Post by Nathan on Dec 7, 2006 21:01:11 GMT -6
some people at the MCS are thinking of starting up some fancy pants Magical Society for Micras
Magical Charter of Micras
DRAFT
INTRODUCTION
THE BASICS
Magical ability is measured by Mana Points, or MP. The amount of MP that a person has is directly proportional to their level, as demonstrated in the following equation:
MP = Level * 20
An average person with no magical training whatsoever starts at level 0, giving them no MP. However, leveling up is possible with Experience Points (EP). Again, you start with 0 EP, but you can gain more. For example, training at an Academy of Magic can give you EP. To determine your level from your EP, use the following equation, rounded down to the nearest whole number:
Level = SquareRoot(EP) + Bonus Levels
(Bonus Levels are discussed later). For example, if you have 1 EP, you are level 1. If you have 4 EP, you are level 2. If you have 100 EP, you are level 10.
GAINING EP
There are many ways to gain EP. The easiest is to train at an Academy of Magic. Depending upon the level of your Tutor, you will gain more EP daily. Some Academies require fees to train you, others will do it for free. (NOTE: You MAY train and be trained at the same time. Teachers do it all the time.)
EP gained by training = # of days training * (Tutor’s level / 20)
Therefore, if you train with a level 40 Mage, you will gain 2 EP per day. However, if you train with a level 1 Mage, you will only be able to get 1 EP for every 20 days you spend training. Note: one may gain fractional EP, if one wishes to keep track of it. One Mage can train more than one Student at a time, however there is a limit:
Max mount of students one Mage can train = Level of the Mage in question * 2
There are other, more dangerous ways to gain EP. Each Recwar you participate in that fights under this Charter’s rules of magic, you have the chance to gain MP. Each battle you fight in personally with your troops, you may gain 5 EP. (You must cast at least 1 Spell).
EP gained during a Recwar = # of battles you personally fought in * 5
THE HIERARCHY
Each Academy of Magic has one Lord of Magic, which is the head of the establishment. The Lord of Magic gets 50 Bonus Levels (see THE BASICS for how Bonus Levels factor in to determining your total level.) Each Lord of Magic may appoint three people under him. Each underling will oversee one of the following three areas: Magic on land, Magic in the sea, and Magic in the air. The overseers of land and sea will both be High Druids. High Druids get 45 Bonus Levels each. The overseer of air will be a Master Dragon Rider. Master Dragon Riders get 40 Bonus Levels.
1 Lord of Magic appoints 2 High Druids and 1 Master Dragon Rider
Each High Druid can appoint Apprentices to themselves. However, they may only have one Apprentice at a time. Apprentices get 20 Bonus Levels. However, once an Apprentice gets at least 25 EP, they will graduate and become a fully-fledged Druid. Druids have 40 Bonus Levels. If an Apprentice already has at least 25 EP when they are appointed, they immediately become a Druid. There is a limit of 3 full Druids under any single High Druid. No Apprentice may become a High Druid if there are already 3 Druids under the command of their master High Druid.
1 High Druid appoints 1 Apprentice, 3 High Druids
Each Master Dragon rider can also have Apprentices, which follow the same rules as Apprentices to High Druids with the following exceptions: Apprentices to Master Dragon Riders do not become Druids; instead, they become Dragon Riders. Dragon Riders get 30 Bonus Levels.
1 Master Dragon Rider appoints 1 Apprentice, 3 Dragon Riders
ACADEMIES OF MAGIC
Anyone can establish an Academy of Magic, if they meet the following Guidelines: If there is currently no Academy of Magic in a nation, any willing citizen of that nation may apply to establish their own. Their application will be reviewed by all current Lords of Magic – from here on referred to as the Council of Mages – and there will be a vote. If a majority approves, then the applicant will immediately become a Lord of Magic and be given their own Academy of Magic. However, if these Guidelines are not met, there is an additional way to create an Academy: A person can become a Lord of Magic and establish an Academy without approval from the Council of Mages and if there is already one Academy in their nation, but they must have at least 100 EP and must be at least level 20. They must also have at least two followers with at least 36 EP (who will automatically be appointed the High Druids) and one follower with at least 25 EP (who will automatically be appointed the Master Dragon Rider). Then they may become a Lord of Magic and establish an Academy of Magic. The final method to become a Lord of Magic is this: The Council of Mages may vote if they have a ¾ majority to promote a High Druid or a Master Dragon Rider to a Lord of Magic if the concerned individual has at least 36 EP.
THE COUNCIL OF MAGES
The Council of Mages is made up of all Lords of Magic. The Council of Mages can demote a Lord of Magic to a High Mage if there is a vote with a ¾ majority. A High Mage has all the powers of a Lord of Magic, including an Academy, but they no longer may vote in the Council of Mages. A majority vote of the Council of Mages can promote a High Mage to a Lord of Magic.
SUCCESSION TO LORD OF MAGIC
When a Lord of Magic leaves his/her post (apart from when he becomes a High Mage, which is different), his/her successor is one of his High Druids or his Master Dragon Rider. The Lord of Magic should name an heir out of one of those three people, but if he/she does not, it is up to the majority vote of the Council of Mages. If the Lord of Magic does not have a High Druid or a Master Dragon Rider, a majority in the Council of Mages must appoint a new Lord of Magic to that Academy.
SUCCESSION TO HIGH DRUID
When a High Druid leaves his/her post, a Druid under him/her will become the new High Druid. If there is more than one Druid, the heir will be up to the other High Druid and the Master Dragon Rider. If there are no Druids, the leaving High Druid’s Apprentice will become the new High Druid. If there is no Apprentice, the Lord of Magic will appoint the new High Druid.
SUCCESSION TO MASTER DRAGON RIDER
When a Master Dragon Rider leaves his/her post, a Dragon Rider under him/her will become the new Master Dragon Rider. If there is more than one Dragon Rider, the heir will be up to the High Druids. If there are no Dragon Riders, the Master Dragon Rider’s Apprentice will become the new Master Dragon Rider. If there is no Apprentice, the Lord of Magic will appoint the new Master Dragon Rider.
NPC STUDENTS
Each Academy will have imaginary, or NPC Students. Each Academy gains 1000 Students every two weeks at no cost to them. They represent willing citizens wishing to become Mages.
1 Academy gets 1000 Students every two weeks
These Students start with no EP, but they can be trained the same way as real people can. Once a Student gets to level 2, they are then called an Apprentice. Once an Apprentice gets to level 5, they are called a Mage. Once a Mage gets to level 10, they graduate to Archmage. Students, Apprentices, Mages, and Archmages may train each other, the same way that a real person would train them. They can even train real people.
MAGICAL RACES AND CREATURES
Proposals for Magical creatures (which must include how many Creature Units, or CUs, that the creature is worth, along with any special characteristics, and if they belong under Land, Sea, or Air) must be approved by a majority of the Council of Mages before they actually appear on Micras. “Bad” or “broken” creatures can be removed or modified by a majority vote in the Council of Mages. Magical Creatures may have special MP bonuses or deductions. All of the same of this goes for Magical Races. However, the difference is that People can become other Races if they declare it so but only at the beginning of their magical career. If they start out as a Human, they must stay a Human. If they start out as an Elf (if Elf is approved), they stay an Elf. For proposing Races, you do not specify CUs, instead specify a Racial Value. The base to start at is that the humans Racial Value is 1. An example (that may not be accepted by the Council of Mages) is that the Racial Value for an Elf be 2. Note: Races may also specify a new MP equation for its members. For example, since Elves are strong in magic, their MP equation could be MP = Level * 30, instead of the default MP = Level * 20, giving Elves 50% more MP than humans.
NPC RACES
Instead of the given 1000 Students every two weeks, Academies can choose to get Students of a different Race. However, 1 Student of another race counts as its Racial Value of human Students. For example, if one time an Academy decided to get all Elves for their 1000 Students, they would only be allowed to get 500 Elves, since the Elven Racial Value is 2. (This is hypothetically, of course. The Council of Mages may not even approve Elves.)
NPC CREATURES
Academies can also have Creatures under their jurisdiction. They will get 1000 CUs worth of Creatures every two weeks, at no cost.
1 Academy gets 1000 CUs of Creatures every two weeks
NEW ACADEMIES
When a new Academy is created, if it is the first in its nation, it will receive 10,000 new Students (which can be of any Race, so long as the number is adjusted for the Racial Value) and 10,000 CUs worth of Creatures free.
USING MANA POINTS
Each spell has a cost in MP. So, to use a spell, you must “use” the specified cost in MP, if you have that much left to use, along with any other costs specific to the spell. Then the spell’s effects will happen. Mana Points recharge every day, except if you are training other people or being trained. A person cannot “save up” mana points over several days, though, at the end of the day, all unused Mana Points disappear, then the their MP recharges to full. With this limitation, some spells would be impossible to cast. However, the way to get around it is joint spellcasting. More than one Mage may pool their MP to cast an expensive spell.
SPELLS
The spells accessable to Magic users are determined by the Council of Mages. A ¾ majority is enough to accept a proposed spell at add it to the official list. A ¾ majority can also remove a “bad” or “broken” spell.
TALENTS
Every person has an innate magical Talent, and Talent Points with which to use it. Talents grows weaker as Magical ability grows stronger, since Talent is nature and Magic is learned. Talent Points are calculated using the following formula:
TP = 100 - MP
Each Talent corresponds to a Spell, which is identified by a Lord of Magic. (They number the Spells in order, select a random number in a Random Number Generator, and use that Spell.) It may cost a nominal fee. Once a person knows what their Talent is, they may “cast” it at ¼ the normal MP cost. However, they may not use MP to cast it, they must use their TP. If a person’s Talent Spell is removed from the list by the Council of Mages, they will be assigned a new Spell at no cost by the Council.
MAGICAL DUELS
Magical Duels are fought over stakes, such as money, position, EP, Bonus Levels, or no stakes at all. To begin a Magical Duel, two Mages must agree to duel and must agree on the stakes. The Duel will be fought according to the following rules:
ADJUDICATION
A Magical Duel will be adjudicated by an impartial Lord of Magic agreed upon by both of the combatants.
HEALTH POINTS AND MAGIC SHEILDING
To accurately gauge the results of Magical Duels, there must be a measure of health or life. This is Health Points (HP), and they always equal 100.
HP = 100
Although everyone has the same amount of HP, experience Mages have a certain resistance to Magical damage, which is represented by Magical Shielding (MS). It is calculated like so:
MS = Level * 10
DAMAGE
Damage is the method to win a Magical Duel. At the beginning of the Duel, combatants start with no Mundane Damage (MD) and no Spell Damage (SD). MD means any damage dealt nonmagically, and SD represents any magical damage.
DEALING SPELL DAMAGE
Spell Damage can be dealt by casting spells that deal damage, or by using an enchanted item.
DEALING MUNDANE DAMAGE
Mundane Damage can be dealt by physically attacking an opponent. To determine the amount of damage from a physical attack, the adjudicating Lord of Magic will roll two six-sided dice and add the results together to get the damage.
TURNS
Magical Duels are held in a turn-based structure. Whoever has the most EP will have the first turn, then the other person will have a turn, then it will alternate like that until someone loses. During a turn, one can either cast a spell or make a physical attack.
LOSING
Someone loses if either of the following equations is true for them:
MD dealt to them > their HP
OR
(MD dealt to them + SD dealt to them) > (their HP + their MS)
RECWARS
Magical RecWars are fought under ITRA rules, with the following changes:
OOBs:
When creating a unit, anyone may use any number of human Students in their unit, so long as they do not run over the ITRA limit for troops in a unit. One Student takes up two troops.
1 Student = 2 Troops
Each student starts with EP equal to the commander of the unit’s magic Level.
Student EP = Commander Level
Lords of Magic may also use the NPC Apprentices, Mages, and Archmages that are currently enrolled in their Academy, including non-human NPCs. They are equal to the following:
1 Apprentice = (Racial Value * 1) Troops
1 Mage = (Racial Value * 2) Troops
1 Archmage = (Racial Value * 4) Troops
If the Lord of Magic does not use up all of the NPC Apprentices, Mages, and Archmages, then he/she may allow others to use the remainder of them in their units. Lords of Magic may also use the creatures controlled by their Academies in their units. The amount of troops a creature takes up is equal to twice its CUs.
1 creatures = 2 * its CUs
Likewise if the Lord of Magic does not use up all of the NPC creatures, then he/she may allow others to use the remainder of them in their units. Also, if a (real) person plans to fight alongside their unit, they must take up twice their Racial Value of troops in their unit, or else they cannot personally fight in the war. (Their troops may still fight, of course.)
SPELLCASTING
Any person, NPC or otherwise, with MP may cast spells. The commander decides which spells will be cast. Then, the person will cast the spell as described in USING MANA POINTS. As it says there, MP only recharge once per day, so if a person runs out of MP, they may not cast any more spells for the rest of the day.
TALENTS IN RECWARS
Talents may be used, but only by real people fighting, not NPCs.
AMENDMENT
A ¾ majority in the Council of Mages may amend this Charter.
SUBMISSION FORMS
To submit ideas for Spells, Races, and Creatures to the Council of Mages, use the following forms:
SPELL
Name of Spell:
MP Cost:
Additional Costs (optional):
Effect of Spell:
Incantation (optional):
Other information (optional):
RACE
Name of Race:
Racial Value:
MP Equation (optional):
HP Equation (optional):
General Information:
CREATURE
Name of Creature:
CUs:
General Information:
EQUATIONS
For general reference, here are all the equations listed in this Charter:
MP = Level * 20
Level = SquareRoot(EP) + Bonus Levels
EP gained by training = # of days training * (Tutor’s level / 20)
Max mount of students one Mage can train = Level of the Mage in question * 2
EP gained during a Recwar = # of battles you personally fought in * 5
1 Lord of Magic appoints 2 High Druids and 1 Master Dragon Rider
1 High Druid appoints 1 Apprentice, 3 High Druids
1 Master Dragon Rider appoints 1 Apprentice, 3 Dragon Riders
1 Academy gets 1000 Students every two weeks
1 Academy gets 1000 CUs of Creatures every two weeks
TP = 100 - MP
HP = 100
MS = Level * 10
LOSE IF: MD dealt to them > their HP
LOSE IF: (MD dealt to them + SD dealt to them) > (their HP + their MS)
1 Student = 2 Troops
Student EP = Commander Level
1 Apprentice = (Racial Value * 1) Troops
1 Mage = (Racial Value * 2) Troops
1 Archmage = (Racial Value * 4) Troops
1 creatures = 2 * its CUs
i think it looks like fun but thats just the nerd in me ;D
Magical Charter of Micras
DRAFT
INTRODUCTION
THE BASICS
Magical ability is measured by Mana Points, or MP. The amount of MP that a person has is directly proportional to their level, as demonstrated in the following equation:
MP = Level * 20
An average person with no magical training whatsoever starts at level 0, giving them no MP. However, leveling up is possible with Experience Points (EP). Again, you start with 0 EP, but you can gain more. For example, training at an Academy of Magic can give you EP. To determine your level from your EP, use the following equation, rounded down to the nearest whole number:
Level = SquareRoot(EP) + Bonus Levels
(Bonus Levels are discussed later). For example, if you have 1 EP, you are level 1. If you have 4 EP, you are level 2. If you have 100 EP, you are level 10.
GAINING EP
There are many ways to gain EP. The easiest is to train at an Academy of Magic. Depending upon the level of your Tutor, you will gain more EP daily. Some Academies require fees to train you, others will do it for free. (NOTE: You MAY train and be trained at the same time. Teachers do it all the time.)
EP gained by training = # of days training * (Tutor’s level / 20)
Therefore, if you train with a level 40 Mage, you will gain 2 EP per day. However, if you train with a level 1 Mage, you will only be able to get 1 EP for every 20 days you spend training. Note: one may gain fractional EP, if one wishes to keep track of it. One Mage can train more than one Student at a time, however there is a limit:
Max mount of students one Mage can train = Level of the Mage in question * 2
There are other, more dangerous ways to gain EP. Each Recwar you participate in that fights under this Charter’s rules of magic, you have the chance to gain MP. Each battle you fight in personally with your troops, you may gain 5 EP. (You must cast at least 1 Spell).
EP gained during a Recwar = # of battles you personally fought in * 5
THE HIERARCHY
Each Academy of Magic has one Lord of Magic, which is the head of the establishment. The Lord of Magic gets 50 Bonus Levels (see THE BASICS for how Bonus Levels factor in to determining your total level.) Each Lord of Magic may appoint three people under him. Each underling will oversee one of the following three areas: Magic on land, Magic in the sea, and Magic in the air. The overseers of land and sea will both be High Druids. High Druids get 45 Bonus Levels each. The overseer of air will be a Master Dragon Rider. Master Dragon Riders get 40 Bonus Levels.
1 Lord of Magic appoints 2 High Druids and 1 Master Dragon Rider
Each High Druid can appoint Apprentices to themselves. However, they may only have one Apprentice at a time. Apprentices get 20 Bonus Levels. However, once an Apprentice gets at least 25 EP, they will graduate and become a fully-fledged Druid. Druids have 40 Bonus Levels. If an Apprentice already has at least 25 EP when they are appointed, they immediately become a Druid. There is a limit of 3 full Druids under any single High Druid. No Apprentice may become a High Druid if there are already 3 Druids under the command of their master High Druid.
1 High Druid appoints 1 Apprentice, 3 High Druids
Each Master Dragon rider can also have Apprentices, which follow the same rules as Apprentices to High Druids with the following exceptions: Apprentices to Master Dragon Riders do not become Druids; instead, they become Dragon Riders. Dragon Riders get 30 Bonus Levels.
1 Master Dragon Rider appoints 1 Apprentice, 3 Dragon Riders
ACADEMIES OF MAGIC
Anyone can establish an Academy of Magic, if they meet the following Guidelines: If there is currently no Academy of Magic in a nation, any willing citizen of that nation may apply to establish their own. Their application will be reviewed by all current Lords of Magic – from here on referred to as the Council of Mages – and there will be a vote. If a majority approves, then the applicant will immediately become a Lord of Magic and be given their own Academy of Magic. However, if these Guidelines are not met, there is an additional way to create an Academy: A person can become a Lord of Magic and establish an Academy without approval from the Council of Mages and if there is already one Academy in their nation, but they must have at least 100 EP and must be at least level 20. They must also have at least two followers with at least 36 EP (who will automatically be appointed the High Druids) and one follower with at least 25 EP (who will automatically be appointed the Master Dragon Rider). Then they may become a Lord of Magic and establish an Academy of Magic. The final method to become a Lord of Magic is this: The Council of Mages may vote if they have a ¾ majority to promote a High Druid or a Master Dragon Rider to a Lord of Magic if the concerned individual has at least 36 EP.
THE COUNCIL OF MAGES
The Council of Mages is made up of all Lords of Magic. The Council of Mages can demote a Lord of Magic to a High Mage if there is a vote with a ¾ majority. A High Mage has all the powers of a Lord of Magic, including an Academy, but they no longer may vote in the Council of Mages. A majority vote of the Council of Mages can promote a High Mage to a Lord of Magic.
SUCCESSION TO LORD OF MAGIC
When a Lord of Magic leaves his/her post (apart from when he becomes a High Mage, which is different), his/her successor is one of his High Druids or his Master Dragon Rider. The Lord of Magic should name an heir out of one of those three people, but if he/she does not, it is up to the majority vote of the Council of Mages. If the Lord of Magic does not have a High Druid or a Master Dragon Rider, a majority in the Council of Mages must appoint a new Lord of Magic to that Academy.
SUCCESSION TO HIGH DRUID
When a High Druid leaves his/her post, a Druid under him/her will become the new High Druid. If there is more than one Druid, the heir will be up to the other High Druid and the Master Dragon Rider. If there are no Druids, the leaving High Druid’s Apprentice will become the new High Druid. If there is no Apprentice, the Lord of Magic will appoint the new High Druid.
SUCCESSION TO MASTER DRAGON RIDER
When a Master Dragon Rider leaves his/her post, a Dragon Rider under him/her will become the new Master Dragon Rider. If there is more than one Dragon Rider, the heir will be up to the High Druids. If there are no Dragon Riders, the Master Dragon Rider’s Apprentice will become the new Master Dragon Rider. If there is no Apprentice, the Lord of Magic will appoint the new Master Dragon Rider.
NPC STUDENTS
Each Academy will have imaginary, or NPC Students. Each Academy gains 1000 Students every two weeks at no cost to them. They represent willing citizens wishing to become Mages.
1 Academy gets 1000 Students every two weeks
These Students start with no EP, but they can be trained the same way as real people can. Once a Student gets to level 2, they are then called an Apprentice. Once an Apprentice gets to level 5, they are called a Mage. Once a Mage gets to level 10, they graduate to Archmage. Students, Apprentices, Mages, and Archmages may train each other, the same way that a real person would train them. They can even train real people.
MAGICAL RACES AND CREATURES
Proposals for Magical creatures (which must include how many Creature Units, or CUs, that the creature is worth, along with any special characteristics, and if they belong under Land, Sea, or Air) must be approved by a majority of the Council of Mages before they actually appear on Micras. “Bad” or “broken” creatures can be removed or modified by a majority vote in the Council of Mages. Magical Creatures may have special MP bonuses or deductions. All of the same of this goes for Magical Races. However, the difference is that People can become other Races if they declare it so but only at the beginning of their magical career. If they start out as a Human, they must stay a Human. If they start out as an Elf (if Elf is approved), they stay an Elf. For proposing Races, you do not specify CUs, instead specify a Racial Value. The base to start at is that the humans Racial Value is 1. An example (that may not be accepted by the Council of Mages) is that the Racial Value for an Elf be 2. Note: Races may also specify a new MP equation for its members. For example, since Elves are strong in magic, their MP equation could be MP = Level * 30, instead of the default MP = Level * 20, giving Elves 50% more MP than humans.
NPC RACES
Instead of the given 1000 Students every two weeks, Academies can choose to get Students of a different Race. However, 1 Student of another race counts as its Racial Value of human Students. For example, if one time an Academy decided to get all Elves for their 1000 Students, they would only be allowed to get 500 Elves, since the Elven Racial Value is 2. (This is hypothetically, of course. The Council of Mages may not even approve Elves.)
NPC CREATURES
Academies can also have Creatures under their jurisdiction. They will get 1000 CUs worth of Creatures every two weeks, at no cost.
1 Academy gets 1000 CUs of Creatures every two weeks
NEW ACADEMIES
When a new Academy is created, if it is the first in its nation, it will receive 10,000 new Students (which can be of any Race, so long as the number is adjusted for the Racial Value) and 10,000 CUs worth of Creatures free.
USING MANA POINTS
Each spell has a cost in MP. So, to use a spell, you must “use” the specified cost in MP, if you have that much left to use, along with any other costs specific to the spell. Then the spell’s effects will happen. Mana Points recharge every day, except if you are training other people or being trained. A person cannot “save up” mana points over several days, though, at the end of the day, all unused Mana Points disappear, then the their MP recharges to full. With this limitation, some spells would be impossible to cast. However, the way to get around it is joint spellcasting. More than one Mage may pool their MP to cast an expensive spell.
SPELLS
The spells accessable to Magic users are determined by the Council of Mages. A ¾ majority is enough to accept a proposed spell at add it to the official list. A ¾ majority can also remove a “bad” or “broken” spell.
TALENTS
Every person has an innate magical Talent, and Talent Points with which to use it. Talents grows weaker as Magical ability grows stronger, since Talent is nature and Magic is learned. Talent Points are calculated using the following formula:
TP = 100 - MP
Each Talent corresponds to a Spell, which is identified by a Lord of Magic. (They number the Spells in order, select a random number in a Random Number Generator, and use that Spell.) It may cost a nominal fee. Once a person knows what their Talent is, they may “cast” it at ¼ the normal MP cost. However, they may not use MP to cast it, they must use their TP. If a person’s Talent Spell is removed from the list by the Council of Mages, they will be assigned a new Spell at no cost by the Council.
MAGICAL DUELS
Magical Duels are fought over stakes, such as money, position, EP, Bonus Levels, or no stakes at all. To begin a Magical Duel, two Mages must agree to duel and must agree on the stakes. The Duel will be fought according to the following rules:
ADJUDICATION
A Magical Duel will be adjudicated by an impartial Lord of Magic agreed upon by both of the combatants.
HEALTH POINTS AND MAGIC SHEILDING
To accurately gauge the results of Magical Duels, there must be a measure of health or life. This is Health Points (HP), and they always equal 100.
HP = 100
Although everyone has the same amount of HP, experience Mages have a certain resistance to Magical damage, which is represented by Magical Shielding (MS). It is calculated like so:
MS = Level * 10
DAMAGE
Damage is the method to win a Magical Duel. At the beginning of the Duel, combatants start with no Mundane Damage (MD) and no Spell Damage (SD). MD means any damage dealt nonmagically, and SD represents any magical damage.
DEALING SPELL DAMAGE
Spell Damage can be dealt by casting spells that deal damage, or by using an enchanted item.
DEALING MUNDANE DAMAGE
Mundane Damage can be dealt by physically attacking an opponent. To determine the amount of damage from a physical attack, the adjudicating Lord of Magic will roll two six-sided dice and add the results together to get the damage.
TURNS
Magical Duels are held in a turn-based structure. Whoever has the most EP will have the first turn, then the other person will have a turn, then it will alternate like that until someone loses. During a turn, one can either cast a spell or make a physical attack.
LOSING
Someone loses if either of the following equations is true for them:
MD dealt to them > their HP
OR
(MD dealt to them + SD dealt to them) > (their HP + their MS)
RECWARS
Magical RecWars are fought under ITRA rules, with the following changes:
OOBs:
When creating a unit, anyone may use any number of human Students in their unit, so long as they do not run over the ITRA limit for troops in a unit. One Student takes up two troops.
1 Student = 2 Troops
Each student starts with EP equal to the commander of the unit’s magic Level.
Student EP = Commander Level
Lords of Magic may also use the NPC Apprentices, Mages, and Archmages that are currently enrolled in their Academy, including non-human NPCs. They are equal to the following:
1 Apprentice = (Racial Value * 1) Troops
1 Mage = (Racial Value * 2) Troops
1 Archmage = (Racial Value * 4) Troops
If the Lord of Magic does not use up all of the NPC Apprentices, Mages, and Archmages, then he/she may allow others to use the remainder of them in their units. Lords of Magic may also use the creatures controlled by their Academies in their units. The amount of troops a creature takes up is equal to twice its CUs.
1 creatures = 2 * its CUs
Likewise if the Lord of Magic does not use up all of the NPC creatures, then he/she may allow others to use the remainder of them in their units. Also, if a (real) person plans to fight alongside their unit, they must take up twice their Racial Value of troops in their unit, or else they cannot personally fight in the war. (Their troops may still fight, of course.)
SPELLCASTING
Any person, NPC or otherwise, with MP may cast spells. The commander decides which spells will be cast. Then, the person will cast the spell as described in USING MANA POINTS. As it says there, MP only recharge once per day, so if a person runs out of MP, they may not cast any more spells for the rest of the day.
TALENTS IN RECWARS
Talents may be used, but only by real people fighting, not NPCs.
AMENDMENT
A ¾ majority in the Council of Mages may amend this Charter.
SUBMISSION FORMS
To submit ideas for Spells, Races, and Creatures to the Council of Mages, use the following forms:
SPELL
Name of Spell:
MP Cost:
Additional Costs (optional):
Effect of Spell:
Incantation (optional):
Other information (optional):
RACE
Name of Race:
Racial Value:
MP Equation (optional):
HP Equation (optional):
General Information:
CREATURE
Name of Creature:
CUs:
General Information:
EQUATIONS
For general reference, here are all the equations listed in this Charter:
MP = Level * 20
Level = SquareRoot(EP) + Bonus Levels
EP gained by training = # of days training * (Tutor’s level / 20)
Max mount of students one Mage can train = Level of the Mage in question * 2
EP gained during a Recwar = # of battles you personally fought in * 5
1 Lord of Magic appoints 2 High Druids and 1 Master Dragon Rider
1 High Druid appoints 1 Apprentice, 3 High Druids
1 Master Dragon Rider appoints 1 Apprentice, 3 Dragon Riders
1 Academy gets 1000 Students every two weeks
1 Academy gets 1000 CUs of Creatures every two weeks
TP = 100 - MP
HP = 100
MS = Level * 10
LOSE IF: MD dealt to them > their HP
LOSE IF: (MD dealt to them + SD dealt to them) > (their HP + their MS)
1 Student = 2 Troops
Student EP = Commander Level
1 Apprentice = (Racial Value * 1) Troops
1 Mage = (Racial Value * 2) Troops
1 Archmage = (Racial Value * 4) Troops
1 creatures = 2 * its CUs
i think it looks like fun but thats just the nerd in me ;D