Special Abilities:
Spells X MP(Standard Magic): Casters can cast spells costing up to X MP.
Restrictions: None. Casters can learn and cast any spell, and can summon normally.
Casting Cost: None. Casters cast spells for free.
Spell Alterations: Again, none, save the exceptions from their Emotional Burst ability. Casters cast spells in their most pure form.
Casting Actions/Stat/Skill: One hand action and one talk action. Casters may use their Language skill with either their Personality or Intelligence stat to overcome the casting difficulty of the spell.
Learning spells: Casters know all of the spells in their spellbook, and the time it takes the caster to write the spell in their book is equal to the MP cost of the spell in minutes. They must take the time to write the spell down in their spellbook before they have truly learned it, though they may cast spells that are written down somewhere else as long as they can see them. If this is a textbook or teacher's blackboard, there is no penalty for casting, but if it is another spellbook, there is a -5 penalty to cast these spells as the mage must wade through the other writer's handwriting. Casters need not keep their spellbooks on them, but if they can see the spell in their book, they get a +3 bonus to casting it. Remember that holding a spellbook up takes a hand action, and even if the spellbook's held up some other way, it takes a hand action to turn the page if the mage chooses to cast another spell. Casters can also learn spells from scrolls scribed by other magic casters. These scrolls generally have a cost equal to the spell’s listed cost.
Emotional Burst X: X times per game session, a caster can overcharge a spell with emotional power. This generally manifests itself in times of crisis, and whether an appropriate emotional burst is appropriate for a situation depends on the GM's judgement. The emotions are tied to specific elements, and must therefore be used with a particular element, and have an effect as listed below:
Fire--Rage: Increase damage dealt by the spell by one-half, rounded down.
Water--Calm: Lower the difficulty of the spellcast to 0.
Wind--Freedom: Double the range of a spell cast.
Earth--Stoicism: Double the spell's base oppose roll.
Purity--Order: All dice rolled as part of the spell's damage or effects are counted as the highest result(not counting exploding dice) rather than being rolled.
Entropy--Chaos: Roll a d6-4, anyone affected by the spell takes the result as a bonus(if positive) or a penalty(if negative to all actions until your next full turn.
Light--Innovation: Double the duration of a spell cast.
Sound--Harmony: Add an additional target to the spell within range, or remove any number of targets from the spell's area of effect.
Mind--Introspection: Double the non-damage numeric effects of a spell.
Body--Exhiliration: Double the non-damage numeric effects of a spell.