Magic Abilities
Introduction
Requirements for Casting Spells
To cast spells, characters must have a high Arcana Attribute.
-
Casting Basic Attacks requires 3 Arcana.
-
Casting Tier 3 Abilities requires 4 Arcana.
-
Casting Tier 2 Abilities requires 6 Arcana.
-
Casting Tier 1 Abilities requires 8 Arcana.
​
Rules for Magic Abilities
Basic Attack Upgrades
By the time a character reaches level 10, they will have a +5 damage bonus to their Basic Attack. Damage increases are acquired naturally as magic-users level up. They gain +2 damage at levels 5 and 7, and +1 damage at level 10.​
​
Accuracy Upgrades
If a character has 8 or more points in their Arcana Attribute, they receive a bonus passive that gives them a +1 chance to hit with spells. Additional attack bonuses can be acquired via other custom passives.
​
Healing Upgrades
Healing spells at level 10 deal +3 extra healing. This is because characters gain a +1 bonus to HP healed at level 5, another +1 bonus at level 7, and another +1 bonus at level 10. For abilities that heal over time.
​
Damage Over Time
Some characters like to inflict wounds that bleed each turn for extra damage, or healing spells that trickle healing over time. Generally, damage or heal over time effects (if not simple secondary effects) follow one of the following formulas where each application of damage or healing takes place on a subsequent turn:
-
.5x, .5x, 1x for T3 abilities
-
.5x, 1x, 1x for T2 abilities
​
In general, T3 abilities should deal double damage if they are spread over three turns, while T2 abilities deal a bit more than double.
​
Movement and Range
Most ranged attacks (spells, arrows shot from bows, etc) have a range of 70 feet. In other words, twice the distance traveled in one move action by a High movement speed character. Magic movement abilities (like teleportation) always take characters 10 feet further than their maximum movement speed.
​
Extra Magical Mechanics
Check the Magic Effects page for information about rare or unusual magic abilities, such as:
-
Conjuring creatures
-
Shapeshifting
-
Polymorphing others
-
Absorption, Barriers, and Shield Spells
​
Lore
Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead. Magic users are very powerful in Ilisara and thus are somewhat rare. For a breakdown of the lore about magic in Ilisara, see the Science Behind Magic, Ilisara's Magic Types, and Healing.
​
Game Balance
All magic users deal a similar amount of damage. They passively receive bonuses to their damage as they level. There is no direct way to upgrade spell power through armor or weapons, except for finding rare items made specifically for magic users. These items usually cannot be bought in town or crafted.