Release Notes
"For the Way of Bright Hope skillset: Around half the shrines IG didn't give sp. Around half did. The ones that did were averaged, and ALL shrines were standardized to that average. As a result, some shrines got more, some got less, and all the ones that didn't have any now do."
"Spells that you didn't mention because you didn't bother asking for a full list include one for freeing someone from a coma. Another transfers a portion of the caster's health to the patient. There is a similar one that does the same with fatigue. There are also two passive skills which may or may not be stat skills and two other spells, one being meditation (which you forgot to add, I remember talking to you about it) and the other one is similar to Tend in healing."
"The blessing of vitality (health transfer) is the one that xxxx uses most often by far in conjunction with healing. The blessing that increases fatigue and HP gain xxxx uses (almost exclusively) the way she would suggest someone go rest in the baths."
"Erealite magic suffers enormous penalties at night, wearing armor, and when sanity is compromised. And when I say enormous, I mean 95 success enormous."
"Magic cannot get SP gain by sitting and spamming over and over. It uses sanity up so fast, especially at the beginning, that it doesn't take long to have a 95 success for everything. SOME shrines give SP for praying at them, but this can only be done once every 24 hours per. Again, this isn't like people training combat where after just a couple days in the cycle you can be at min-gains."
"Each casting uses sanity, so the difficulty goes up EVERY attempt, success or not. It starts small and quickly turns into HUGE jumps."
FAQ
Q: What kinds of magic will be released first?
A: Initial focus will be on Ereal magic almost exclusively, focusing on the rituals of the three Sects. The first skill set will involve the Bright Hope sect.
Q: How accessible will learning magic be?
A: Training magical skills will be highly restricted. Ereal's magic will only be available to the clergy, which will require working up one's way as an acolyte until one is fit to be tested before the Oracle. If magic from other gods are released in the distant future, access will be similarly restricted. If not more so, Additionally, for the time being, players will not be able to pass on spell skills via the 'teach' command.
Q: Will we see wizards casting magic missiles at the darkness?
A: Unlikely. Magic will conform to Midlight's setting; magic will be ritual-based, slow, deliberate, and subtle. Powerful, battlefield-shaping spell effects are limited to group magic rituals, which will not be available to players initially. This is not to say that PC magic won't have an effect on combat - but do not expect that effect to take the form of large fireballs.
Q: What kind of equipment will spellcasters use?
A: Inventory and equipment needs will vary between schools of thought. Nearly all spells with have a material component, which will often be consumed during the act of casting a ritual. While a spellcaster may not have to save up money for a shiny new gladius, they'll likely sink gold or effort in obtaining material components for everyday spells.
Q: How will spellcasters train? Will they need a practice dummy?
A: Acquiring SP in spellcasting happens in two major ways. The first is the familiar method of using skill-actions and earning SP on successful actions. The second is visiting places of power and meditating for a period of time. This will require regular pilgrimages to sometimes distant (and perhaps dangerous) parts of the gameworld.
Q: What about the revamp for <insert skill here>?
A: New content is not incompatible with improving existing content. Spellcasting, in particular, offers some opportunities for non-combat skills. Rituals, which require consumable materials, have the potential to create demand for various items obtained by lockpicking, forestry, crafting, etc.
