How far away can the source of your power be for the animal/plant/rocks ones? Do you need to be standing next to a herd of deer for Feral to work, or will it still work even if the nearest herd of deer is 5 miles away, hidden in the middle of that forest over there? Also a definition of 'large' would be good. Are we talking roe deer, red deer or moose?
I see what you mean. Well the type of land the player's party is in, like forest, desert, canyon, swamp etc, will tell the amount of life, animals and plants and general temperature and humidity that is needed to cast a spell.
- For Feral
you need places like jungles forests and savannas to power their spells, despising if such animals are in vicinity or not;
- For Lotus
you definitely need forests grasslands and other places filled with plants.
You'll probably want to add "covered in soil" to the list of when the Stone one doesn't work. After all, if you dig deep enough you'll always find rocks eventually.
Hmmm. That's a good idea but I guess the land type already says it. I want Stone magic school to be based on shaping small portions of ground, like lifting a chunk of land in front of the character to block an incoming ranged attack. It's currently restriction doesn't make a lot of sense mostly because dirt itself is a mineral and should be treated as rock. But if this magic school can function with dirt it can function pretty much with all types of land, making it too powerful in relation to other magic schools. Any suggestions?
I think I'd need a degree in meteorology to figure out whether any given situation is likely to be 50, 60 or 70% humidity. Is there a simpler way of describing this? Do you even need it? The humidity (and other bits of weather) is something that is vastly out of the player's control, and wildly subject to GM fiat. I predict that not only will there be grumbling that you have to wait until night time, but you have to wait until night AND less than 60% cloud cover.
There is no GM because this is for a video game, meaning that all these attributes will be computed based on the player's position in the planet, time of the year and land type. Some magic schools won't be able to work in dry climates and vice verse.
The only water one you have is Storm, which needs clouds too. If you are in the middle of a big lake or out at sea, you shouldn't have to hang around for clouds to get enough water to power your spells.
Good point! I think only one of those criteria should be needed.
Finally... are the spells also tied to the Schools? e.g. do Storm guys cast 'lightning bolt' but not 'control elephant' whilst Feral guys do the opposite. Or can any school of magic do anything?
Each school plays its role.
* Sun is about fire spells
* Stone is the defense magic school able to grab chunks of ground for defense and attack.
* Lotus is about healing
* Eclipse is about necromancy and cursing
* Comet is about blessing and teleporting
* Moon is about transformation characters into powerful creatures
* Storm is about lighting, wind and water controlling
* Leech is about weakning by stealing or transforming life, mana or stamina into other attributes.
* Feral is about summoning wild beasts and damage bonus