Magic & Sorcery


The magic of Tenril is unique and divided. The powers come from the gods themselves which leads to there being a divide in those able to cast spells. One group is closely attuned to Lunnadian and the other to Sotechli. Some have closer bonds to them than others. In most cases, those who show to be gifted with magic, have only magic from the god that created them. The most common exception to this rule is the half-bloods, who have the power of both. If you read the Character Backstory series thus far, you'd be aware of 2 such cases. Another one is you, as the character. 

Spellcasting pools and the representation of the gods' power shifting

This unique trait is shown to you in-game by 2 bars, one blue, representing Lunnadian's magic, Biomancy, and the other, orange, representing Sotechli's magic, Pyromancy. These bars function separately, in the sense that you cannot use a Biomancy spell with Sotechli's magic and vice versa. Spellcasting is limited by the magic pools, or the bars, once the blue bar runs out, for example, you will be unable to cast any more Biomancy spells. Worry not though, for the reserves replenish over time, but you might also notice, that one is replenishing faster than the other. Why is that? Well, it is based on the time of day, if it is nighttime, your Biomancy replenishes faster and during the daytime, your Pyromancy replenishes faster.

A player casting a poison spell

Now that you understand the fundamentals of the magic in Tenril, how about we move over to the fun part? Spellcasting! You are provided with 8 slots for casting spells, within these 8 you can place any spells from either type. Spells can range from simple things like firing a concentrated beam of fire or growing roots from the ground to restrict the movement of things that enter an area. Spells also make up an important part of tactics for fighting, you can combo them together for some especially devastating effects.

The spell slots where you can equip and cast spells from

I'd hope at this point you'd love to go into combat and sling spells at the nearest moving thing, but how would you even go about obtaining spells? Well, the exact ideas for that are not concrete yet. Perhaps you could help the development with suggestions? There is of course your generic skill leveling system where you work your way through a tree of spells, but that's been done so many times it feels less like a feature and more of a hurdle to overcome. One alternative is to introduce learning through experiencing (not to be confused with experience as in for leveling), you could for example go look for an old scroll in a dungeon that teaches you a new spell or perhaps performing certain tasks on your own to learn a new spell. Such as shooting a beam of fire at an explosive would help you learn fireball by combining the 2 elements of them. Would love to hear your suggestions on this!

If you'd like to see more of our spells and combos, you can check out this Imgur post!

That concludes it for this post, spellcasting is still in heavy development so if you have any feedback or suggestions, post them in the comments!

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