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ur:general_magic [2017/02/25 10:58] daniel |
ur:general_magic [2017/03/01 10:54] (current) marcs |
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===== Magic: Common Mechanisms ===== | ===== Magic: Common Mechanisms ===== | ||
- | More to be written | + | ~~NOTOC~~ |
+ | The most effective magic is **Ritual Magic**. Each nation can only cast one ritual spell during the magic phase per turn and a wizard must be freed up to lead this ritual. You cannot | ||
+ | Ritual magic is either tactical turn ritual magic or strategic turn ritual magic. | ||
+ | There is also minor **Personal Magic** to give wizards a bit of private fun during the roleplaying parts of a turn. | ||
+ | ==== Ritual Magic ==== | ||
+ | These are massive magical rituals that require dozens of participants, | ||
- | The important magic is **Ritual Magic**. Each nation can only cast 1 ritual spell during the magic phase each turn, a wizard must be freed up to lead this ritual. You can't be both involved | + | 5 cards are drawn from a deck of cards (the spell deck). A wizard who adds nice touches or theatrics |
- | There is separate | + | __Effects can be made to appear anywhere on the map.__ If there are no cards available, nothing happens. The order in which spells are resolved |
- | There is also minor **Personal Magic**, which is there to give wizards | + | |
- | **RITUAL MAGIC** | + | ==== Limited supply |
- | These are massive magical rituals that require dozens of participants, | + | Some spells |
- | 5 cards are drawn from a deck of cards (the spelldeck). A wizard who adds nice touches, or theatrics in the description of the magic ritual draws an extra card. If enough cards of he right colour are collected the spell works. Each card is 1 point. A Joker is usually an automatic point and sometimes signifies that the spell has gone haywire. | + | |
- | __Effects can be made to appear anywhere on the map.__ If there are no cards available, nothing happens. The order in which spells | + | |
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