All of the information you need to start your journey in Tenebris Realm!
If you choose to invest at least 20 points into Magic Ability, your character is considered a LVL 1 mage and inherently knows and has the ability to cast three level 1 spells. LVL 1 are meant to be insignificant magical powers that any mage can easily manifest and they are not meant to be very powerful. Rather, they are meant to be useful in some form or another. A list of these types of spells can be found here.
Before creating your spells, refer to the All Character Stats Chart to determine your Magic Ability Rank. Your rank will determine the number of spells you can have and the maximum level at which they can be cast. Some species will have racial bonuses and detriments, which are outlined on their individual Species pages.
NOTE: Manasurge and Cast Critical are important components to be a successful mage. However, these do not influence the spell creation process and are thus outlined under the COMBAT guide for Magical Attacks.
All spell creation should follow the parameters outlined on the “Magical Ability” tab of the All Character Stats Sheet. Here you can find out which damage or healing dice you use based on the level spell you are creating. Status change effects should follow the DOT/HOT mechanics of the appropriate spell level, as well. Note: You cannot cast a spell at a higher spell level than your Magic Rank allows without using a Spell Break (which is considered an Advanced Spell Crafting mechanic, and only recommended for players Exalted+).
Standard Spells are spells that can be cast by any mage at rank 1 mage and above.
Standard Spells can only do one of the following:
Damage Over Time (DOT)
Healing Over Time (HOT)
Singular Status Effect
Note: Some Status Effect Spells that try to control or force an effect upon another character require the target to be able to roll to resist the effect. This is called a DC Save and correlates directly to your Magic Rank, not the Spell Level.
Standard Spells can also be either Single Target OR Multi-Target, not both.
Use the format in the table Standard Spell Table for reference.
Keep your spells thematic both to themselves and to the species/character you are playing. Some examples of this include but are not limited to:
Undead would not use fire
Elementals would not use contradictory elements
Fairies, Jelwari, and Wyrms would not use dark magic
In order for a mage to be able to cast Unique Spells, they must be at least a rank 9 mage.
Unique Spells follow the same guidelines as Standard Spells, with the added bonus that they are able to do the following two things simultaneously:
Damage OR Healing
Use the Unique Spells Table as reference when crafting your spells.
These spells must be approved by a Gamemaster.
Rank 9 mages that also have the ability to cast Special Spells. These are spells that can do the following three things simultaneously:
Damage OR Healing
Special Status Effect
Use the Special Spells Table as reference when crafting your spells.
These Spells must be approved by a Gamemaster.
Every Rank 1 Mage starts with three spell points (SSP), and three level one spells. As you invest points into Magic Ability, you gain spell points for each rank you advance: one spell point for one rank up. You may use these points in one of two ways:
Use a single spell point to level up a spell to the next level (lvl 1 > lvl 2). Note: You cannot cast a spell at a higher spell level than your Magic Rank allows without using a Spell Break (which is considered an Advanced Spell Crafting mechanic, and only recommended for players Exalted+).
Save two spell points to learn a new spell once your rank allows you to have more spell slots. Note: Learning a new spell for two points in an open slot creates the spell at level 1. You may then use additional Spell Points to level it up as above.
When ranking up in Magic Ability and leveling spells, be sure to update the Use Per Day (UPD), Damage/Healing, and DC Saves of your spells accordingly.
Other ways to level up Magic Ability:
Receive items or artifacts that increase your affinity to a certain spell or add on a spell slots.
Receive a blessing or curse that affects your ability house spells and spell slots.