RPS Magic
From RPSWiki
RPS has a unique and versatile magic system that provides players with great flexibility in their choice of spells. Those spells that are available for players to use are listed in the Codex section of the main RPS website. Below is an explanation of how magic works in RPS.
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RPS Magic Features
- All RPS Magic falls into one of eight Schools of Magic: Damage, Healing, Buff, Debuff, Equipment Buff, Equipment Debuff, Transfer, or Miscellaneous.
- Each caster may learn up to four different schools of magic.
- RPS supports two types of casting - Magic (for 'wizards') and Medical (for 'healers'). Magic casters may choose to cast from any school - excluding Healing. Medical casters will automatically learn the Healing, Buff, Debuff, and Miscellaneous schools of casting.
- RPS spells all have individual effect strengths, ranges, and speeds.
- RPS casting items can be set to require 'recharge' after a number of castings or to allow for unlimited castings.
- RPS magic responds to player skill levels, growing in power as the character increases their skills.
- All RPS magic is scripted with dynamic damage, meaning that the effect for each cast spell is randomized. A player may cast an attack spell and hit for 15 damage one time, then 7 the next cast, and 12 the next. This randomization is more in line with pen and paper and MMO type role playing games and, in addition to allowing for critical and glancing casts, adds some excitement to every spell casting.
- All casting items respond to player 'status' in that they detect whether a player is fatigued, defeated, or in a normal state. Spells will have no effect if a player is defeated, will have half effect when a player is fatigued, and will act normally when a player is in a normal state.
- RPS Magic will function only in environments where it is enabled. Environment owners and admins need not worry about players bringing magic into a non-magical environment -- it simply will not function. Casting items and spells automatically re-enable anytime they enter a magic-enabled environment.
RPS Magic Stats
- All RPS Spells have a Primary Effect stat that relays how much potential effect per cast they will have as well as to which RPS stat the effect will affect.
- Some RPS Spells have a Secondary Effect stat that causes extra or separate effects to a second RPS stat.
- All RPS Spells have a stat-cost, which represents the number of points that will be reduced from a players relevant stat (usually Mental, but sometimes Physical or Social) when casting that spell. Should a player expend their entire stat while casting (through multiple casts, having their stat drained, or other methods), the player will become fatigued and their casting will become less effective.
- All RPS Spells have a speed, representing the delay in seconds required between castings. Spells with greater effects cast more slowly, while lesser effect spells cast more quickly.
- All RPS Spells have a range. A spell will not be effective beyond its declared maximum range.
RPS Spell Schools
In order to cast a spell, a spell caster must have trained in the school of magic to which the spell belongs.
Medical-based casters will automatically learn the Healing school of magic with their first rank in the Medical skill, the Buff school with their second rank in Medical, the Debuff school with their third rank in Medical, and the Miscellaneous school with their fourth rank in Medical.
Magic-based casters will need to choose which schools of magic (except for Healing, which is available only to Medical casters) they wish to train each time they increase in their Magic skill. Each character may learn a maximum of one school per rank of Magic skill achieved. In order to learn a school of magic, the caster must touch a prim that grants the school of magic they desire (this prim is sometimes publicly available for anyone to touch and learn the school of magic desired, other times it is held back by admins or faction leaders until the caster has role-played through learning the school of magic).
Damage
The Damage spell school provides a caster with the ability to cast spells to cause damage to other avatars.
Healing
The Healing spell school provides a caster with the ability to cast spells to heal other avatars.
Buff
The Buff spell school provides a caster with the ability to cast spells that temporarily boost the RPS stats of either themselves or another avatar.
Debuff
The Debuff spell school provides a caster with the ability to cast spells that temporarily weaken the RPS stats of another avatar.
Equipment Buff
The Equipment Buff spell school provides a caster with the ability to cast spells that temporarily boost the RPS stats of a piece of equipment - such as a weapon or a piece of armor.
Equipment Debuff
The Equipment Debuff spell school provides a caster with the ability to cast spells that temporarily weaken the RPS stats of a piece of equipment - such as a weapon or piece of armor.
Transfer
The Transfer spell school allows a caster to cast spells that drain RPS stat-points away from a target and simultaneously increase the same RPS stat-points for the caster (a common example is casting a transfer spell that causes 5 points of damage to a target while healing the caster 5 points).
Miscellaneous
The Miscellaneous spell school covers spells that generally have no direct effect on RPS stats, such as teleportation, root, or darkness spells.
RPS Casting Item Commands
/99 draw --> Will draw your casting item /99 sheath --> Will sheath your casting item /99 holster --> An alternate method for sheathing your casting item /99 default --> Will allow you to set a 'default' spell that can be cast by clicking your left-mouse button when the casting item is drawn /99 SpellName --> Will cast the spell named. Requires the spell name to be typed with correct spelling AND capitalization.
Adding RPS Spells to RPS Casting Items
RPS Spells are available separately from RPS Casting Items, allowing casters to pick and choose which spells they wish to carry with them in their casting items.
In order to add a spell to a casting item, a player must first acquire the spell they wish to add to their casting item. Then, they should follow the steps below:
- Unpack the spell from it's box (if it is in one) into inventory
- Place a casting item on the ground in-world
- Right-click the casting item, selecting the "Edit" option
- From the edit window that appears, the press the "Content" tab.
- Click and hold on the spell in inventory and drag it into the Content window of the casting item
- The casting item will update its list of available spells and respond with a text readout of the number of spells now available
- Pick up the casting item, which is now loaded with the new spell (or spells)
The maximum number of spells that a casting item can hold is limited only by Second Life object and script memory limits. It is, however, recommended to all players that no more than 25 spells are placed into any single casting item.

