Spell Creation (Black Clover Supplement)
Spell Creation[edit]
A Mage is nothing without their spells, mastering spells is the difference between an average mage vs a experienced mage.
Creating Spells[edit]
There are many things to consider when creating spells, as it is a very complicated art.
Learning Spells[edit]
After creating a spell through the Spell Creation Process, you must then learn it. For no action required, you may make an Intelligence (Arcana) check against a DC of 10 or half the amount of mana (rounded down) the spell costs (whichever is higher).
On a success, you learn the spell. On a failure, you don’t learn the spell and must wait until you take a short or long rest to try to learn the same spell again.
If you learn a spell while in battle, you can cast it as part of learning it (still not requiring an action).
Life or Death Learning. When a Mage's life is at risk, spells are naturally created to aid them. Whenever you are under ⅓ of your maximum hit points while in a combat where your life is at risk, you add your proficiency bonus to the Arcana check, even if you already added it before. Once you learn a spell this way, you can't do so again until you complete a long rest.
Spell Points[edit]
A mage's capability to create a spell is limited by his or her own knowledge, the higher the experience the more powerful the spell.
Spell points are used to "buy" certain attributes and characteristics for your spells. You have a number of Spell Points equal to your class level + your Spellcasting modifier. If you are an Spellmaster, you add your Spellcasting modifier twice instead of once.
The characteristics that are available for choosing are described lower in the page.
Potency[edit]
A spell’s potency is defined by its raw power, be it destructive or not. To find the potency of a spell, you must find out its amount of dice. This category only applies for healing and damaging spells.
Spells that add dice to your rolls are always limited to only 1 die.
Natural Potency. The spells a mage creates are naturally more potent depending on their skill level with magic. When creating a new spell, you only start spending Mana and Spell points on potency after it has a number of dice equal to your Spellcasting modifier.
Enhanced Potency. For every 1 die added to the dice amount of a spell, you must spend 1 spell point and the mana cost is increased by 1. Once you've reached 5 dice, for every additional die you add the Mana cost is increased by 2. This Mana cost increase becomes 3 at 10 dice, and it becomes 5 once it reaches 20 dice.
Potency Limit. There is a limit of how powerful can a spell be via potency, with many inexperienced mages not being able to break through said limit.
Mage Level | Maximum Dice Allowed |
---|---|
1st to 2nd | 3 dice |
3rd to 4th | 5 dice |
5th to 6th | 7 dice |
7th to 8th | 10 dice |
9th to 10th | 12 dice |
11th to 12th | 15 dice |
13th to 14th | 17 dice |
15th to 16th | 20 dice |
17th to 18th | 25 dice |
19th to 20th | 30 dice |
Effect[edit]
A spell’s effect is the detriment or benefits said spell gives, ranging from mere slowed movement to high level curses. Down bellow is the list of how much
Condition. The conditions a spell grants increase its Mana cost and must be bought via spending Spell points, with the cost increase and Spell points required being defined by the condition's danger level. In addition, the more dangerous the condition the lower is the damage die tier a spell can achieve.
You can only put one condition at a time on a spell, unless your Mana Attribute says otherwise.
Danger Level | Condition | Mana and Spell points Cost | Maximum Damage Die Tier |
---|---|---|---|
Minor Danger | Burned, deafened, frightened, Hallucinating, prone, poisoned. | 2 Mana and 1 Spell point. !! None | |
Average Danger | Berserk, blinded, Bloodlusted, charmed, Confused, restrained. | 10 Mana and 3 Spell points. | D10 |
Major Danger | Bleeding, Chilled, Envenomed | 20 Mana and 4 Spell points. | D8 |
Extreme Danger | exhaustion, Frozen, paralyzed, petrified, stunned, unconscious | 30 Mana and 5 Spell points. | D6 |
Magical Effect. There are endless effects a spell could achieve once its cast, with them increasing the Mana and skill required to cast a spell. Down below there's a list of magical effects your spell can have.
Effect | Description | Mana and Spell point cost |
---|---|---|
Siege Spell | The spell deals twice as much damage to objects and structures. | 1 Mana and 0 Spell points. |
Concealing | The spell turns a certain target invisible. You can spend twice as much Mana and Spell points to also hide Mana with the spell, therefore becoming immune to Mana Sense. | 4 Mana and 1 Spell point. |
Mana Draining | The spell drains the Mana from a creature, be it overtime or instantaneously. When creating this type of spell, the Mana drain cannot be higher than your level if it is instantenous, and cannot be higher than your proficiency bonus if its continous. | 6 Mana and 2 Spell points. |
Special Effect | While this list tries to cover a great part of spell effects shown by mages, it was not made for and cannot be used as the only metric for creating spells, as that would hinder creativity. You can create an effect alongside your GM, with both reaching an agreement about how it functions. | Mana and Spell point cost determined by GM. |
Distance[edit]
The longer the spell can cross the more Mana and skill it takes. The minimum range for a spell is touch.
Short Distance. Touch or 5 feet range spells cost no Mana or Spell points.
Natural Distance. The distance of a spell is not only defined by Mana, but also by skill. When creating a new spell, you only start spending Mana and Spell points on potency after it has a number of feet equal to your Spellcasting modifier times 20.
Long Distance. For every 20 feet you add to the total range of a spell, the Mana cost is increased by 1 and you must spend 1 Spell point. Once you've reached 120 feet, for every additional 20 feet you add the Mana cost is increased by 2. This Mana cost increase becomes 3 at 240 feet, and it becomes 4 once it reaches 480 feet.
Distance Limitations. The more distant the spell, the less complex you can make it. Once your created spell has a range greater than 120 feet, you can no longer apply conditions to it unless if they were granted by your Mana Attribute.
Range[edit]
The width and area spells cover help mages have better control over the battlefield, potentially turning the tides of battle.
Natural Range. The greater the wisdom of a mage is with spell creation, the greater the area they can effortlessly make their spells cover. When creating a spell, you only start spending Mana and Spell points on range after its radius covers more than 5 times your Spellcasting modifier. This natural range does not count for cylinders and lines' width.
Long Range. To determine the range of a spell, you must first determine what type of area of effect it is. The areas of effect availables are available right below.
- Circle. For every 10 foot you add to your circle radius, the Mana cost is increased by 2 and you must spend 1 Spell point. Once you've reached 30 foot-radius, for every additional 10 foot you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 60 foot-radius, and it becomes 8 once it reaches 90 foot-radius.
- Cone. For every 10 feet you add to the total range of a spell, the Mana cost is increased by 2 and you must spend 1 Spell point. Once you've reached 15 feet, for every additional 20 feet you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 30 feet, and it becomes 8 once it reaches 60 feet.
- Cube For every 10 foot you add to your square radius, the Mana cost is increased by 2 and you must spend 1 Spell point. Once you've reached 25 foot-radius, for every additional 10 foot you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 50 foot-radius, and it becomes 8 once it reaches 75 foot-radius.
- Cylinder. For every 10 feet you add to the height of your cylinder, the mana cost is increased by 2 and you must spend 1 Spell Point, and you add 5 feet to its width. Once you've reached 60 feet in its height, for every additional 10 feet you add the Mana cost is increased by 4. This Mana cost increase becomes 6 at 120 feet high, and it becomes 8 once it reaches 180 feet high.
- Line. For every 20 feet you add to the total range of a spell, the Mana cost is increased by 1 and you must spend 1 Spell point. Once you've reached 60 feet, for every additional 20 feet you add the Mana cost is increased by 2. This Mana cost increase becomes 3 at 120 feet, and it becomes 4 once it reaches 240 feet.
- Your line starts with a width of 5. For every 5 feet you add to this width, the Mana cost is increased by 2. Once you've reached a width of 15 feet, for every 5 additional feet you add to the spell the mana cost is increased by 4. This Mana cost increase becomes 6 at 30 feet, and it becomes 8 once it reaches 45 feet.
- Radius. For every 5 foot you add to your square radius, the Mana cost is increased by 4 and you must spend 1 Spell point. Once you've reached 20 foot-radius, for every additional 10 foot you add the Mana cost is increased by 6. This Mana cost increase becomes 8 at 40 foot-radius, and it becomes 10 once it reaches 60 foot-radius.
Duration[edit]
The duration of the spell directly affects its cost. For every 1 minute the spell has, you must spend 1 additional mana cost. Once you reach 10 minutes, you must spend 2 additional mana per minute. Once you reach 1 hour, you must spend 4 additional mana per minute.
If you add Concentration to your spell, you halve the mana cost for adding minutes (rounded down, to a minimum of 0).
Casting Time[edit]
The amount of time it takes to cast a spell will determine the power and the skill behind a spell, with the more time spent the higher the effectiveness of the spell. All spells by default are casted as an action, casting it as a lower action lowers the natural strength of a spell and requires more skill, while raising it increases the natural strength and takes less skill. Depending on the action type used, the spell will gain the following benefits:
Full Turn Action. The natural potency of the spell is increased by 3, and its spell point cost is reduced by 2.
Distracting Action. The natural potency of the spell is increased by 1, and its spell point cost is reduced by 1.
Lengthy Action. The natural potency of the spell is increased by 1, and its spell point cost is reduced by 1.
Tiring Action. The natural potency of the spell is increased by 1, and its spell point cost is reduced by 1.
Rooting Action. The natural potency of the spell is increased by 1, and its spell point cost is reduced by 1.
Sub-Action. The natural potency of the spell is increased by 1, and its spell point cost is reduced by 1.
Reaction. The natural potency of the spell is decreased by 1, and its spell point cost is increased by 1.
Bonus action. The natural potency of the spell is decreased by 2, and its spell point cost is increased by 2.
Free Action. The natural potency of the spell is decreased by 3, and its spell point cost is increased by 2.
A spell’s natural potency cannot drop below 0.
Magic Types[edit]
Creation Magic[edit]
This form of magic is focused on shaping various entities with Mana, from creatures to objects. The types or shapes that can be created are limitless, thus making it very versatile.
Creation Magic is also affected by one’s Elemental Affinity, with the creations reflecting the users’ affinity.
Objects[edit]
The main usage of creation magic most of the time is to create objects, which are generally used to create sharp weapons to pierce foes from afar.
Each and all objects created function exactly the same as their counterparts, unless otherwise stated by the rules or in the spell.
- Size
When creating an object, its size is one of the main factors to contribute to its cost in mana. You must spend additional mana on a spell depending on the size of an object, as shown below at the objects table.
Only Creators can create objects that are Gargantuan sized.
Size | Mana Cost Increase |
---|---|
Tiny | None |
Small | 2 |
Medium | 4 |
Large | 6 |
Huge | 8 |
Gargantuan | 10 |
- Weapons
Creating weapons with creation magic is probably its most common usage.
You can only create non-magical weapons, you’re considered proficient with any weapons you create and their damage is considered magical.
- Weapon Potency. A weapon created through a creation spell has the same damage die it had as a non-magical weapon. However, you may use your Spellcasting modifier for its attack and damage rolls.
- Size. The size of a weapon can affect not only its potency, but also its properties. See the Weapon Size table below.
Weapon Size Table Size Damage changes Property Changes Tiny Damage die decreases by two tiers. Loses the Heavy or Two-Handed properties if it had it, and gains the Finesse and Light properties. Small Damage die decreases by one tier. Loses the Heavy or Two-Handed properties if it had it, and gains the Finesse and Light properties. Medium No changes No changes Large Damage die increases by one tier. Creatures that aren’t Large or larger cannot benefit from the Finesse or Light properties if the weapon would normally have it. If the weapon had the two-handed property, it gains the Heavy property. Medium or smaller creatures can’t wield this weapon. Huge Damage die increases by two tiers. Creatures that aren’t Huge or larger cannot benefit from the Finesse or Light properties if the weapon would normally have it. If the weapon had the two-handed property, it gains the Heavy property. Medium or smaller creatures can’t wield this weapon. Gargantuan Damage die increases by three tiers. Creatures that aren’t Gargantuan or larger cannot benefit from the Finesse or Light properties if the weapon would normally have it. If the weapon had the two-handed property, it gains the Heavy property. Medium or smaller creatures can’t wield this weapon.
- Property Addition. You can add properties to your weapon, modifying it. For every property added, you must spend 1 Spell Point and increase the mana cost by 2.
- Special Property. When adding a special property, instead of adding an already existing property you create an additional property yourself. The Spell Point cost and mana increase are decided by the GM.
Summons[edit]
One of the most common types of creation magic is creating artificial beings, being them elementals, golems, etc. They can aid a mage in battle, granting the numerical advantage.
You choose the creature type of the summon during its creation, being completely up to you.
- Durability
The durability of your creations are of extreme importance, as they are what keeps them standing even after taking a beating.
When creating a summon, they’ll automatically have maximum hit points equal to 5 times your class level.
- Natural Durability. The mana creations of a mage are naturally more durable depending on their skill with magic. When creating a summon for a creation magic spell, you only start spending Mana and Spell points on adding hit points when you have added more than 5 times your Spellcasting modifier to their hit point maximum.
- Enhanced Durability. When creating your spell, for every 5 hit points added the mana cost is increased by 2 and you must spend 1 Spell point. This mana cost increase becomes 3 once it reaches 30 hit points above their maximum, it becomes 4 once it reaches 65 hit points above their maximum, and it becomes 5 once it reaches 130 hit points above their maximum.
- You cannot add more than 10 times your proficiency bonus added twice in maximum hit points.
- Resistances and Vulnerabilities. When creating a summon for a creation magic spell, it automatically has any resistances and/or vulnerabilities based on your Mana Attribute. you can also add resistances during spell creation to make your summons more durable and vulnerabilities to make your summons more mana efficient.
- Resistance Addition/Removal. You can empower the resistance of your summons by adding properties to the spell. For 2 Spell Points and 3 Mana, you can give your summon resistance to non-magical Bludgeoning, Slashing, or Piercing damage (spending the mana and spell points for each). In addition, for 3 Spell points and 6 Mana, you can give your summon resistance to a different damage type not mentioned previously. You cannot give a summon resistance to a damage they have a vulnerability to due to your Magic attribute.
- When creating a summon, you may remove one or more resistances they have, receiving 3 Spell Points for creating the spell per resistance removed.
- Immunities. If your summon already has resistance against something, you can bring it a step above in search of an even stronger defence. When adding a resistance, you might choose to add the same resistance your summon already has, spending twice as much mana and Spell Points in exchange of transforming that resistance into an immunity. Summons can’t have more than two immunities.
- Vulnerability Addition. By granting a weakness to your spells, it can make casting them take less skill. When creating a spell, you may choose to give it a vulnerability, you receive 2 Spell Points. If you give a summon vulnerability to a damage type they are naturally resistant to due to your Magic Attribute, you instead receive 4 Spell Points.
- Statistics
When creating a construct or magical summon using creation magic, the strength of the summon will contribute to its mana cost.
- Natural Statistics. Each creature made using a creation spell will start out with a 4 in each of its scores. A mage has a number of points to distribute across the creature’s stats equal to their spellcasting score.
- Enhanced Statistics. When creating the stats for your creation, each singular stat point will cost 1 spell point and varying amounts of mana depending on the score of the stat that is being increased according to the following chart:
Stat Increase Cost Stat Score Mana Cost 4 - 10 1 Mana 11 - 14 2 Mana 15 - 18 4 Mana 19 - 22 6 Mana 23 - 26 8 Mana 27 - 30 10 Mana
- Strength Limitation. The creation’s scores cannot go past 22 while in creation. This limit is increased to 24 at 5th level, to 26 at 11th, and to 28 at 18th level.
- Proficiencies
A summon’s proficiencies are basic yet reliable skills they must have to survive.
Your summon’s proficiency bonus is equal to your own.
- Save Proficiencies. You can give your Summon two common saving throw proficiencies or one common saving throw and one uncommon saving throw proficiency during the spell’s creation. See them down below.
- Common Proficiencies. Strength, Dexterity, Constitution.
- Uncommon Proficiencies. Intelligence, Wisdom, Charisma.
- Skill Proficiencies. You can give your Summon proficiency in two skills of your choice. For every 2 Mana and 3 Spell Points spent, you can give the creature one additional skill proficiency.
- A summon cannot have more than your proficiency bonus in skill proficiencies, not counting the first two they receive.
- Skill Expertise. Skillful mages can make their summons as skilled in something as they are in magic. For every 4 mana and 5 Spell Points spent, one of the skills your Summon is proficient with becomes an expertise instead.
- A summon cannot have more than half your proficiency (rounded down) in expertises.
- Size
The size of one of your creations is of extreme importance, since that could help turn the tides against the right opponents.
- Size. When determining the size of a creature created via a creation spell, the size of the creature takes a toll on the spell’s creator, with larger creations needing much higher experience and talent. The size and its effects are shown down below.
- Tiny. The Spell Point cost of the spell is reduced by 2.
- Small. The Spell Point cost of the spell is reduced by 1.
- Medium. The Spell Point cost of the spell stays the same.
- Large. The Spell Point cost of the spell is increased by 1.
- Huge. The Spell Point cost of the spell is increased by 2. Additionally, the creature’s melee attacks reach increases to 10 feet.
- Gargantuan. The Spell Point cost of the spell is increased by 3. Additionally, the creature’s melee attacks reach increases to 15 feet.
- Speed
The speed of your creature aids them with their movements.
- Natural Speed. When deciding the speed of a creature, you only start spending Mana and Spell points after its speed grows beyond 10 times your Spellcasting modifier.
- Enhanced Speed. For every 5 feets you add to the speed of your creature, you must spend 1 Mana and Spell point. Once you’ve reached a speed of 60 feet, the Mana cost is increased to 2 Mana points, with this cost increasing again to 3 at 90 feet, and once more to 4 at 120 feet.
- Movement Type. All creatures naturally have walking speed equal to the amount of movement you put out for them. However, a mage may add more movements to the creature to better suit their needs. You must transfer part of your creature’s walking speed during creation to other speed types.
- Burrowing Speed. For every 5 feet of walking speed transferred, your creature gains 10 feets of Burrowing Speed.
- Climbing Speed. For every 5 feet of walking speed transferred, your creature gains 10 feets of Climbing Speed.
- Flying Speed. For every 10 feets of walking speed transferred, your creature gains 5 feet of Flying Speed.
- Swimming Speed. For every 5 feet of swimming speed transferred, your creature gains 10 feet of Swimming Speed.
- Traits
The traits a summon may have are very important to them as a whole, increasing their power and uniqueness in comparisson to others.
- Magical Traits. There are endless traits a summon could have once the Spell’s complete, with them increasing the skill required to cast a spell. Down below there's a list of magical traits your summon can have, with them automatically starting with Magic Weapons.
Trait Table Trait Description Spell point cost Magic Weapons The summon’s attacks count as magical. None Ambusher In the first round of combat, the summon has advantage on attack rolls against any creatures it has surprised. 1 Spell Point Amphibian The summon can breath both air and water. 1 Spell Point Keen Senses The summon has advantage on Wisdom (Perception checks related to one of the following: Hearing, smell, sight. This trait can be taken up to three times, all of which you must choose a different sense. 1 Spell Point Illumination The summon magically sheds bright light in a X-foot radius and dim light for an additional X feet (with X being your proficiency bonus times 10). 1 Spell Point Hold Breath The summon can hold its breath for a number of hours equal to its Constitution modifier (minimum of 1). 2 Spell Points Rampage When the summon reduces a creature to 0 hit points, it can use its bonus action to move up to half its movement speed and make an attack against a creature within range. 2 Spell Points Siege Monster The summon deals twice as much damage to objects and structures 2 Spell Points Aggressive As a bonus action, the summon can move up to its speed toward a hostile creature it can see. 3 Spell Points Amorphous The summon can move through a space as narrow as 1 inch wide without squeezing. Only Elementals or Ooze type creatures can receive this trait. 3 Spell Points Charge If the summon moves at least 20 feet straight toward a target and then hits it with a melee attack, it deals an extra Xd8 damage (with X being your proficiency bonus) equal to the attack’s damage type. 3 Spell Points Flyby The summon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. 3 Spell Points Damage Absorption You choose one of the summon’s immunities. Whenever they are subjected to that damage type, it takes no damage and instead regains hit points equal to the amount of damage it would have taken. 4 Spell Points Pact Tactics The summon has advantage on attack rolls as long as one of its allies is within 5 feet of it, and that ally isn’t incapacitated. 4 Spell Points Special Trait While this list tries to cover a great part of traits shown by summons, it was not made for and cannot be used as the only metric for creating spells, as that would hinder creativity. You can create a trait alongside your GM, with both reaching an agreement about how it functions. Spell point cost determined by GM.
- Attacks
The attacks of a creature are very important, with their type also mattering.
- Attack Potency. A summon’s attack power depends on the skill of its creator. When creating a summon, they can only deal 1 dice of damage per attack, of any tier you so which.
- At 9th level, this damage increases to 2 dice, with it becoming 3 dice at 17th level.
- Attack’s Quality. Due to ingenious creators, some summons have special properties once they attack. This however, reduces the quality of said attack. Following the Conditions table at the Effects section, the damage die tier of your summon cannot overcome the limits imposed if the conditions match. For example, if you create a Poison Wolf which on a successful Bite attack grants the Bleeding condition, their bite could not have a damage die tier above a D8.
- Attack Amount. Your summons can make one or more attacks during combat, all depending on how you create them. Summons created by you can make one attack during their attack action. This increases to two at 9th level, to three at 13th, and to four at 17th level.
- Power Over Quantity. When making your creation spell, you can choose to increase the power of the strikes of your summon in exchange for them lacking the ability to attack multiple times. You can reduce the amount of attacks by any number (to a minimum of one attack), increasing the damage die by one tier per reduction.
- Attack Range. When creating the attack of a summon, you must choose what is its range. You must choose if it is a melee or ranged attack.
- Melee Attack. If its a melee attack, its maximum range is 5 feet. The only way this can be increased is by increasing the summon’s size or giving it special abilities.
- Ranged Attack. If its a ranged attack, you must set a maximum range as if you were creating a spell with the rules described in the Distance section. However, you don’t spend spell points during its creation.
- Damage Type. Your summons can deal varying types of damage. When creating an attack for your summon, you must choose its damage type. You can choose between bludgeoning, slashing or piercing damage, or the damage type of your Magic Attribute.
- If a summon has multiple attacks, they can have multiple damage types.
- Special Ability
The main power of summons is the many tricks they may have up their sleeve, all carefully decided by its master.
- Special Ability. When creating a summon, you can add 10 additional mana and spend 5 Spell Points to add a special ability to it. When creating a special ability this way, you treat it as if you’re creating a new spell that only the summon can use. However, the spell creation rules work slightly different, as it is affected by the following:
- The Mana cost does not increase.
- The Spell Points available for usage are halved (rounded up).
- The amount of dice the creature can reach with the spell is halved (rounded down).
- The creature can only use the spell a number of times equal to your proficiency bonus before it needs to take a short or long rest, however it doesn’t spend mana to do it so.
Curse Magic[edit]
This form of magic is focused on including additional lasting effects to spells. The effects can vary from dulled senses to debilitating sickness and even death.
Curses placed on a creature do not affect any other creatures that may be inhabiting their body.
Forbidden Magic[edit]
This form of magic is focused on fueling spells with Dark Mana instead of regular Mana, making spells much stronger than their normal counterparts and ignoring the limits of normal magic. For example, Curse Magic becomes more difficult or even impossible to break. Healing Magic could regenerate whole upper bodies, whereas a standard variation couldn’t even regenerate lost limbs.
Those who have used Dark Mana or have absorbed it have their souls and magic permanently tainted. This may cause certain spells to be less effective on those tainted, while other tainteds may use regular spells more effectively on magic and inhabitants of the underworld. Since Devils are from the underworld, their spells can be naturally classified as Forbidden Magic.
Healing Magic[edit]
This form of magic is focused on channeling mana into one’s own or others’ regenerative process. The higher the spell, the higher is the healing potency.
Regenerating limbs is beyond the power of normal healing magic, but connecting severed limbs is possible for skilled mages.
Healing Magic can be enhanced by one’s element attribute, granting it special properties.
Reincarnation Magic[edit]
This form of magic is focused on reviving the souls of the dead within new bodies, however this takes a considerable amount of mana and is considered a form of forbidden magic. Whenever someone is to be reincarnated, they can either be forced into the body of a person who resembles them or a vessel may be born within or after an amount of time, determined by the nature of the spell. The way someone is reincarnated is either after a certain amount of time has passed or a condition is met, however during that time the vessel may live its own separate life.
Typically, the body possessed by the reincarnated soul will begin to look like their original race if they were a different one. They will also use their original mana reserves and grimoire, unless the body's mana is higher or the following grimoire already shares the same or similar attribute.
Whenever someone is reincarnated, they receive a red mark on their face to symbolize that the reincarnated souls are in control. The more solidified a mark is determines how complete their reincarnation is, with these marking disappearing if the owner of the original body reclaims control. The original soul is put to sleep while the reincarnated soul takes control, it stays that way until they regain control or the reincarnated soul implements itself permanently.
Reincarnated souls are afflicted with a wicked heart, which magnifies their most prominent negative emotions. In the case of a Pure Elf, they must make a Wisdom save against their own Spell save DC not to become a Dark Elf when pushed to the edge. A soul who has gone under two reincarnation spells retains control of a soulless body, even if the magic is dispelled.
Reinforcement Magic[edit]
This form of magic is focused on increasing others or the user’s physical abilities like strength and speed. Most high ranking mages know at least one of these types of spells due to Mana Skin.
Restraining Magic[edit]
This form of magic is focused on binding and restricting an opponent’s movements. Those caught in a Restraining Spell cannot use their grimoire spells.
The form a Restraining Spell takes varies from user to user, also depending on their Elemental Affinity.
Seal Magic[edit]
This form of magic is focused on placing magic seals in their targets. These seals have lots of purposes, including containing magical power and crystallizing Mana.
Spirit Magic[edit]
(Work in progress)
Transformation Magic[edit]
This form of magic is focused on changing the appearance of the self, of other creatures or of objects. The magic can alter the user into another creature of any age, body type, and gender of their choosing. It may also turn themselves into objects.
Trap Magic[edit]
This form of magic is focused on creating and setting magical traps. For the magic to work, the user must draw a magical circle and pour mana into it. The more complicated a trap is, the more time it takes to draw. They are often placed on surfaces such as floors and walls, but they can also be placed mid air or on other creatures.
Drawing Traps. The amount of time it takes to draw a Trap Magic Spell depends on the amount of mana the spell requires, with every 2 mana put into the spell increasing the amount of turns required to draw the trap spell by 1. The initial casting of a trap spell will cost the Full Action of the caster, after that the caster may use their action to continue drawing in the following turns up to the required amount of turns for the trap to be complete. The casting mage must maintain concentration on drawing, if concentration is broken the mage cannot continue to draw the trap spell. The spell loses potency for every missing turn that is not done drawing.
When the magic circles are drawn and placed, they are invisible to everyone but the user. Magic sensors can locate them, and traps’ locations can be magically shared with allies.
Traps can have a variety of effects, reacting to direct contact or proximity. Three basic types would be Binding, which deal little damage and focus on restraining targets, Pitfall, focusing on creating an obstacle of some sort by using creation or transformation magic, and Landmine traps, which focus on purely injuring whatever makes contact with it.
There are also Counter Traps, which absorb incoming spells, copies them, and sends the spells back with twice the power and speed. The copy even duplicates the attribute and special properties of said spell.
A spell of significant power could overwhelm and break a Counter Trap.
Counter Trap Limits. When drawing a Counter Trap, the mage must spend at least 1 mana per turn drawing, due to its complexity and intricate nature. The maximum amount of mana that can be put into a counter trap spell is equal to the mages level, and the mage is able to put up to their proficiency bonus in mana into the counter trap spell per turn. When a spell hits a counter trap, or has an area of effect that completely covers the counter trap, if the spell has a mana cost less than the amount of mana put into the counter trap, the spell’s effects are doubled and redirected back to the user. If the spell has an area of effect other than a line it will be recentered to the point where the counter trap spell was placed.
Once a trap spell is activated, it is destroyed.
Weakening Magic[edit]
This form of magic is focused on weakening your opponents by debilitating their physical abilities. Spells that would reduce physical scores or grant conditions that affect the body of a creature, are considered Weakening Magic.
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