"Whether it is the disruptive Volcano or the peaceful Spirit that drives your runic power, the only limits placed upon you are the ones you placed yourself"

Professor Val Shevari, College of Arcana

The magic spells that we have access to today have not always existed as they do now. They were created by someone long ago. Ever since man realized the awakening of their runic soul and felt the first pulls of their runic element there have been runic mages and scholars trying to do even more. 

The College of Arcana is at the forefront of magical knowledge, and has pieced together this guide to help you, the ever curious runic scholar, learn how to change the spells you know, or even perhaps how to craft a completely new spell. 

Spell Modification

Spell Modification is the process by which you can improve spells that you already have knowledge of. In order to modify a spell, you will need to have a spell modification ability.

Using one of those abilities you can use a spell crafting component to change an aspect of your spell. You cannot change more than what your spell modification ability allows you to change. 

For spell modification, Spell Points are not needed. Instead you will either get to choose one or two components - depending on ability - to apply to your spell. Those components will either replace or add to an existing component of your spell. For example, if you wanted to change the range of the spell from 1 target to a cone, the cone component will replace the 1 target component, however, if you wanted to increase the damage of the spell with a dice damage component, the dice damage component will simply add to the existing spell damage component - as long as the spell damage is not brought beyond the spell tier damage bracket. 

The Spell Damage Tier Bracket

The Spell Damage Tier Bracket is the range of spell damage values for each spell tier level.

  • Tier 1: 0-20
  • Tier 2: 21-40
  • Tier 3: 41-60
  • Tier 4: 61-80
  • Tier 5: 81-100
  • Tier 6: 101+

Healing values also fall within this tier bracket. When you modify a spell its damage or healing value cannot exceed the tier for the spell. If you are creating a spell, you cannot exceed the tier bracket for the maximum spell tier level that your spell crafting ability allows you to reach. 

Spell Crafting

Spell Crafting is a more complex process than simple spell modification. It is a system of combining components to create a spell. The components you combine will give you the raw values of the spell, but you as the spell creator must give the spell life - that is you must describe the spell. Every spell you craft will be of your runic element and elemental affinity.

To get started you first need a spell crafting ability.

The spell crafting ability that you possess gives you your framework by telling you the maximum tier level spell you can make, and how many Spell Points you can spend on components for the spell and remain within the tier level. As stated before, a spell is a combination of spell components, and each component costs Spell Points. The spell point cost of the component varies with each component type. 

To have a fully functional spell you will need a series of components:

  • Range
  • Area of Effect
  • Duration Component
  • At least 1 Effect Component

The most basic spell will have at least 4 spell components. The spell's Soul Cost and Casting Speed will be determined by the spell tier level. These are all set numbers to keep spell crafting easy and manageable.

  • Tier 1: 2 Soul and 1 Cast Speed
  • Tier 2: 4 Soul and 3 Cast Speed
  • Tier 3: 6 Soul and 5 Cast Speed
  • Tier 4: 8 Soul and 7 Cast Speed
  • Tier 5: 10 Soul and 9 Cast Speed
  • Tier 6: 12 Soul and 11 Cast Speed.

You may notice that spells you create are slightly faster to cast than normal spells. This is because you created the spell and know the spell better than anyone else would.

Keeping Within Tier Level

The more components you add to a spell, the higher the spell's Spell Point cost will be which may increase the spell's tier level - so you must be careful. If your spell reaches beyond the tier level that your spell crafting ability allows for, the spell crafting fails. 

 

Spell Points

1–10

11–20

21–30

31–40

41–50

51+

Tier

1

2

3

4

5

6

Spell Components

Range Components

Area Components

Duration Components

Effect Components

Damage Value Components

Healing Value Components

Status Effect Components

Status Boosting Components

Protective Components

Other Effect Components

Backlash Components

A backlash turns the spell back on its caster, and it refunds what the same effect would cost as a component. Damage to the caster refunds its dice, a status on the caster refunds the status cost, and so on.

Limits on backlash:

  • Refunds can lower a spell's tier, but never below the tier its damage bracket sets.
  • A backlash refunds at most half the spell's points, before the refund.
  • It must be able to hurt the caster. A backlash the caster is immune to refunds nothing.