Mental Strain (MP Cost)
All spells need some form of instruction to cast. This usually takes this form: MP Costs.
Physical Strain (HP Cost)
Sometimes spells take a physical toll on the caster. This takes the form of an HP Cost. This generally only happens with high level spells.
Components (Ichor Cost)
Atmo means that the spell can be cast purely with just the prana in the atmosphere. Otherwise you need the required ichor to cast the spell.
Casting Duration (Seconds)
The casting duration is how long it takes to cast a spell. Any without a listed casting time are near instant.
Levels of Spells
Every standard spell is taught not at its peak but at its base as to not overwhelm the learning mage. However as the magician becomes more experienced and comfortable with the spell they may look into higher levels of their spells. Spells are ranked with letters F to A. S, Double S, and Triple S are special forms of the spell that exceed the common power. EX standing for Extra is used for any magic that exceeds what has been done and studied. It has only been theorised. If magic is beyond EX in a linear form it may be called EX2, EX3, and so on.
Ranks: F E D C B A S SS SSS EX
Special Abilities
When your spell is above A Rank you unlock the special feature of the spell. It may be a new ability, an the current ability, and or alter the values that increase upon level up. that you can cast lower forms of your spells as long as you write them down.
Increasing Rank
You can increase your rank by applying the points gained from increasing your magic skill to the spell you want to upgrade. Each costs the same number of points to increase as the rank is equivalent to. F being 1, E being 2, and so on up to EX being 10. However any rank above A requires Rank 8 or above in the skill.
Each time you increase the rank you add the bonuses from the Level Up section of the spell and if above rank A apply any additional bonuses granted by the special feature.
Test Magic
These are examples of this system. Keeping in mind the numbers may not be right and would need testing.
"Name (Rank Letter)" (ive) (Element)
Damage: Range:
MP Cost: Ichor:
Description:
Level Up:
Special:
"Magic Blast" (Active) (Creation)
Damage: ATK +INT Range: RNG xINT
MP Cost: MPC +1 Ichor: Atmo.
Description: The gathers energy in the palm of their preferred hand and then launch the raw energy out in a focused blast towards a single target. This goes straight from where you shoot it.
Level Up: +2 ATK +1 RNG +1 MPC +0.5 Ichor
Special: This spell becomes explosive with a blast radius of 5 metres and +1 ATK, +2 Blast RNG, +1 MPC, and +2 Ichor are added to the level up section.
"Magic Blast F" (Active) (Creation)
Damage: 2+INT Range: 1xINT
MP Cost: 2 Ichor: Atmo.
Description: The gathers energy in the palm of their preferred hand and then launch the raw energy out in a focused blast towards a single target. This goes straight from where you shoot it.
"Magic Blast E" (Active) (Creation)
Damage: 4+INT Range: 2xINT
MP Cost: 3 Ichor: 1g
Description: The gathers energy in the palm of their preferred hand and then launch the raw energy out in a focused blast towards a single target. This goes straight from where you shoot it.
"Magic Blast S" (Active) (Creation)
Damage: 15+INT Range: 6xINT
MP Cost: 8 Ichor: 5g
Description: The gathers energy in the palm of their preferred hand and then launch the raw energy out in a focused blast towards a single target. This goes straight from where you shoot it.
Special: This spell is explosive with a blast radius of 7 metres.
"Magic Blast EX" (Active) (Creation)
Damage: 24+INT Range: 9xINT
MP Cost: 14 Ichor: 12g
Description: The gathers energy in the palm of their preferred hand and then launch the raw energy out in a focused blast towards a single target. This goes straight from where you shoot it.
Special: This spell is explosive with a blast radius of 13 metres.
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