This is a comprehensive list of already existing spells that are available to characters. Spells are categorized by three things: School, Element, and Tier. Ability Points (AP) are spent to buy spells.
The first descriptor for spells is the School. A school determines how the magic manifests. While many schools have been already determined, there are an infinite number of schools.
In the Universe of Caislin Hallows, there are six elements from which all magic draws power: Air, Darkness, Earth, Fire, Light, and Water. Schools of magic are often available only in a few elements.
The power of a spell is determined by the Tier it is. There are three Tiers of magic: Tier 1, Tier 2, and Tier 3. The greater the Tier's number, the more powerful the spell is (e.g. Tier 3 is the most powerful). Each school of magic has three tiers of spells.
As a change from the old format, when a character is developing a mage, he/she is no longer required to pick a specific number of elements or schools based upon their level from which to choose their spells. As long as a player has AP to spend, they can purchase any spell from the list. The only restriction is that a beginner (student) character must get administrator permission to add a Tier 3 spell to their list.
AP cost:
Tier 1 = 1 AP
Tier 2 = 2 AP
Tier 3 = 3 AP
Similar to the old format though is that you must specify the element of the spell you are including in your sheet. A "Fire Dart" is different than an "Ice Dart". If you want both "Fire Dart" and "Ice Dart", you must spend 1 AP for each, for a total of 2 AP.
The easiest way to list a spell is by giving its name followed by the School, Tier, and Element. (i.e. Dart (Piercing Attack, Tier 1, Fire). You do not need to list it this way during roleplay, only on your sheet so we know exactly the version you wanted.
Casting a Spell:
Generally, a mage does need a spell book or wand or any casting paraphernalia. Spells are cast instantly (begun and resolved in the same post) from memory if the mage is of the proper level. If the spell is beyond the mage’s level (but still on his character sheet) he may cast it as a prepared spell.
Prepared Spell:
Prepared Spells take one complete round of uninterrupted preparations (from the start of one post to the start of your next post). A mage disturbed while preparing the spell (i.e. destroying the mystic diagram or bumping a gesticulating hand) losses the Prepared Spell and must start over. A mage may carry only one Prepared Spell at a time—preparing another spell will cancel the already Prepared Spell. A Prepared Spell does not carry from thread to thread.
In short:
Beginners can instant cast T1 typed spells in their first post, whereas T2 spells must be prepped. T3 spell exceptions can be made, but must be prepped.
Intermediate: T1, T2 insta-cast. T3 prepped.
Expert: Cast at will (go apeshit).
The first descriptor for spells is the School. A school determines how the magic manifests. While many schools have been already determined, there are an infinite number of schools.
In the Universe of Caislin Hallows, there are six elements from which all magic draws power: Air, Darkness, Earth, Fire, Light, and Water. Schools of magic are often available only in a few elements.
The power of a spell is determined by the Tier it is. There are three Tiers of magic: Tier 1, Tier 2, and Tier 3. The greater the Tier's number, the more powerful the spell is (e.g. Tier 3 is the most powerful). Each school of magic has three tiers of spells.
As a change from the old format, when a character is developing a mage, he/she is no longer required to pick a specific number of elements or schools based upon their level from which to choose their spells. As long as a player has AP to spend, they can purchase any spell from the list. The only restriction is that a beginner (student) character must get administrator permission to add a Tier 3 spell to their list.
AP cost:
Tier 1 = 1 AP
Tier 2 = 2 AP
Tier 3 = 3 AP
Similar to the old format though is that you must specify the element of the spell you are including in your sheet. A "Fire Dart" is different than an "Ice Dart". If you want both "Fire Dart" and "Ice Dart", you must spend 1 AP for each, for a total of 2 AP.
The easiest way to list a spell is by giving its name followed by the School, Tier, and Element. (i.e. Dart (Piercing Attack, Tier 1, Fire). You do not need to list it this way during roleplay, only on your sheet so we know exactly the version you wanted.
Casting a Spell:
Generally, a mage does need a spell book or wand or any casting paraphernalia. Spells are cast instantly (begun and resolved in the same post) from memory if the mage is of the proper level. If the spell is beyond the mage’s level (but still on his character sheet) he may cast it as a prepared spell.
Prepared Spell:
Prepared Spells take one complete round of uninterrupted preparations (from the start of one post to the start of your next post). A mage disturbed while preparing the spell (i.e. destroying the mystic diagram or bumping a gesticulating hand) losses the Prepared Spell and must start over. A mage may carry only one Prepared Spell at a time—preparing another spell will cancel the already Prepared Spell. A Prepared Spell does not carry from thread to thread.
In short:
Beginners can instant cast T1 typed spells in their first post, whereas T2 spells must be prepped. T3 spell exceptions can be made, but must be prepped.
Intermediate: T1, T2 insta-cast. T3 prepped.
Expert: Cast at will (go apeshit).
Last edited by admin on Thu Dec 09, 2010 1:39 am; edited 1 time in total