SteemQuest Magic Update

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Hey everyone !
I hope you’re enjoying the beta test.
A lot has been going on with the introduction of chestbot / searchbot / & new inventory system and quite a few players have come and gone throughout the Alpha/Beta testing. I really appreciate those of you that are here.

Today’s post is about a long overdue Magic System update. The magic system has not been addressed since the early days of Alpha, it is long overdue for a refresh. The original concept of SteemQuest was not to have classes and allow players access to all abilities, no matter what type of character they want to play.
My earliest concept for this was: a fighter that has access to magic and could use it during combat but was not necessarily a mage. So far players are building class type characters without classes. This is fine but I want to leave the system open for anyone that wants to experiment.

The crafting system was not around when the original mana rules were created. I think recharging mana during questing rules is to cumbersome currently.
As a lot of new items use mana to active an ability (example: Go Fasters use 1 mana to let you move 3 spaces) mana is more important.

So the ‘NEW RULE’ is : 1 action to restore 1D6 mana

Hopefully, this will make is easier to use items and spells and still move around. I will keep an eye on it and adjust as needed. Also make pumping spells up with mana a more attractive option.

The crafting system also introduced items that affect different classes of spells like, Fire spells, Ice spells, etc....
Since more items like this are coming we are going to assign an area of magic to all abilities. This way it is more clear what spells your items affect. Here are the 1st 2 areas with more to come.

ICE MAGIC :

Ice magic needs a few more options so we are adding the following spells.

Ice Blast - 1 mana / 1 damage - range 8 ( +1 mana = +1 damage)
Freeze Creature - 1 mana = immobilize for 2 turn ( +1 mana = +1 creature or +1 turn)
Ice Wall - 1 mana create a (1x1) Wall of ice (8 ❤️) lasts 2 turns (+1 mana = +1 length
example: 2 mana is an Ice Wall (2x1), 3 mana is Ice Wall (3x1)

Rhythmic Magic

If you remember back the party was charmed by some singing fairies. This was caused by Rythmic Magic. This magic comes from Chords of sound. Each chord takes 1 action to sing/play and 1 mana. While normal magic takes no xtra actions for xtra mana pumped into it. Rhythmic magic does. I will try to balance the strength to offset this.

Hold person - single chord immobilize a creature for 1 turn, each xtra chord is an additional target

Hate that noise - the target finds your voice painful, single chord / target 1 ❤️ damage / range 6. Each additional chord 1 xtra target plus 1 range.

Sleep - 4 chords / 4 mana - 4x4 area. Creatures fall to sleep

Summon rock - 2 chords / 2 mana The rocks in the ground find your voice appealing and come to a target Square to listen, this creates a solid piece a train, or even a wall. After two turns the rocks will move back into the ground

Remember as always these rules may be changed or modified as we see how they work. Hopefully this gives you guys an idea of the direction where we want to take magic moving forward. Once again thanks for playing.

SteemQuest Magic Update | Ecency