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, for reference the lowest tier of magic (Mage Novice) has a maximum complexity of 10.
All spells have a minimum TP cost of 2.
Most of the time spells are cast utilizing the Arcana skill and one of the Mental attributes, though in certain situations the DM may allow other rolls.
Certain spell components will reduce EXP or TP cost instead of increasing them, which are marked with a - before the cost.
Status effects that deal damage over time may be bought repeatedly, with each purchase increasing the damage per turn by 1. Such effects also last until actions are taken to stop them (Described in their respective areas).
All other Status effects such as off-guard call for a contested check between the caster and the target(s), with the caster rolling Arcana and the Target(s) rolling a check relevant to the condition (Such as Dexterity Athletics for off-balance or Wits Awareness for Off-guard). These effects last until the end of the casters next turn unless spell duration is purchased, in which case they last for the duration. The target may choose to fail the contested check.
All spells will have a school. When making a spell, note which school it would fall under (Listed below) and apply the relevant effects when casting said spell. An Abjuration mage will likely not use Evocation spells. Always check in with your DM to make sure the spell you've made falls under the right School. Certain spell components have schools assigned to them, do note that you can NOT mix schools in spells (For example you cant use the Move spell component with the Healing spell component).
Evocation: Creating and controlling raw forms of energy (Fire, lightning, cold, etc)
Abjuration: Manipulating biological matter (Inflicting wounds, healing, limb growth)
Conjuration: Moving, manipulating, and reshaping physical objects (Flight, Forging)
Transmutation: Changing and shifting objects to others (Petrification, Material Changes)
Enchantment: Creating illusions and manipulating the mind (Telepathy, illusions, etc)
All spells use 2 Standard Actions, unless otherwise manipulated via various Spell Crafting Components.
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.
Spherical Area of Effect (2 EXP & 4TP/5ft), The spell effects targets in a radius area. Multiplies Damage Boost and Status TP cost by 1.5x and Status EXP cost by 2x
Cubic Area of Effect (1 EXP & 2TP/5ft Square), The spell effects targets in an area of any shape, purchased via 5ft cubes.
Status (See Status Chart), Add status conditions with EXP and TP costs detailed in the Status Chart.
Damage Boost (Sequential(1) EXP & 6TP/d10, 5TP/d8, 4TP/d6, 3TP/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.
Maintenance (Damage / Healing: 4 EXP, 1/3 TP Cost/turn) (Status / Effect: 6 EXP, 1/4 TP Cost/min), The spell gains the ability to be maintained over a prolonged period of time, with the maintenance costing an amount of TP per turn for damage / healing spells, and an amount of TP per minute for status / effect spells. This TP cost is equal to a fraction of the spells total TP cost (numbers above)
The amount of spells you can maintain at one time is equal to the attribute you use for spellcasting, but if you take damage you must make a Resolve check with a DC equal to the damage before any reduction for each spell your maintaining..
On a failure, the spell your maintaining stops working, and any effects it was causing are halted.
Duration (Damage / Healing: 6 EXP 1/2 TP Cost/turn) (Status / Effect: 5 EXP, 1/3 TP Cost/min), The spell gains a set duration. The price is calculated similarly to the Maintenance spell component, but instead of the per-turn TP price being paid each turn, it is paid upfront at a slightly higher TP cost (written above). TP cost from Duration should therefore be accounted for last when calculating a spells total TP cost.
Quick Cast (6 EXP), Reduce the amount of Actions required to cast the spell by 1. Mutually exclusive with Reactive Cast
Reactive Cast (5 EXP), This spell is cast as a Reaction instead of using Standard Actions. Mutually exclusive with Quick Cast.
Slow Cast (-6 EXP, -2 TP), Increase the amount of actions required to cast the spell by 1. Mutually exclusive with Quick Cast and Reactive Cast.
Sacrifice (2 EXP, -4TP/d8, -3TP/d6, -2TP/d4), The caster or the target takes true damage when this spell is cast. If the person taking damage is the target of the spell, the target must be willing to take the damage or the spell fails.
Self Cast (-2 EXP -1 TP) The target of the spell becomes the caster, and can no longer be cast on others.
Healing (Sequential(1) EXP & 8TP/d10, 7TP/d8, 6TP/d6, 5TP/d4), The target of the spell has their current HP increased by the amount you purchase in healing. This can not heal past the targets maximum HP. This spell component always goes under Abjuration
Move (1 EXP 1 TP/6kg ), You move matter from one place to another, with a purchased maximum weight in kilograms. This movement could be excavating dirt to make cover, levitating a book, or giving yourself flight. This spell component always goes under Conjuration
Example Spells
Fireball
16 EXP 38TP
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.