Category:Magic

A new system has been introduced. While pools will be present on the Wiki for organization purposes, any mage can learn any spell from any pool. Any old spells that are not currently on the wiki can no longer be used unless otherwise approved by an RPA.

Spells will be gained through study. A player must first contact an RPA to initiate the learning time of a spell (The learning time varies depending on the complexity of the spell) and will be able to get another one at the end of that learning time.

Simple spells: 4 day learning time

Complex spells: 7 day learning time

Once the player has learned a good deal of spells, there will still be other ways for them to advance.

As a note, Illusion magic is a subpool of Arcane now. Necromancy and Shadow magic have been mixed and turned into a school called Infernal, which encompasses both. Weather has been put into Wind and Metal and Plants have been put into Earth. Ice magic has been put in the water pool. Light has also been introduced into the Fire pool.

A pool entirely devoted to the enchanting of objects has also been added. Any mage - including one learning practical magic - may take this pool as their subpool. Without the enchantment pool, no mage can enchant an object.

Practical Magic is a mixture between alchemy and magic, where one must gather ingredients and such before being able to create a spell. The spells all take physical forms such as powders, gels, etc. No mage may take practical magic as a subpool; it can be the only pool that a mage takes if they want to take practical magic. Also, there is no strength drain from taking practical magic, as there is with normal magic.

Players who've mastered at least 3 spells from any pool can begin Individual Research, allowing them to devise spells of their own. If the mage belongs to any kind of organization, they can make their independant spells available to other members for study. All independant spells are usually named after their creator- for example, Artius' Raging Fire Pixies, or Alavor's Wall of Water. These spells will all be added to the lists for their pools as either simple or complex, and learning times will be the same as "universal" spells. Research time begins when an RPA is contacted and the idea for the spell is approved, and ends with the mage learning their new spell.

Note: A "cooldown" in a spell is simply a time after the spell is cast that the mage cannot cast a spell during. If cast in combative settings, one turn is taken from the cooldown and added to the casting time. If no casting time is given, it is to be assumed that the spell only has a cooldown time.