Otoko Nara Ikkokuichijou no Aruji o Mezasa Nakya, ne?

Configuration Material Excerpt Magic Related 1

■ ■ ■ Magic acquisition and proficiency system

■ ■ Determination of various values

■ 1. Target Magic Elements Total Magic and Unmagical Required Levels (Sum)

Example) Ice javelin (difficulty: 1 *)

Water 3 + Tue 3 + None 3 = 9

The degree of difficulty of mastery varies from one sorcery to another (values of 1 to 10), but in very few sorceries there are exceptions such that the value is greater than or equal to that. Note that most sorcery is 1)

■ 2. Calculation of Target Magic Proper Value

Acquisition difficulty × A compatibility value × (1d4 + 5 - number of magic skills acquired) × (1d10 × (number of numbers in 1 above + number of MPs required for target magic use)) × B example coefficient (÷ number of memories of magic with different amount of warhead magic)

The compatibility value of A becomes necessary during the mastery of advanced witchcraft (with some exceptions, if the level of unwitting required for the target witchcraft is greater than or equal to 7, it is determined by 1D100. usually ignore it)

An example coefficient of B varies depending on, for example, the presence or absence of an example for that sorcery (1-100). The decision is made by GM with reference to the following (decimal places may also be used if necessary)

-If the ideal value (0.5) is already experienced in the use of the same sorcery with different warhead magic power and its concentration time is less than or equal to the number of seconds in the number 1 above

· Quasi Ideal Value (1) Slowly demonstrated by people with a concentration time of less than or equal to one second over 30 seconds (more than 60x). Or if you have already experienced the use of the same sorcery with different warhead magic amounts and the concentration time is less than or equal to the number of seconds × 60 seconds in the above 1 number

· Pretty good value (2) Demonstrated by a person whose concentration time is less than or equal to the number of seconds above 1. Or if you already have experience using the same sorcery with different warhead magic amounts and the concentration time is less than or equal to the number of seconds × 100 seconds in the above 1 number.

-Quite a good value (3) Demonstrated by a person whose concentration time is less than or equal to the number of 1 above x 60 seconds

· Demonstrated by a person whose normal value (5) concentration time is less than or equal to the number 1 above x 100 seconds

· Bad value (10) Demonstrated by someone who can use this magic

· Pretty Bad Value (15) Oral Instruction by Someone Who Can Use This Magic (No Demonstration)

-Knows only the normal highest value (20) name and effect

-Know only the unusual value (50) effect (I heard only the magic effect from a trusted person, etc.)

· Worst value (100) example, no information (new magic development)

* For demonstration instruction, the use of Direct Magic or Magical Direction is mandatory for learners. The example coefficient when not/cannot be used will always be greater than 11

The Warhead Magic Amount of C is applied when, taking ice javelin as an example, a person who already has experience in the use of witchcraft of the same lineage, such as ice gravel, tries to remember an ice javelin with a magic amount of 2 (equals, uses MP15) times the amount of magic that can be put into all elements equivalent to a warhead, etc. In other words, if you learn magic with different amount of warhead magic, it gets easier from the third type.

It is important to be aware that the MP required for target magic use exceeds the MP and meets the magic skill level. If not met, mastery will automatically fail

By using the same amount of MP as the magic aptitude value calculated in 2 above, it is possible to master the target magic.

As an example, I will consider people who remember no magic in the three types of elemental magic and who meet the MP amount.

Assume Dice's appearance is 2 at first and 6 at next. It is also assumed that the example is a standard value of 5.

1 x (2 + 5-4) x (6 x (9 + 9)) x 5 = 1620

and it turns out that mastery requires 1620 MP worth of magic.

■ ■ Time to first master

Learning difficulty × A compatibility value × Magic adequacy value × 1d 20s

The example shown above in Ice Javelin requires a minimum of 1620 seconds to a maximum of 32400 seconds of training time.

The acquisition of witchcraft requires both the training time found here and the amount of magic required for the training.

Assuming that the appearance of both dies is 1, the example will also be available by consuming an ideal value that is proficient in lower magic ice bolts and ice arrows, a minimum concentration time of 9 seconds for those who have mastered all elements, and more than 18 MP in the meantime.

Also, if the number of magic skills acquired was the lowest 3 or worst example required for this magic, the focus time to acquire is 10800 seconds, and the amount of magic required is 10800 MP.

Concentration time is only a total of less than 3 hours, but the amount of magic can be a tremendous amount, so a normal person (a typical MP owner can only use 288 MP in a day. I don't care how hard I try if I also consider sleep time etc., about 200. It takes less than two months each morning to evening) then the vast majority would give up mastery that "it was magic that wasn't right for me".

but on the contrary, I can also say that even the worst people can do things in a few months if they work hard.

■ ■ Proficiency in magic (proficiency)

Since the first use of the target's magic, the concentration time required for each use decreases.

■ Decrease factor

(3d4 + 87) %

The above coefficient is determined only once for each target magic trick. The concentration time on witchcraft, which varies by up to 90% and by up to 99% each time it is successfully used, becomes shorter.

Therefore, however proficiency progresses, the concentration time of the exercise of magic will never be zero.

■ ■ Mental fatigue due to magic use

Magic diminishes mental power every time it is used.

Mental strength is determined by the following items:

+3 per year of age

+3 for every Experience Level 1

3 x Square Root of MP Maximum (Decimal Three-Digit Rounding)

* The sum of the above three types shall be taken as the basic value

may be adjusted for the above basic values, such as by adding or decreasing the following values

+1 to +20 per case where good events occurred between the previous day and that day * A

-1 to -20 * B per case of bad events between the previous day and that day

+1 to +20 in good health

Not feeling well - 1-20

+1 to +20 per morale increase * C

-1 to -20 per case of reduced morale * D

* A GM decides

+1 to +2 I ate something delicious

I had an unexpected encounter +1 to +2

+1 to +5 seen unusual/sight

I got someone to celebrate something +1 to +5

+10 to +20 with whom you were dating

I had/was born +20

I got someone a gift from +1 to +10

etc.

* B GM decides

Above * opposite to A, etc.

* C GM decides

+2 defeated his own direct enemies in the White Soldier War

+1 ally defeated enemy in White Soldier Battle

Enemy escaped +1

Enemy group escaped +2

+3 won a series of fights

+20 won the war

etc.

* D GM decides

Wounded in White Soldier Battle-2

My buddy was injured in the White Soldier Battle-1.

Escaped the battlefield. -5.

Abandoned combat at someone's behest-2

etc.

Also, the mental power reduced by the use of witchcraft is as follows:

Magic concentration time used Required Magic Level Total x 100 + seconds Consumed MP square root x 16 ÷ Age

Sorcery concentration time used required Sorcery level total x 81 seconds or more Consuming MP square root x 14 ÷ Age

Sorcery concentration time used required Sorcery level total x 64 seconds or more Consuming MP square root x 12 ÷ Age

Magic concentration time used Required Magic level total x 49 seconds or more Consuming MP square root x 10 ÷ Age

Magic concentration time used Required Magic level total x 36 seconds or more Consuming MP square root x 9 ÷ Age

Sorcery concentration time used required Sorcery level total x 25 seconds or more Consuming MP square root x 8 ÷ Age

Magic concentration time used Required Magic level total x 16 seconds or more Consuming MP square root x 7 ÷ Age

Magic concentration time used Required Magic level total x 9 seconds or more Consuming MP square root x 6 ÷ Age

Magic concentration time used Required Magic level total x 4 seconds or more Consuming MP square root x 5 ÷ Age

Sorcery concentration time used required Sorcery level total x 2 seconds or more Consuming MP square root x 4 ÷ Age

Magic concentration time used Requires Magic Level Total Spend MP Square Root x 3 ÷ Age

2 x Square Roots of Spending MP Required Magic Levels Less than Total Seconds Used ÷ Age

* Both rounded down to the third decimal digit. Maximum is 50.

When the use of witchcraft causes mental power to fall below zero, he faints.

Mental strength recovers one at a time every 60 seconds doing nothing in particular.

Mental power can be used in any sorcery as long as it remains at 1, but in that case it automatically faints because it is a negative number at the moment when the effect of sorcery ends.

While mental strength is negative, it recovers one every 600 seconds, and when it recovers to a positive value, consciousness returns.

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