Spellcrafting

Spells work on a basis of EXP and TP cost. EXP is used to upgrade the complexity of a spell. It adds special effects, makes spells ranged, change or add damage types, and generally make it more versatile. TP is used to upgrade the power and effectiveness of individual effects, increase damage, extend range, and create wider AOE's.
Its important to note that EXP is expended to learn / create the spell, while TP is spent to cast the spell. It is also important to note maximum Spell Complexity, which is simply equal to a spells total EXP cost, and with the lowest tier of magic (Mage Novice) sits at 10.
All spells have a base TP cost of 2.

Spell Crafting Components

Damage Type (2 EXP, 4 EXP for Additional types), The Spell gains 2 Damage with a damage type of your choosing (Relevant to the spells school) with the exception of true damage. Max 4 types.

Ranged (1 EXP & 1TP/20ft), The spell may be utilized on targets / points within a range instead of touch.

Area of Effect (2 EXP & 5TP/5ft), The spell effects targets in a radius area. Multiplies Damage Boost TP cost by 1.5x

Status (See Status Chart), Add status conditions with EXP and TP costs detailed in the Status Chart.

Damage Boost (1 EXP & 7TP/d10, 5TP/d8, 3TP/d6, 2TP/d4), Add additional damage using a damage type that has been added to the spell. This cannot be bought without first buying the Damage Type component.

Example Spells

Fireball

21 EXP 47TP
Range: 100ft
AOE: 20ft
Damage: 5d6+2 Fire
Description: Choose a point within range, on that point a 20ft burst of fire explodes outward, dealing 5d6+2 fire damage to all within the area.

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