Magic Schools
Magic is the main mechanic of the game. All living creatures in Sciasy has at least one magic school. There are 12 different ones. This includes 5 pairs with mutually exclusive properties, in addition to the sixth pair, Plain and Arcane, which can only be learned passively.
Each magic school has some specific multipliers that affects how powerful each type of spell is for that magic school. The idea behind this is so that, for instance, Vitalistic spells are, on average, more powerful for healing than Necrotic spells. Just because some magic schools are, on average, more aligned to certain types of spells, the actual spell potencies in-game are highly random.
The first magic school of a character is the racial magic school which players starts with at level 1 and gets a slight bonus with.
Magic schools can be leveled up independently. Each level costs progressively more tokens: Basic (Level 1) costs 1 token, Intermediate (Level 2) costs 10 tokens, Expert (Level 3) costs 100 tokens, Master (Level 4) costs 1,000 tokens.
Considering the pairs are mutually exclusive and no character can have both schools of a pair at the same time, you must drop one to level 0 before learning the opposite. You can level drop and re-level schools as needed.
Magic schools have different ranks based on level: Level 1 = Basic, Level 2 = Intermediate, Level 3 = Expert, Level 4 = Master, with higher ranks coming later.
Plain Magic level equals the sum of all your other magic school levels. Arcane Magic replaces Plain Magic when you have learned at least one school from all 5 pairs, and its level equals the lowest level among those pairs.
Plain and Arcane magic do not have combat spells or other AI generated spells, they just have a set of predefined spells, including teleport, Personal Assistant, Plain and Arcane Magic Income, and some more to make some of the game concept unified for all games.
For each magic school you know, excluding Arcane and Plain, you can add one spell to your spellbook. This means characters may have up to 5 spells in their spellbook maximum.
Earth Magic
Earth Magic is used to conjure stones, earth, and other natural elements. It excells at buffs and crowd control.
Potency Multipliers
Damage: 1x
Healing: 0.6x
Buff: 0.9x
Debuff: 0.7x
Crowd Control: 1.1x
Air Magic
Air Magic is used to conjure and control air and wind. It excells at damage and buffs.
Potency Multipliers
Damage: 1.1x
Healing: 0.7x
Buff: 1.1x
Debuff: 0.6x
Crowd Control: 0.6x
Water Magic
Water Magic is used to conjure and control water. It excells at crowd control.
Potency Multipliers
Damage: 0.9x
Healing: 0.7x
Buff: 0.7x
Debuff: 0.7x
Crowd Control: 1.2x
Fire Magic
Fire Magic is used to conjure and control fire. It excells at damage spells.
Potency Multipliers
Damage: 1.1x
Healing: 0.4x
Buff: 0.7x
Debuff: 0.9x
Crowd Control: 0.6x
Nature Magic
Nature Magic is used to conjure and control natural elements. It excells at healing.
Potency Multipliers
Damage: 0.6x
Healing: 1x
Buff: 0.8x
Debuff: 0.8x
Crowd Control: 1x
Tech Magic
Tech Magic is used to control technologically advanced elements. It excells at damage and crowd control.
Potency Multipliers
Damage: 1.1x
Healing: 0.7x
Buff: 0.6x
Debuff: 0.6x
Crowd Control: 1.1x
Vitalistic Magic
Vitalistic Magic is great for healing.
Potency Multipliers
Damage: 0.2x
Healing: 1.3x
Buff: 0.8x
Debuff: 0.4x
Crowd Control: 0.3x
Necrotic Magic
Necrotic Magic is great for debuffs and damage over time.
Potency Multipliers
Damage: 0.9x
Healing: 0.2x
Buff: 0.5x
Debuff: 1.2x
Crowd Control: 0.7x
Divine Magic
Divine Magic is great for healing and buffing.
Potency Multipliers
Damage: 0.3x
Healing: 1.2x
Buff: 1.2x
Debuff: 0.3x
Crowd Control: 0.6x
Infernal Magic
Infernal Magic is mainly used for damaging and debuffing spells.
Potency Multipliers
Damage: 1.2x
Healing: 0.2x
Buff: 0.3x
Debuff: 1.1x
Crowd Control: 0.6x
Plain Magic
Plain magic is the standard magic that is most common.
Potency Multipliers
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Arcane Magic
Arcane magic is a more powerful school of magic that replaces Plain Magic.
Potency Multipliers
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