Post by kilana on Jul 27, 2008 23:21:50 GMT -5
Our spell system is completely different then the standard neverwinter version. It also allows a little freedom from class restrictions. For example, while fighters can not cast spells normally, they could potentially learn spells to cast... however they will never match a wizard because of their mana/slot limitations.
Starting as a new character
When you create a new character, you will recieve a spell domain setup object. Using this object will create a domain choice box.
Depending on your class, different domains will become avaliable to choose. Select the domain you wish by using the domain token's unique power. This will add the correct starter spells to your spellbook.
Basics: Domains
Your character's domain determines what starting spells she/he will recieve as well as what spells will incur mana penalties upon cast. Different domains are made avaliable depending on your class.
Wizard, Sorcerer domains:
Ice, Fire, Lightning, Terra, General
Cleric, Paladin domains:
Healing
Druid, Ranger domains:
Plant, Animal
Bard domains:
Bardic Music, Blade Dancing
Other class domains:
General
Basics: Spell Slots
To cast spells you need spell slots. These are Player Tool feats. You can access your spell slots by using the radial menu. (under Class Abilities... same area as the craft menu, search mode, stealth mode...)
You recieve a base number of spell slots depending on your class, and additional spell slots can be gained from equipment.
Base Spell Slots
Wizard: 4 slots
Cleric, Druid, Sorcerer: 3 slots
Bard, Paladin, Ranger: 2 slots
To assign spells to your spell slot, use the slot feat on a spell inside your spell book. Your character will begin preparing the spell. Do not organize your inventory or move around unless you want to cancel preparing the spell.
After the spell is prepared, you may use the slot feat on other creatures or items to cast.
Basics: Mana
All spells require mana to cast. For spells that do not match your primary domain, there is a 1.5x mana cost. Mana slowly regenerates over time depending on your stats.
Intelligence
Depending on your class, intelligence will increase your maximum mana by a set amount.
Sorcerer: 4 mana per INT
Cleric, Druid, Wizard: 3 mana per INT
Bard, Paladin, Ranger: 2 mana per INT
Others: 1 mana per INT
Wisdom
Wisdom determines how much mana you will recover during each mana recovery period(1 tick). Base mana regeneration is +1 if you have 10 or more WIS. After 10 WIS, every point increases the regeneration by +2.
9 and under: +0 mana/tick
10: +1 mana/tick
11: +3 mana/tick.
12: +5 mana/tick
13: +7 mana/tick...
Charisma
Charisma determines how long each mana regeneration tick is. The base tick is 20 seconds if you have 10 or more CHA. Every point of CHA above 10 will make each tick 1 second faster, capped at 6 seconds.
9 and under: 30 seconds
10: 20 seconds
11: 19 seconds
12: 18 seconds
...
24: 6 seconds (Maximum bonus)
Basics: Learning New Spells
Occasionally, your character may find a spell instruction book. You can use these books on your spellbook to add them. After this, you may assign the new spell to your spell slots like others.
Starting as a new character
When you create a new character, you will recieve a spell domain setup object. Using this object will create a domain choice box.
Depending on your class, different domains will become avaliable to choose. Select the domain you wish by using the domain token's unique power. This will add the correct starter spells to your spellbook.
Basics: Domains
Your character's domain determines what starting spells she/he will recieve as well as what spells will incur mana penalties upon cast. Different domains are made avaliable depending on your class.
Wizard, Sorcerer domains:
Ice, Fire, Lightning, Terra, General
Cleric, Paladin domains:
Healing
Druid, Ranger domains:
Plant, Animal
Bard domains:
Bardic Music, Blade Dancing
Other class domains:
General
Basics: Spell Slots
To cast spells you need spell slots. These are Player Tool feats. You can access your spell slots by using the radial menu. (under Class Abilities... same area as the craft menu, search mode, stealth mode...)
You recieve a base number of spell slots depending on your class, and additional spell slots can be gained from equipment.
Base Spell Slots
Wizard: 4 slots
Cleric, Druid, Sorcerer: 3 slots
Bard, Paladin, Ranger: 2 slots
To assign spells to your spell slot, use the slot feat on a spell inside your spell book. Your character will begin preparing the spell. Do not organize your inventory or move around unless you want to cancel preparing the spell.
After the spell is prepared, you may use the slot feat on other creatures or items to cast.
Basics: Mana
All spells require mana to cast. For spells that do not match your primary domain, there is a 1.5x mana cost. Mana slowly regenerates over time depending on your stats.
Intelligence
Depending on your class, intelligence will increase your maximum mana by a set amount.
Sorcerer: 4 mana per INT
Cleric, Druid, Wizard: 3 mana per INT
Bard, Paladin, Ranger: 2 mana per INT
Others: 1 mana per INT
Wisdom
Wisdom determines how much mana you will recover during each mana recovery period(1 tick). Base mana regeneration is +1 if you have 10 or more WIS. After 10 WIS, every point increases the regeneration by +2.
9 and under: +0 mana/tick
10: +1 mana/tick
11: +3 mana/tick.
12: +5 mana/tick
13: +7 mana/tick...
Charisma
Charisma determines how long each mana regeneration tick is. The base tick is 20 seconds if you have 10 or more CHA. Every point of CHA above 10 will make each tick 1 second faster, capped at 6 seconds.
9 and under: 30 seconds
10: 20 seconds
11: 19 seconds
12: 18 seconds
...
24: 6 seconds (Maximum bonus)
Basics: Learning New Spells
Occasionally, your character may find a spell instruction book. You can use these books on your spellbook to add them. After this, you may assign the new spell to your spell slots like others.