Spell Crafting System
When the people of the Second Era found that they could cast magic spells, they didn't have established spells with spell names to learn and master. They had to work their power until an effect came about, and if they could repeat it it became a spell. Over time this practice led to the spells that populate the record books as the official spells of the world.
In this section you will learn about the mysterious art of Spell Crafting. With Spell Crafting you can not only modify mastered spells, you can also create new spells.
1. Rules for Spell Crafting and Spell Modification
Just as with any crafting system, spell crafting needs rules to keep things in balance and from breaking the game.
- Modifications can only be applied to mastered spells.
- Modifications can be applied to mastered created spells.
- The total spell SA (or other stat) cost will reflect the Tier of the spell, so a spell that costs 10 SA when complete is Tier 1 while a spell that costs 60 SA when complete is Tier 6.
- If the creator does not have the ability to create a tier spell that the spell falls under, the spell creation is a failure. In other words, the player pieces together the spell he or she wants, and finds out the SA cost. The SA cost makes it a Tier 2 spell but the player only has Basic Spellcrafting. The spell creation is a failure.
- Character Points are not charged if your spell cannot be created due to tier level.
- The player or spell creator will describe the spell fully, providing any needed descriptions to make the spell fit the element.
- Adding modifications that increase SA costs to a mastered spell will increase that spell's SA cost, but not that spell's tier.
- Action costs for the completed spell fall within the spell's tier level. If the spell's SA cost is in the lower half of the tier, then the spell will cost the lesser magic action for the tier. If the spell's SA cost is in the upper half of the tier, then the spell will cost the greater magic action for the tier.
- If you apply a negative status effect that harms you/the caster, the negative status effect's SA Cost Change will be decreased from the overall spell's SA Cost.
- Although adding components to a mastered spell does not increase its tier, you need to know if it would and to which tier. If you do not have the correct spell crafting ability to cover that tier, then you cannot add that component to that mastered spell. This means that you couldn't add a Death component to cause instant death to a target to a Tier 1 spell, if you do not have the Master Spell Crafting ability, because this component alone counts as a Tier 5 component due to its SA cost increase. This does not apply to the Spell Modifications components. This rule is in place to prevent new spell crafters from making a godly powerful spell out of a mastered Tier 1 spell.
Furthermore, the creation and keeping of created spells is more difficult depending on the tier.
- Tier 1: You create a Tier 1 spell, you get it at 1% mastery.
- Tier 2: You must create the spell twice, the second time you get it at 1% mastery.
- Tier 3: You must create the spell three times, the third time you get it at 1% mastery.
- Tier 4: You must create the spell four times, the fourth time you get it at 1% mastery.
- Tier 5: You must create the spell five times, the fifth time you get is at 1% mastery.
- Tier 6: You must create the spell six times, the sixth time you get it at 1% mastery.
When you create a spell, as indicated above, the total SA (or stat) cost of the completed spell will indicate what tier the spell is in, and the spell's tier level will indicate the magic action cost of the spell. To know what tier the spell is in, please refer to the following table.
|Attribute||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5||Tier 6|
|Stat Cost Range||1 - 10||11 - 20||21 - 30||31 - 40||41 - 50||51 +|
|Action Cost Range
For Runeless Magic*
1 - 2
|1 - 2
2 - 3
|2 - 3
3 - 4
|3 - 4
4 - 5
|4 - 5
5 - 6
|Skill Point to Mastery Range||1 = 2||1 = 1||2 = 1||3 = 1||4 = 1||5 = 1|
* The "For Runeless Magic" Action Cost Range (numbers in red) is for the special runeless magic (photomancy, audiomancy, and shadowmancy).
2. Required Abilities
You need certain abilities to be able to use spell crafting. You need to have spell modification ability, for example, to modify a mastered spell, where as you need novice spell crafting to create a tier 2 spell.
- Spell Modification
- Basic Spell Crafting
- Novice Spell Crafting
- Better Spell Crafting
- Skilled Spell Crafting
- Advanced Spell Crafting
- Master Spell Crafting
3. Spell Components
Spell Components are the parts that make a spell. This would be any damage or healing values, any status effects, ranges, area of effects, and so on but not any descriptions. The descriptions would need to come from the player creating the spell. This would simply give the player the parts needed to make the spell work. Spell Components can also be modifications added to mastered spells.
- Spell Crafting | Miscellaneous Components
- Spell Crafting | Spell Area of Effect Components
- Spell Crafting | Spell Range Components
- Spell Crafting | Duration Components
- Spell Crafting | Protection Components
- Spell Crafting | Stat Modifying Components
- Spell Crafting | Status Curing Components
- Spell Crafting | Status Effects Components
- Spell Crafting | Healing Components
- Spell Crafting | Damage Components
- Spell Crafting | Spell Modifications