Spells

Spells

In the world of Utopia, there is an unseen force called mana that collects and flows in organic ways, purely of its own device. Though this is more concentrated and more residual in some places, the layer on Pia and Uto is always enough for a single caster to cast basic spells.

Any creature is capable of casting spells. The truth of a spell is that they pierce the Aether, a dimension with no mass or matter but infinite information. Every spell pierces with a certain calculation tied to it, pulling different effects from different places around the planar universe based on the formula tied in.

Different casters have different styles of casting; some sing a melody, some draw scriptures in the air. Each has their own style passed down to them or a way they taught themselves to remember these arcane codings.

Anatomy Of A Spell

A spell can be broken into two distinct parts: the maw and the wake. Though a maw is generally the same concept for every spell, wakes vary greatly. Spells that do not use the Art of Wake have an infinitely small wake, or one that is rather negligible.

Casting Requirements

All Spells require 3 turn actions to cast, as well as an amount of stamina predetermined by any given spell. The amount of stamina required to cast a spell, as well as any additional cost, should be detailed in each individual spell.

Move and Scream!

All spells must have an audible and visual component. What variety of audible and visual components is up to the caster, ranging from chanting to singing to weaving.

Homebrew warning

Homebrew

Casting Requirements

Due to the way it is written in a PDF rulebook, the first time casting requirements came into play, I ruled "you need to have visual OR audial casting". So, to make things even, it applies to everyone.

Spellcap

Every caster must observe a maximum called a Spellcap. Innately, your spellcap is equal to your Resolve score. This amount is the maximum amount of stamina you may spend on a single spell.

Examples

  • Without discounts, if you have a Resolve score of 7, you cannot cast a spell that costs 8 or more stamina. If a spell has a discounted stamina cost, the discount is calculated before observing the spellcap.

  • If a caster has a 2 stamina discount while having a Resolve score of 5, they can cast spells that naturally cost up to 7 stamina while only paying 5.

Extending Spell Duration

No matter what arts are used, you can increase its duration by Concentrating, if a spell is not instant. The spell continues for as long as you can keep Concentration.

On how to make a spell more autonomous, see Art of Enchantment.

Magical Mediums

Any spell can be cast through up to 1 meter of a solid medium. This means that the caster may force the spell's origin to travel up to 1 meter through the floor, through their weapon, through a wall, or a combination of all, before the spell activates.

Without the Art of Array, this is the maximum range of a spell. The spell's effects always spawn from where the spell's origin ends up after casting.

Standard And Custom Spells

There are a slew of Spells that have been pre-built for any situation. These spells are simple, easy to grab when the time is right. Although, what they give in convenience, they take in efficiency.

For the more experienced, customized spells will be a much better match. Every custom spell will be tailored to the situation, specific to the caster's circumstantial needs. This can be done on the fly, and with any number of characteristics; changing the spell's range, lifespan, effects, and a multitude of other things.

The Maw

The Wake

Tailored Incantations

In their base form, a spell requires 3 turn actions and an amount of stamina based on what effects it has.

This chapter will further detail what features may be added to a spell and what respective arcane art is required to be able to cast it. Every effect consists of Power Points (PP). Upon final design, a spell costs an amount of stamina equal to the amount of PP divided by 10, rounded up.

All spell features may be added multiple times, adding its PP cost upon every addition of the feature. For instance, if you were to use 3 stacks of the energy feature (Destruction feature in Evocation), the spell would have 75 PP. Thus, the spell would cost 8 stamina. As well, any creature that knows the Art of Evocation may cast it.

Any spell may be crafted at any point, and a caster is purely limited by their imagination and the cost of the spell. As well, a caster may have predetermined spells that they choose from, there is no difference in cost either way.

Resisting a spell effect

When a spell text says that the creature may make a Rolls And Tests to resist its effects, the following rules apply: