You are on page 1of 6

Elflines Online Fan Patch v0.

1
What kind of gonk makes a game about elves then forgets to develop a
proper magic system? Even if the miasma somehow negates all magic within it,
surely the places without miasma would have magic, right? And besides, how does
miasma affect magic, but also biological stuff like healing fast, and then doesn’t
just kill you? There’s a lot of plotholes and rules of cool took the day off, so we at
YoHoStudios have been long at work to fix their mess. And we’ve done this by first
introducing our first fan server, Miasma! (fitting name, I know).

How is miasma different from normal ELO? Well, it’s basically a different
game. Most of the code was “borrowed” or reverse engineered, however we still
changed enough to warrant the installation of a brand new client. This client
works with vanilla servers as well as miasma, but things like magic will only
affect miasma. We’d also recommend not using the same character, as your
account might be terminated on vanilla for having miasma modifications. That
being said, the client can be downloaded standalone or as a patch for your
existing ELO installation! Link can be found at [Insert Website Here].

To start with, let’s look at the changelog:

- Fixed a bug where interacting with NPCs would always start their
questline or cutscene.
- Fixed a bug where horses would disappear when you weren’t looking
- Reduced the user risk of heart attack when getting hurt, you can now
change damage intensity in settings.
- Hand tracking is better, allowing for people to track things like ASL easier.
- Added an alchemy system. tables and tomes are available in every major
city, just look for the alchemist’s shop.
- Added spellcasting, rituals, and general player magic.
- Removed Herobrine
Magic - It just works
As you might have known, one of the big distinctions of Elflines from any other
Fantasy MMORPG is the lack of magic available to the elves. This certainly could
create some interesting complications with the story, but the void of magic has
left nothing to fill its place. Well now power has returned and brought with it 3
new archetypes: Alchemist, Spellcaster, and Summoner.
To make it easier to understand how this all works, 2 new skills have been added:
n to go through a casting tutorial for the spell. This teaches you the somatic and
verbal components you need to perform to cast the spell, as well as any mental
components you may need to add as well.

As an example, let’s take the spell Phantasm. Phantasm will instruct the caster to
form two L shapes with their hand to frame the area the phantasm will go, then
imagine the image within that area. The image will slowly fade in, and look,
sound, maybe even feel real, until someone passes a perception DV 15 check to see
through it.

There is no limit to how many spells you can learn, but it might be hard for your
edgerunner to remember how to cast 50-100 spells at once.

Casting a spell
So you got your spell and you’re ready to cast it? Great! Now there’s just a couple
steps more to go through.

First, each spell has a drain value. Drain represents the toll it takes to cast a spell
while plagued by miasma. Each spell also has 1 or more spell components.

Somatic components are gestures you make with your hands such as “Hold your
arms in a Y shape above your head, hands open. Then swing them into a straight
line, closing the two hands around each other. Finally, slam the hands towards
the floor.” (Lightning Smite).

Mental components are decisions you make while casting a spell such as “you
envision the illusion you wish to place, and then there it is.” or “you mentally
select a target, and find a psychokinetic grip placed upon it.”
Finally, to cast a spell you must deal with it’s drain. Each spell has a drain value,
which acts as a DV you must pass to cast the spell without harm. Every point
under this DV is 1 point of unresisted damage you take. So make sure to not push
yourself. Additionally, if you cast a healing spell on yourself and take drain
damage, the spell fails. The roll to resist drain is Sorcery + INT+ 1d10 vs DV. You
take only half drain in an area unaffected by miasma, such as a town or camp.

Some spells must also be sustained. Unless otherwise stated, you sustain a spell
for as long as you actively concentrate on it, If you get hit, make a Concentration
test against the Drain DV. On a fail, you stop sustaining the spell entirely.
Sustaining a spell is a free action. You can only sustain 1 spell at a time.

If a spell is listed as an attack or otherwise calls for a skill roll, your side of the
roll is always Sorcery + INT + 1d10.

List of Spells

Below is the extensive list of spells within this patch, as well as how much the
average price for a scroll of said spell is.
Faerie Fire
Drain DV 14
Cost: 140gp
You clasp your hands in front of you, and blow into them. This sends out sparks
which illuminate the hidden, giving a +5 to perception checks within a 6 x 6 x 6
m/yd cube in front of you. It also outlines anything invisible, effectively
cancelling invisibility.

Invisibility
Drain DV 14
Cost: 140gp
Speak the name of an object and wave your hand across it., while imagining it
isn’t there. The object will disappear behind your hand. This spell lasts for 10
minutes.

Telekinesis (sustained)
Drain DV 10+
Cost: 100gp

Imagine the presence of an object within 10 m/yds if you. Imagine you have a
third hand upon the object, and are moving it around as if the hand were your
own. Suddenly, you will see the object float there as if you were holding it. Both
your head and the object have a faint colored aura, indicating telekinesis.
Additional objects may be held, with each hand needed adding 2 to the drain DV.
if you’d need two hands of your own to hold an object, you need 2 telekinetic
hands to hold it. If you need 2 people to lift it, you’d need 4 hands, and so on.

Lightning Smite
Drain DV 17
Cost: 170gp

Imagine a point anywhere within line of sight. Then, raise your arms in a Y shape
above your head with your hands open. Quickly close the hands together above
your head, then drop your hands down to send in a thunderbolt. This
thunderbolt counts as a ranged attack using Sorcery. On a hit, it deals 3d6
damage. If even 1 point makes it past armor, DEX, REF, and MOVE are lowered by
1d6 for 1 minute.
Fireball
Drain DV 17
Cost: 170gp

Form your hands into a hollow ball and imagine a flame held within. Mentally
grow the flame, opening your hands to allow for more room. Then, release the
fireball. Fireball counts as a ranged attack, dealing 3d6 damage. If even 1 point
makes it past armor, your target is engulfed in flame. Until your target spends
an Action to put themselves out, they take 2 damage directly to their HP
whenever they end their Turn. Multiple instances of this effect cannot stack.

Frost weapon (sustained)


Drain DV 17
Cost: 170 gp

Conjure an image of a weapon made of frost, then exhale deeply. This exhalation
carries frost crystals which form the weapon you thought of. The weapon
attacks with melee or archery as normal, but deals 2d6 damage directly to HP on
a meat hit, not ablating armor as it was never interacted with.

Sleep
Drain DV 16
Cost: 160gp

Point a finger at the target, and then quickly raise your hands to your cheek,
close your eyes, and tilt your head. This will cause an intense drowsiness in the
target. Your target must attempt to beat a DV13 Endurance/Resist
Torture/Drugs Check. Anyone who fails is now Prone (see pg. 169) and
Unconscious for 1 minute or until they are woken by taking damage, or by
someone else using an Action that touches them

Shield (sustained)
Drain DV 12
Cost: 120 gp

You assume a defensive position, swinging your arm from your side to across
your chest, summoning a glowing eldritch shield in its place. This counts as SP 10
armor in your shield slot. If the shield is ablated by even 1 point, it disappears.

Phantasm
Drain DV 15
Cost: 150gp

You make two L shapes with your hands, and arrange them as a painting’s frame.
Through the frame, imagine a phantasm filling it’s space. The illusive image will
then appear. It is indistinguishable from reality unless you pass a DV 15
perception check. Phantasms are not physically present, however, and can be
walked through and deal no damage. A phantasm takes up a cube 2m/yds on a
side, and 2 m/yds can be added to this area by adding 2 to the drain DV.

Lay on Hands
Drain DV 16
Cost: 160gp

Lay a hand on a target and recite a short prayer, channeling mana into them.
Then, make a First Aid / Paramedic / Surgery check vs DV 13. On a success, the
target regains HP equal to WILL + Body.

Mage Armor
Drain DV 11+
Cost: 110gp

Place your arms in an X shape across your chest, balling your hands into fists.
Uncurl your fists, and you find strings of eldritch force flying out and
wrapping around you, granting SP 1 armor on your head and body. You can add 1
additional SP or more by adding 1 more to the drain DV per SP of armor. Mage
armor lasts for 10 minutes, or until ablated to SP0. Casting mage armor if you
already have mage armor will replace the old armor with the new armor.

You might also like