Magic is usually the most vague or over powered option in most systems. I want to try to make it not over powered and more consistent to use. This is done by making blocks that can be used together to make a spell. The use of these block will allow for standardization to the spells being created as well. The use of making and powering a spell from these blocks is called an Incantation. The point of an Incantation is to make a spell that can fit a situation, flexibility. This Flexibility is offset by the time it will take for you to cast the spell.
The following has a large amount of pages mostly to define the things that are used. There is a sample incantation on page 15 with some optional add-ons. The actual process is on page 16. The sample Effects are on pages 17-20. The Characteristics of Magic are on pages 7-8. The release types you can use are on page 6. The file or review is at the bottom.
The steps used are basically:
- Pick a Characteristic to be used
- Select one of its available release options
- Pick the Effects that will allow you to do the task the spell is to be applied. Effects have to be memorized and have the same characteristic.
- Power the Effects with MP and release. This is when you will state what you spell will be doing. This is done last as time they spent doing all the above will have the maximum payout for the player. If they were just using a spell to do damage they would memorize one not go through the process.
I will admit most of the time players will use spells from memory for combat. The cost to use a spell is MP, and they are not removed from memory unless you change them. MP is not as easy to recover as HP, keeping the usage to a minimum is advisable. You can start with as much as 34 MP, increasing it over time, but will recover only 5 per day. A spell that does two dice of damage will cost 3 MP to cast. Characters are not limited from using weapons, but if they did not take them as a skill they gain no benefits in their use.