Spell Rules

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Spell Rules

  1. At any one time a character may not have more than 4 active protective type spells. Any protective type spell cast upon a character that already has their maximum 4 protective type spells is considered cast with no effect. Runic spells also have 4 slot available upon any person at one time. These runic slots do not count for a non-runic protective.
  2. At any one time a character may not have more than 4 buff type spells active on their person Any buff type spell cast upon a character that already their maximum 4 protective type spells is considered cast with no effect.
  3. All spell incants are to be said in a clear and concise manner loud enough so another person may hear the incantation. The target doesn’t have to be the person who hears the incantation as long as someone else does.
  4. All spells mana cost is the same as the level of the spell.
  5. All spells are to be delivered within three seconds of finishing the incantation, unless otherwise stated in the spell description.
  6. Any spell with the range touch may be cast with out the targets permission by touching them with them spell packet only. The no body contact rule is always in effect.
  7. If a character grants permission to be touched for the purpose of receiving a spell they must account for any spell cast upon them, even though it may not have been the spell the receiptant suspected.
  8. Any spell successfully touch cast will bypass any protective spell active upon the individual.
  9. Permission to touch a character for the purpose of spell casting must been given for each occasion before any spell or spells are cast.
  10. All spells that are active upon an individual are negated upon death.
  11. Any object-based spell may not be cast upon a living creature, unless notated in the spell description. NOTE:dead bodies are not living.
  12. If a spell has a M-class or a type class and therefore is associated with the number, the number is called as part of the incantation This may also be called to signify the spell was received by then intended target. For example Sluggo cast a minimum lightning damage spell. The spell does 10 (lightning) plus 5 (minimum) for a total of 15. A.P. ( person who plays Sluggo) throws the packet after reciting an appropriate incantation and (SURPRISE) he hits his target. A.P. Calls 15 as a confirmation to the target that he thought it was a hit. The target calls no effect and unleashes an attack that would reduce an armada of giants to ash. Its not easy being Sluggo.

Spell Books

For the memorization of any spell, a spell book is mandatory. Spell books list each spell that a magic-user is able to learn for the day. All magic-using classes need to present their spell books during logistics to verify their lists. This includes all schools of magic except psionics.

These books need to be an actual book with dimensions of at least 3 x 5 inches. The books need not be carried by the caster at all times, but we do ask that they spend some time role-playing the act of studying it when memorizing spells for the day.

Any duration put into NPCing for a weekend may be considered the time necessary in-game to study your spells. A six-hour time span spent as an NPC also allows a character to regain the spells for that time period. The explanation for this in-game is that the character was off somewhere regaining mana and studying spells. After the NPC time is served, the player will be able to renew his or her magic-based skills.

Mana System

In ULTRA we use a mana system for casting spells. A character can buys the skill Extra Mana to determine how much more mana their character has (10 points per training).

The level of the spell is equal to how much mana that spell will cost the character to cast… for example, a 2nd level spell will cost you 2 mana points.

So let’s say a character buys Extra Mana up to level 1. This gives that character 10 mana points and allows that character to purchase up to level 3 battle magic and up to level 1 necromancy.

They cast two 3rd level battle magic spells for a total of 6 mana points (3 points per cast since that is a level 3 spell).

Third level spell x 2 Spells cast = 6 mana points cost total
3 x 2 = 6

The total mana left out of their original 10 from these castings is 4.

Then they cast one 2nd level battle spell and one 1st level necromancy spell
(2 x 1 = 2 mana points) (1 x 1 = 1 mana point)

After these two castings they would have used 3 more mana points, bringing their total of 4 down to 1. So after this confrontation they have 1 mana point left.

3rd level spells x 2 spells = 6 mana
2nd level spell x 1 spell = 2 mana
1st level spell x 1 spell = 1 mana
Total Starting mana is 10 - 9
1 mana remaining

The Spell Component System

Each spell in the ULTRA system was created with a specific component and different sets of components in mind. If these a singular component or a set of components are presented to a marshal then the corresponding mana cost for the casting of the spell need not be subtracted from the characters mana point totals for the casting of that particular spell at that particular moment. A character must have the components in hand while casting the spell in which the components are intended for.

Components are either represented by a tag and a physical representation or if a component has been harvested by skill or spell, an essence of the item (pop sickle stick or tongue depressor with description on it). Any player, upon handling a essence will get a general feeling of what the component description is. This will not gain the handler any other information other than the description of the component.

As a singular, or set of components can represent that spell, they may also be consumed for the purposes of copying the spell if a caster has the capability to understand that spell and the capability to copy it. The component(s) must be turned into a marshal as part of the copy process.

The list of what each spells components are, have been left for in-game role playing. Logistics or a marshal should have the list of what each component is good for.

Spell Verbals

The ULTRA system was designed to give the player as much freedom to role-play as possible. Keeping this in mind, ULTRA feels that if players were allowed to create their own spell verbals to cast magic it would add a greater dimension to everyone’s role-playing adventure. Players are free to use the Sample incants that are included with the spell description. The rules that allow for Personalized verbals are as follows:

  1. All verbals must contain the exact name of the spell as listed in the description, and the name must be in the exact order as it appears in the spell description section.
  2. The incantation must be a certain word length depending upon the level of the spell. (See Chart Below)
  3. No words are allowed in any incantations that are non-sense. (Ordinary dictionary definition are the standard rule) - Example: I supergrashna…minor magic missile.
  4. No Personal names of any character or NPC.
  5. No incantations designed to be confusing. (Closely resembles another spell name if said quickly, obviously having the purpose of making the player, not character, stop to figure out an out of game meaning…ect…ect…)
  6. No modernistic symbolism. (By warp drive factor one.., like shot out of gun..ect…ect…)
  7. All incantations may only have one spell name in them (unless specified in the description).
1st - 4th Level spells 6 words long
5th - 9th level spells 9 words long
10th-14th level spells 12 words long
15th - 20th level spells 15 words long

These rules are used as guidelines and players are reminded to follow them with the code of honor in mind. The purpose of this system is to add to the overall role-playing atmosphere of the game, not to provide a distinct advantage in any combat situation.