So what is magic?
Magic in the World of Arl works from a fuel called "mana". Mana is measured in "Kams", written as a superscript capital "K". It is a measure of mana in the same way that Litres can be used to measure a quantity of fuel. Mages take this mana and create spells from it. All Chosen Ones are mages. To write K, write [sup]K[/sup].What makes a mage?
Training, that's all. You do not need to be born on a certain day of the week or stand on one leg for two Sundays a year, you just need to train. This means that anybody can become a mage. Mages learn how to build up a store of mana and to use that mana. The ability of a mage is measured in "tiers", low tier mages are the weakest, mid tiers the next most powerful and high tier mages the most powerful of them all. Spells are also placed in tiers and mages can only cast spells from their tier and the tiers below them.The different tiers of mage have varying amounts of mana storage (how much they have normally) and mana recharge (how fast they recover).
- Low tier mages can hold 40K and regain 10K every hour or 1K every 6 minutes
- Mid tier mages can hold 70K and regain 15K every hour or 1K every 4 minutes and 30 seconds
- High tier mages can hold 100K and regain 20K every hour or 1K every 3 minutes
Buying Mages
To get mages you must buy mages out of your population. All mages are bought in at low tier, the next turn you can upgrade them to mid tier and then the turn after that they can be made high tier. Mages are bought and upgraded in 10s and are taken out of your population count.- 10 Low tier mages cost 1.5 materials
- 10 Mid tier mages cost 2.5 materials
- 10 High tier mages cost 3.5 materials
Chosen
Chosen can become mages in a similar way to normal people. A Chosen that has been raised from the dead by a deity will need to re-buy their levels in magery before they are a mage again. A Chosen One counts as 5 people for the purposes of costing to be a mage but can upgrade their level as fast as they like and thus become a high tier mage in the same turn that they are brought back to life.Getting spells
There are many different spell lists, as a nation you can research spells from one or more lists at which point all mages in your nation can use that spell. Each spell costs both materials and research points, research points are generated by magical academies. Every academy generates 50 magical research points for that turn, the points are lost at the end of each turn so you cannot store them up. Below is a table to show the pricing of spells for research, the red text is the equation used to add on the price per level, the "L" is the level of the spell you are researching (you start with level 0 so at first L will be 1).| Tier | Materials cost | Research cost |
|---|---|---|
| Low | 1 + L x 1 | 10 + L x 5 |
| Mid | 2 + L x 1.5 | 10 + L x 15 |
| High | 5 + L x 2 | 60 + L x 40 |
Tidbits
- All spells with a range require that the caster can see the target point.
- Recharges and Cooldowns begin from the moment that the spell ends, not the moment it is cast
- If a spell is not successfully cast then the cooldown does not start and the caster can attempt again to cast the spell straight away, mana will however be used up.
Teifion: I can't think of anything to add to the gateway 'cept a picture of me
Lantash: admittedly that does improve any website, though perhaps save that little gem for another time
Lantash: admittedly that does improve any website, though perhaps save that little gem for another time