~Over View on Spells~
This section describes how spells work in this world. There are four factors in spell casting: Book, Magic Strength, Power Level and Spheres (Minor and Major).
- Book is a broad term. To a Wizard it's the spell book, or arcane texts for which they keep their spells. For Healers it's their Tomb. In either case there has to be some representation of the spells the member has access too. The Book, is a list of the spells the member currently knows.
- Magic Strength is another broad term. This is the description of how many spell the caster has of a specific level.
- Power Level is the description used to explain what level the caster can cast. A mage might be at intermediate and be known for a tiny power level, while a Priest that can cast advanced is at a powerful one.
- Sphere is the restriction of magical levels you can cast of certain classifications. This term usually only applies to Specialty Priests and classes with limited magical use such as Rangers. Minor allows access to Intermediate and Moderate spells, whereas Major allows access to all levels of those spells.
The basic spell system work the same way for Healer and Wizard here. To gain a new spell you must buy it with APs. The costs are listed in the class sections. The power of the spell will increase with each level from intermediate to expert. Each level gains greater power and thus is harder to learn.
When a member learns a new spell and places it into their Book, it expands their knowledge and mind. This means that the spell is forever memorized into the members mind and the member gained more mental power from it. For each spell learned of a level the caster can cast one spell of that level that they possess. This means a mage with five moderate spells can cast one of each spell of moderate level they have, or five times of a single they have.
Now it becomes confusing so read carefully. Each level of spell acts as two from the one before. A member can forfeit their single moderate spell in combat to be able to cast two intermediate spells.
This is a type of point system for the spells. At each level the caster has gained access to, they can cast more spells by this chart. The spells still need to be known by the caster, but they gain more and more access to the ones they have as they excel. The only down fall of this is that you must sacrifice that level to gain the additional spells. Any combination can be done as long as the points add up and the caster is currently of that level.
Intermediate = 1
Moderate = 2
Advanced = 4
Expert = 8
1 Mod = 2 Inter
1 Adv = 2 Mod or 4 Inter or 1 Mod & 2 Inter
1 Exp = 2 Adv or 4 Mod or 8 Inter or 1 Adv & 2 Mod or 1 Adv, 1 Mod & 2 Inter.
As well as this, each new spell level grants a new title to the caster. This a form of naming that goes with your current name: Fledgling Priest Michael or Arch Mage Marcus. The one's listed as Expert as simply in itself. The caster has gone beyond such things as Mage or Priest. This name is also a good way for others to have a general idea of what level the caster is.
Int = Hedge / Fledgling
Mod = Journeyman
Adv = Arch / High
Exp = Sage / Adept / Master
Note: For spell calculation purposes, each level has a leval number assigned to it. For example, a spell may last for X rounds + the Casters level. To determine the number you must use the level of highest spell.
Intermediate = 1
Moderate = 2
Advanced = 3
Expert = 4
Spells also have a few classifications. Some spell casters are limited to what they can cast so it's important to know what that is.
- Elemental- These spells harness the elements to do damage or protect. There are six types of elements.
- Earth- Works with all but Air.
- Wind- Works with all but Earth.
- Fire- Works with all but Water.
- Water- Works with all but fire.
- Raw- This is the weave itself. The mage takes a spell and instead of forming it into a specialized attack, sends it as pure magical energy. It is also considered a type of element but it has no opposite.
- Time- The last of the Elements. The Elves believe that time is an actual element and not a passing. Like raw it has no opposite. It is such a difficult power to control that these spells can only be used by Chronomancers as they have given their time and lives to controlling this power.
- Abjuration- Is the casting of material. It takes the weave and produces physical affects such as solid surfaces, darkness, etc.
- Enchantment- These spells are used to alter someone or something. They can work on the mind, or be used to alter the state of an object.
- Astral- This is spirit magic. It affects all things but in different ways. These spells can create undead, or bring someone back from death.
- Divination- Scrying spells. These are used to see beyond what the normal senses cannot.
- Healing- Path of the body. It can cure disease and mend wounds.
Besides this there are a few other things to know. Many spells have more then one listing to them. The way it is placed indicates if it's a combined spell or one that can be used by two types of magic.
(Air, Earth) This setup indicates it can be used by either Air or Earth to produce the same affect.
(Fire/Earth) This setup indicates that the caster must be able to use both of these to cast the spell.
(Raw; Reversible) This means that the spell can be cast the same way but in reverse. Healer will harm, entangle will release, etc.
There should be considered a few types of magic as well as what is listed above. Most spells rely on different things for an affect. This can have a bearing on what the spell will do when used at someone.
- Touch: Body contact must be made before these types of spell can be used. Heals and a few other fall into this category. Spells of this nature can be physically dodged because it takes a physical attack to use them.
- Arial: Spells such as Fire Ball are put into this category. They will seek out the opponent so only magical defense or armor, if allowed, will work. Spells that negate armor will say such.
- Melee: These spell alter weapons and armor. These work off of physical attacks, so follow those rules.
- Alter: These are spells that are cast at another but do no actual healing or damage. These will work off of magical defenses only.
- Other:These spells cannot be blocked or dodged for some reason ot another.
- Personal: Lastly, these spell affect no one other then the caster.
~Done?~
Priests Spells
Mancer Paths
Healer Spells
Wizards Spells
Character Creation
Ages Past