Magic Skills

Magic is one of the supernatural forced present in Pure Virtual World. All living beings have a natural ability to access and use magic.

Pure Virtual World features seven primary types of magic: Blasting, Warding, Healing, Summoning, Illusion, Transformation, and Scrying. There are also seven elemental schools of magic—Fire, Water, Earth, Air, Light, Darkness, and Force—as well as a subskill of each type of magic.

Mana
The Mana Skill grants a character their own Mana and is a prerequisite for all other Magic Skills. Every level of the Mana Skill grants a character a variable amount of Mana dependent on their rank, given in the following table.

Regaining Mana
Mana does not regenerate naturally. It can only be restored by drinking a potion or visiting a city's Mana Pool (or, for elves, by visiting an Elvenstone).

Magic
While the different types of magic have many diverse effects, they all share certain commonalities. First, every spell has a power level, which is equal to the level of the Magic Skill used to cast it. Second, each spell costs an amount of Mana equal to ten times its power level. Third, in the case of spells which heal, block, or deal damage, the intensity of the effect is random and dictated by the spell's power level as shown by the table.

All spells have a range of 300 feet. A spellcaster can choose to cast a spell at a lower level than their skill would allow in order to conserve Mana.

Primary Magic=

Blasting
The Blasting Skill allows a character to attack with spells. An attack spell has a power level equal to or lower than the caster's level in Blasting, and the spell does a variable amount of damage depending on its power level, as dictated by the table above. The spell's description and elemental damage type are decided by the player at the time of casting. A spell attack has a Hit Chance of 10% for each level the caster has in Blasting. Spell attacks cannot score critical hits.


 * At five levels of Blasting, the Elemental Magic Skills and the Area Skill are available to unlock.

Warding
The Warding Skill allows a character to block damage with spells. A ward has a power level equal to or lower than the caster's level in Warding, and the spell blocks a variable amount of damage depending on its power level, as dictated by the table above. A ward can affect a character or an object as the caster chooses, and can also be used to create a wall or seal a locked door. The description of a ward and any elemental affinities are chosen by the player at the time of casting. Once cast, a ward remains in place until it has absorbed its full total of damage. Multiple wards do not stack, with the most powerful instead replacing any weaker ones.


 * At five levels of Warding, the Elemental Magic Skills and the Resistance Skill are available to unlock.

Healing
The Healing Skill allows a character to magically restore HP, whether it be their own or that of another. A healing spell has a power level equal to or lower than the caster's level in Healing, and the spell heals a variable amount of damage depending on its power level, as dictated by the table above.


 * At five levels of Healing, the Regeneration Skill and the Area Skill are available to unlock.

Summoning
Allows a player to call an NPC creature. Each rank of the summoning spell used either adds thirty seconds to the summoning's duration or grants the summoned creature five Skill Points, which are assigned as its master desires, though a creature summoned with elemental magic may use no other type of magic than the element used to summon it, and need not meet the prerequisites to spend Skill Points on that type of magic. A summoned creature's maximum ranks in any skill cannot exceed half the level of summoning spell used to conjure it, and it treats all skills as favored skills. A summoned creature's base health and damage are equal to those of a pet acquired with a Taming skill equal to the level of the summoning spell used to conjure it, but its other qualities, including hit accuracy, must be bought separately with Skill Points. A single player can control multiple summons, but must divide their summoning ranks between them.


 * At five levels of Summoning, the Elemental Magic Skills and the Creation Skill are available to unlock.

Illusion
Lets a player affect an area up to 10 cubic feet per level, with ranks divided evenly between senses affected by the illusion. At 10 ranks, a player could create a purely visual phantasm 100 cubic feet per rank, or could create a zone of 20 cubic feet in which all five senses are deceived.


 * At five levels of Illusion, the Elemental Magic Skills and the Control Skill are available to unlock.

Transformation
A player can grant a number of temporary skill ranks to themselves or another equal to the number of ranks they have in Transformation; in essence, Transformation is a free skill which can be reassigned to buff the caster or others however as needed. However, no more than half of the temporary ranks from Transformation can be put into a single skill, and the effect only lasts one round unless those temporary ranks are divided over multiple rounds. For example, with 10 levels of Transformation, a player could grant themself a temporary 2 ranks of Sprint over five rounds to boost their movement speed. Transformation cannot grant ranks of Toughness or Mana.


 * At five levels of Transformation, the Shapeshifting Skill is available to unlock.

Scrying
Allows a player to perceive events up to ten miles away or ten days in the past per rank, with their ranks divided evenly between the senses they're perceiving. So, with 10 ranks in Scrying, a player could listen in on a conversation a hundred miles away, or could see and hear something that happened in their present location fifty days in the past.


 * At five levels of Scrying, the Teleportation Skill is available to unlock.

There are seven Elemental magic skills: Fire, Water, Earth, Air, Light, Darkness, and Force. To unlock these branches of magic, a player must have at least 5 levels in Blasting, Warding, Summoning, or Illusion. Those four magic types on their own already have access to each of the elements. However, stacking them with one of the elements as well makes them more specialized. In essence, Elemental magic a much cheaper (but also much more limited) version of having ranks in all of the core magics.
 * -|Elemental Magic=

When using Elemental magic, the results of the spell must adhere to the corresponding elemental theme. Thus, a player can use their ranks in Blasting to cast Fireball, Chain Lightning, Earthquake, or any other damaging effect, but could only use their ranks in Fire to cast Fireball. Ranks of Blasting, Warding, Summoning, or Illusion stacking with an Element cannot create an effect over the skill cap for the caster's rank: a Rank A character with 4 ranks in Fire and 6 ranks in Blasting still only casts a Rank 8 fireball.

Below are special abilities that don't require mana to use, though some of them do have cooldowns. Many are passive effects, or increase a character's ability to navigate and survive, though they do have some combat applicability.

Flight

 * Unlocks at five ranks of Air.

Allows flight at a speed of 3 feet per second per rank.

Water Breathing

 * Unlocked at five ranks of Water.

Allows water breathing for 10 minutes per rank, then recharges in an amount of time equal to however long it was used for.

Tunneling

 * Unlocked at five ranks of Earth.

Allows tunneling through the ground at 3 feet per second per rank.

Fireproof

 * Unlocked at five ranks of Fire.

Grants immunity to non-magical fire/heat for 10 minutes per rank, then recharges in an amount of time equal to however long it was used for.

Darkvision

 * Unlocked at five ranks of Light.

Allows perfect sight in darkness out to a distance of 30 feet per rank.

Deathliness

 * Unlocked at five ranks of Darkness.

Grants the player 10% chance per rank to negate a critical hit on themselves, making them immune to critical hit at 10 ranks.

Telekinesis

 * Unlocked at five ranks of Force.

Allows a character to mentally lift 10 pounds of matter per rank.


 * -|Various=

Area

 * Unlocked at five ranks of Blasting or Healing.

The Area Skill allows a character to divide their levels in Blasting or Healing across a contiguous area of 500 cubic feet per level in the Area skill. Thus, for example, a player with Blasting 10 and Area 10 could cast a Rank 10 fireball filling 500 cubic feet, a Rank 1 fireball filling 5,000 cubic feet, or any combination in between. Every dimension of the area must measure at least five feet, and it must be a simple geometric shape, such as a rectangle or cone. The center of the affected area must fall within the usual 300-foot spell range. For Healing effects only, the caster may choose which targets in an area are affected; Area Blasting effects are not selective, but do not damage party members.

For every foot between them and any edge of the Area attack, a target takes a penalty of -10% Evasion against the attack. A target's Parry Rating does not count against Area attacks.

Resistance

 * Unlocked at five ranks of Warding.

The Resistance Skill makes a character resistant to magic. Every level of Resistance gives a character a 3% chance to take no damage from any hostile spell and a 3% chance to take only half damage. Resistance is calculated before any wards or other damage reduction.

Regeneration

 * Unlocked at five ranks of Healing.

The Regeneration Skill allows a character to passively regenerate their own HP. For every level of Regeneration, a character regains 1 HP per second, or 6 per round.

Creation

 * Unlocked at five ranks of Summoning.

The Creation Skill costs mana as a spell to use and allows a player to instantaneously create an item. Every rank of the Creation spell used either adds thirty seconds to the item's duration, or counts as a level in the relevant crafting skill; these levels stack with any actual crafting skills in determining the item's quality, up to the rank of the creation spell used. Thus, a character with ten ranks in Creation and no crafting could create a suit of S Rank chainmail armor lasting for thirty seconds, a suit of D Rank chainmail lasting four and a half minutes, or any combination in between, while a character who also had ten ranks in Smithing could create a suit of S Rank plate armor lasting for five minutes. A single player may create multiple temporary items, but must divide their ranks in Creation between them. No materials are consumed when using this magic, and it cannot be used to create consumable items.

Control

 * Unlocked at five ranks of Illusion.

The Control Skill costs mana as a spell to use and allows a player to control the actions of a target. Every rank of the Control spell used either adds thirty seconds to the spell's duration, or increases the maximum rank of the target according to the following pattern: first a standard D Rank NPC, then a D Rank Elite NPC or player character, then a standard C Rank NPC, and so on. Boss-level NPCs can never be controlled. Thus, a player with three ranks of Control could enspell a D Rank Elite NPC or player character for thirty seconds, while a player with ten ranks of Control could enspell a standard S Rank NPC for thirty seconds, a standard D Rank NPC for four and a half minutes, or any combination in between. A controlled target cannot be forced to damage or kill itself, including by passively allowing itself to come to harm, and ordering a target to directly attack an ally automatically reduces the remaining duration of the spell by thirty seconds. A single player can control multiple targets, but must divide their ranks in Control between them. Controlling a non-hostile target is considered a crime.

Shapeshifting

 * Unlocked at five ranks of Transformation.

The Shapeshifting Skill costs mana as a spell to use and allows a player to alter their physical appearance and voice, as well as their nameplate, tags, and faction identifiers, as they see fit, including impersonating someone else, for up to ten minute per rank of the spell used.

Teleportation

 * Unlocked at five ranks of Scrying.

The Teleportation Skill costs mana as a spell to use and allows a player to alter instantly teleport up to a number of miles equal to the rank of the teleport spell squared. Thus, a player with a single rank of Teleportation can teleport up to a mile, a player with five ranks can teleport up to twenty-five miles, and a player with ten ranks can teleport up to a hundred miles. Casting a teleportation spell takes two rounds, and taking any damage in between them cancels the spell.