Magic: Assisted Magic (NeXT)

The Magic Divisions (Schools) have all been placed here for lack of clutter.
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Magic: Assisted Magic (NeXT)

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Post by Tony »

Assisted Magic

A rather broad form of magical use, this "school" revolves around utilizing objects of spiritual power or connections to external sources of it to perform supranatural feats.

BASIC FUNCTIONS (things you don’t need an advanced skill for)

Draw Magic
Allows a character to withdraw a variable number of spells from a target creature using a standard magic casting roll. These spells are stored in the character’s “spell inventory” and can be cast at-will. This allows characters to withdraw some magic that may be beyond their skill level, in which case it is usable but its damage effect is limited to the caster’s skill level (i.e. if a level 5 spell grants +1000 damage but the character is only level 3, its damage is capped at the standard level 3 +600 damage).

Junction
Allows a character to “equip” a Summon-type creature in its item slots, taking up twice as many slots as its Compatibility level. When that Summon is equipped, allows the character to cast its assigned spells according to its Compatibility Level. This does not require Spell Points, but the caster must have the requisite Spell Level in Assisted Magic. This also provides access to unique abilities that can only be accessed with Junctioning.

Use Materia
Magic Materia enables the weilder to cast the forces of magic in battle, they are green in color and can range from elemental damage, to healing, to status effect inflicting spells. Materia are unique in that they grow with the user, becoming more powerful as Ability Points (AP) are gained.

25% of gained Experience Points (25 if 100 EXP is earned, round down) is given to the character as AP to be spent on a materia of choice for free. A character may then decide to spend AP at a rate of 1 EXP = 1 AP if they want to level up a materia faster.
• AP may not be pooled and must be used immediately or it is wasted.
• Materia can only be grown if it is equipped when the AP is given.
• Materia is also unique in that it does not cost spell points, and a user does not require a certain skill level to cast a spell. They lack an ability to create custom spells from their magic however.

Materia Exceed
In lieu of developing a Materia naturally, a user is able to instill his/her own spiritual energy into the Materia to bolster its strength. To do so, the "AP Required" to Level a Materia up is turned into a DC to be beaten by the user's "Assisted Magic" check without any other modifiers (the same as a roll to learn a spell of other schools). Already having AP on that Materia reduces the DC.

Example: Materia A requires 75AP to go from Level 1 to Level 2. A user must beat DC 75 to charge the Materia and raise its level. If that Materia already has 20 AP towards Level 2, the DC is 55. A Materia can only be leveled like this once every 3 months.

Treat as Magicite
Still requires the use of Materia Slots to equip Materia to gain AP and use magic, until it is learned. When a Magic Materia is leveled up using the AP system, allows the user to add that spell to its permanently-learned spell list for the appropriate number of Spell Points. A character can unequip that Materia and cast learned spells normally. If the Materia remains equipped, this character can cast a learned spell for half-MP. If all spells in a Materia are learned, the Materia is destroyed.

Custom Abilities
Magic custom abilities may not be created with this school of magic.

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Arcane Intuition
Cost: 10 SP
Required Skill Level: 1
Untrained: No.
Type: Action
Effect: Gives the ability to recognize a spell in the Assisted Magic discipline.

Create Magicite
Cost: 15 SP
Required Skill Level: 2
Untrained: No.
Type: Action
Effect: With this ability, if you declare this during the killing blow of certain monsters, they will be reduced to a Magic Materia, ready to be analyzed.

Draw-Cast
Cost: 30 SP
Skill Level Required: 3
Untrained: No.
Type: Action
Effect: Allows a single spell to be Drawn and cast in the same action. This spell is not kept in the character's “spell inventory.”

Materia Manipulator
Cost: 60 SP
Required Skill Level: 4
Untrained: No.
Type: Action
Effect: Allows a materia user to slot an additional materia into the same 'single slot' materia slot.

Enhanced Junctioning
Cost: 90 SP
Required Skill Level: 5
Untrained: No.
Type: Action
Effect: Doubles the number of spell uses per mission the character can access from their Junctioned summons.

Advanced Draw
Cost: 120 SP
Skill Level Required: 6
Untrained: No.
Type: Bonus
Effect: Raises the amount of spells that can be drawn in a single action to 1d20 by further refining and conserving spell energy.

Advanced Materia Manipulator
Cost: 160 SP
Required Skill Level: 7
Untrained: No.
Type: Action
Effect: Allows a materia user to slot two additional materia into the same 'single slot' materia slot.

Efficient Junctioning
Cost: 200 SP
Skill Level Required: 8
Untrained: No.
Type: Bonus
Effect: Reduces the number of Item Slots a Junctioned creature occupies to one per Compatibility Level.

Support Mastery
Cost: 250 SP
Required Skill Level: 9
Untrained: No.
Type: Action
Effect: One chosen support materia may affect all spells you cast. For example, a widecast materia, a quad cast, or an hp-absorb materia may be applied to all of your spells.

Create Draw Point
Cost: 350 SP
Skill Level Required: 10
Untrained: No.
Type: Action
Effect: Imbue a certain point on the world with a specific spell, which will turn that place into a 'Draw Point,' which can be used to draw that specific spell from once every 72 hours.

Materia Creation
Cost: 350 SP
Required Skill Level: 10
Untrained: No.
Type: Action
Effect: Allows spells YOU create to be stored in Materia/Magicite.
Last edited by Tony on April 30th, 2023, 3:52 am, edited 2 times in total.
Tony
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Joined: October 10th, 2008, 9:41 pm
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