115 mana.[/ul]
Mana points can be restored by use of Green or Blue potions, or through ending a thread - 50 mana points are replenished once a thread is ended. The replenishment only applies to threads that happen later along in the timeline of the character though, and may not be applied mid-battle.
While there is no hard or fast rule about what type of spell would qualify for what level, spells that involve the creation of an item - such as the creation of fire, water, etc. - would not qualify as basic spells. Also a character must learn the basic level before an intermediate, an intermediate before an advanced, and an advanced before an ultimate.
When creating a magic spell several components are needed. The first, most obviously, is the spell's name. The second would be what elemental branch it would fall under. Cross-element spells may be allowed as long as the character in mind can use both elements. For example, a Goron would not be able to use a steam-related ability, nor would a Zora. The third necessary component would be the level of the spell and also how much mana casting it would take.
Why would you need to list mana when each level has its own requirements? Because there may be cases where a spell differs from the norm. If for some reason you wanted an especially weak spell it may cost less. Like, if the spell is stronger than usual but not strong enough to classify as the next level its mana cost may be upped.
The fourth necessary item will be writing out exactly what it does - exactly. For many spells this will not be that difficult - A fireball spell summons and tosses a fireball. For spells that involve protection or last for more than one turn though, such as making a firewall, poisoning someone, or casting a protective shell around them, you must specify how long it lasts, how much damage is can do or prevent, etc. etc.
While it is not required it is recommended that you flesh a spell out to its fourth and final level when first creating it. Staff can review what your ultimate goal is and can help you better design the levels leading up to it. It will also make it easier for you to determine just what its first level would be when you know what you want the fourth level to be.
After these four steps are done staff will review the spell and will report anything that they feel needs to be edited.
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