Magic System Concept
Magic System Concept
There are two meters, mana and breath. The breath meter depletes faster than the
mana meter but the breath meter replenishes faster. Breath is life, but mana is the ability to take
life and thus replenishes slower (unless you use a mana replenishing item).
Then, I will go into quick mana replenishing items. These items are called mana stones.
Mana stones are condensed souls from ALL humans that have died in the past. That means,
mana stones are easy to come by. They are also rechargeable. If you are around death,
chances are that a soul will be sucked into the stone and you will have another soul. But,
monsters have no soul meaning you need to find people dying to be by. That is why a lot of
healers are negligent on low cash because their healing magic is directly replenished by death.
That is the lore, in game, mana stones are just a meter you can transfer mana into from your
own mana stores.
Now, I will go into the schools of magic. (healing is not one of them bc it would be really
OP for reasons I do not have the time of day to go into)
1. Fire: A highly variable magic type(also goes through your breath meter like crazy). With
the first abilities being basic bursts of fire and later abilities being beams of white hot fire
(think Natter from how to train your dragon)
1st ability: a minor fire blast, has a minor AoE splash at lower levels but scales in damage and
radius the more levels you gain
2nd ability: a long range flamethrower type ability that has a longer and more damaging range
the higher level you are.
Guard ability: Upon a just guard, you have a short fire explosion that blows people back a small
bit. (same thing for all magic types, just reflavored). Also it sets them on fire.
Super ability: A 5 second lasting, wide beam of white hot fire that does DUMMY THICC
damage. Sorta like the hose ability in splatoon 2.
2. Water: Another variable magic type, burns through your breath meter very slowly.
Doesn’t have a good range, but LOTS OF AoE.
1st ability: A short range circular revolving slash of water that you can move during. 3
revolutions before it stops. Scales in damage and movement speed the higher your level.
2nd ability: A mid range water bomb type ability that curves around in the air in a limited arc to
try and follow the opponents. Explodes upon impact.
Guard ability: upon a just guard, you have a short range bubble burst out of your body and
pushes ppl back and drenches them
Super ability: A giant whirlpool spins around you for 8 seconds that spins opponents around
doing massive damage to any caught within it, charge time of 2 seconds.
3. Lightning: A less variable type of magic, doesn’t have any offshoots like the previous
ones do. Generally very accurate and has a bad AoE. (except for the special)
1st ability: A long range head popping tiny lightning bolt that comes down from the heavens and
damages you really badly (think smite ability from warhammer 40k darktide).
2nd ability: A long range bolt of lightning you shoot from your hands that has a larger damage
the farther away your enemy is. (hitscan)
Guard ability: upon a just guard, you shoot short range burst of lightning that damages more
than other just guard abilities ( i initially thought of a stun but that would be OPAF)
Special Ability: A large AoE ability shoots outward from your body and radiates out in a large,
stunning, damaging radius. This takes 3 seconds to charge and a lot longer cooldown than
other abilities.
4. Earth: another variable class, has medium range and is generally okay at AoE.
1st ability: A short range rapid fire stone throwing ability that sends rock shards out in a small
radius after impact. Has minimal damage at low levels, but scales in AoE and damage the more
you level up.
2nd ability: A 10 second long dash ability that can be canceled, allows you to run through your
enemies at high speeds and knock them over. This is achieved by using the earth to create
miniature pistons to boost you forward.
Guard ability: A 5 second lasting bubble of earth that makes you invincible to damage from fire
and lightning magic. This is your shield ability.
Special ability: Earthquake, in a large AoE, you shake the earth and knock your enemies down
along with taking a large chunk of health. Has an instant charge time and a stupidly long
cooldown. Like 10 minutes if in combat, 2 minutes outside of combat.
5. Wind: Primarily movement based, there aren’t any damaging spells but you primarily
boost your movement speed or inhibit others movement.
1st ability: A tornado ability that boosts you 3 times when you choose, regenerates every 10
seconds.
2nd ability: A whirlwind of air that fires outward and swirls your enemies around 180 degrees.
Guard ability: Upon a just guard, you fire a non damaging burst of air that blows people back
really far.
Special ability: You summon 7 tornadoes that partially home in on people (think windblight
ganon from BOTW). They do minimal damage but they are meant to overwhelm the senses.
8. Explosion: A very new form of magic that is a direct result from gunpowder being
discovered. Very inaccurate with a short range AoE.
1st ability: An AoE explosion that has a short range, but fires within a 3 degree cone. Damages
people very heavily.
2nd ability: A long range explosion with a smaller AoE, but has more damage. Fires within a 3
degree cone.
Guard ability: Upon a just guard, a 50% chance you have an explosion radiating outward from
your body and cause massive damage.
Special ability: A massive explosion that radiates outward from your body and causes massive
damage to both you and your opponent, if you use it on low health, your health stops damage at
1 hp. You are damaged heavily by this attack.
9. Shadow: movement based, has no damaging spells but gives stat buffs.
1st ability: shadow blink; you may use it three times to teleport short distances 3 times per 15
seconds.
2nd ability: Shadow alert; passive effect, you are automatically warned of people charging
attacks in a wide radius.
Guard ability: upon a just guard, you become invincible for 3 seconds, although you can’t attack
Special ability: You can pull up your minimap and teleport anywhere on it every 10 minutes.
10. Light: Extremely power based, no movement but eats through mana like a fucking turbo
charged jeep runs through gas.
1st ability: Hard light blast that scales in damage and AoE every level you go through
2nd ability: Hard light beam that scales HEAVILY in damage and AoE every level you go
through
Guard ability: Upon a just guard, you blind your opponent for 3 seconds.
Special ability: You summon a bunch of comets to come out of the sky and rain down on your
enemies, charge time of 3 seconds and a cooldown of 3 minutes.