Magic
Magic are rituals, large & small, which people can perform to tap into their mana pool and produce various effects. These effects vary wildly, and spells are generally available for use once learned with some very niche exceptions. Unlike skills, spells cannot be passive.
Magic can be learned and performed by all, so long as they have the knowledge to do so and a medium through which they can channel it. Mediums can be anything, including one's own voice or hands; though some mediums are made specifically to magnify magical effects, such as wands and staves. Some might also require specific components, or can be altered with the user's choice of medium or component use.
Improving the level of magic is done through enough practice, but is limited by the MP of the caster. With each higher level cast, the MP cost is increased greatly. A caster can use a lesser version of any spell they know for a reduced MP cost. Spells tend to change their effects with each level, be it simply stronger or gaining a new aspect to the spell.
Typically the effectiveness of magic will depend on the caster's MAG stat versus the target's RES stat (unless the target is willing). MP naturally regenerates over time. A short or long rest will increase the speed of this. When exposed to the night sky or the moon, spells have a slight chance of having zero MP cost.
MP Calculations
MP cost is determined by the level of the spell, the area of effect, and the distance it must travel.
Learning Magic
All humans are capable of magic as long as they have Magicka. One must learn a spell before they can use it. Learning new magic is done either by being taught by another person who knows it or from a scroll or spell book. Scrolls and spell books can primarily be found within the dungeon, but it isn't uncommon for dungeon divers to sell them.
Known Spells
- Detect Life Lv 1 - 4MP. Able to detect living beings within 10ft of the caster for up to 10 minutes.
- Invigoration Lv 1 - 2MP. Restore the caster's endurance from an exhausted state.
- Refresh Lv 1 - 4MP. The weakest healing spell that can be used. Stops bleeding and reduces fatigue. 1HP recovered. Reduce MP cost by 1 for self-cast.
Schools of Magic
While magic is not limited to certain categories, there are schools of magic that are often learned together simply by having similar purposes. Thanks to this categorization, it can become easier to find books or teachers.
Gastronomic magic consists of spells that focus on hunger, diet, and digestion. These spells are often learned or developed by chefs, dieticians, and doctors.
- Aid Digestion Lvl 1 - 2MP. Stimulates the caster's digestive tract, allowing more thorough absorption of eaten food.
- Air Fry Lvl 1 - 4MP. Uses hot air to cook approximately one pound of food.
- Air Fry Lvl 2 - 8MP. Uses hot air to rapidly cook approximately three pounds of food.
- Detect Poison Lvl 1 - 2MP. The caster can tell if nearby food is unsafe to eat for approximately ten minutes.
- Food Measure Lvl 1 - 3MP. For ten minutes, the caster is aware of the nutrition levels in all objects and beings within their line of sight.
Elemental magic creates and manipulates the forces of nature. While not related to the periodic table of the elements, it can manipulate those simply because of its focus on manipulating states of matter and natural phenomena.
- Breeze Lv 1 - 3MP. Moves a small amount of air to the caster's will.
- Conjure Water Lv1 - 3MP. Converts mana into approximately one pound of water within one foot of the caster.
- Fire Lv1 - 3MP. Creates or moves a small fire to the caster's will.
- Fireball Lv 1 4MP. Flings a small fireball in the direction the caster points. Weakens rapidly after traveling ten feet.
