Mana & Willpower: Requirement for Magic
When it comes to casting magic and learning magic, there are two terms mages should know. Mana and willpower. Mana is an energy source found everywhere across Cynderin, and almost all creatures are born with a natural source of mana, which is referred to as their Mana Pool. Mana itself is what is required to cast a spell, much like fuel for a fire. Willpower is the desire and mental fortitude of the caster used to channel the mana into different spells, much like a match that starts the fire. No matter how the spell is casted, it will require both to succeed. Mana in an individual regenerates and regrows itself over time, but not quickly, requiring a day’s rest on average to get one’s mana entirely back. Willpower can only come from the caster or casters of a spell. It is their desire and intent that makes the mana go from being formless energy to a spell. Willpower regains as quick as the person can mentally rest themself, but do not pretend that yelling at a rock to move to your will does not become exhausting.
The Tier System / Ranking of Spells
In terms of the spells themselves, they are ranked from Tiers 1 - 12, scaling in strength the higher the tier. Tier one spells might include producing sparks from your hand, or conjuring enough water to fill a cup. Tier 12 spells hold the power to level battlefields and go down in the history books for their power. There is also a Tier 0 classification, better known as Tier Null / Unbound spells, which can be cast at multiple different tiers and scale in strength the higher the tier. Almost every type of magic has at least one Tier Null / Unbound spell.
In terms of spells you can start out with, you may start out with any spell from Tiers 1-3. As for Tier / Null Unbound spells, you may not start out with them, and have to learn them at every tier to cast them. For Tier Null / Unbound spells that alter other spells, such as Minimize or Maximize Magic, learning them at one tier allows you to cast them on all other spells of that same tier. Learning Maximize Magic at tier one, for example, lets you maximize all other spells in Tier 1. Unlike other spells, Tier Null / Unbound spells do not recharge upon consuming mana potions, only recharging per event.
That being said, how do you learn spells? Well, below this point you will learn the actual process for learning spells!
One of the rare Mana Elementals, Crystal, who served as the Archmage of Galron. Currently, she is off in the world of Cynderin continuing her studies and creating magical wonders.
The Process of Learning Spells
There are two routes to learn a spell and both must be completed in order to be able to fully control the spell. First is knowing what the spell needs to exist stably. Related items, the fuel used to cast the spell (mana, holy energy, demonic energy, or soul energy), and environment. Second is knowing how the spell interacts with the world. The elements it turns into, the things it targets, how it affects the world, and how it feels to be around. All of these can be started through learning from a tome, but to cast a spell with complete control, you have to experience these in person through the aid of a teacher.
The difficulty of learning spells varies on the tier of the spell you are attempting to learn. When learning spells on your own, it is much more difficult than in the presence of a teacher. Learning spells in-RP is determined via dice-roll after carefully studying the spell and what it entails, and you can only learn a higher tier spell after learning at least 2 spells from the tier before it; for example, to ascend to Tier 4, you must learn at least 2 Tier 3 spells of that magic type. The required #'s (or higher) you must hit on a dice roll for each spell tier is listed below.
Learning spells, whether or not you learn alone or with a teacher, MUST be done in-RP in the presence of a Knight or an Admin to approve it.
If you wish to learn a spell on your own out of RP, you can do so, but must notify an Admin or Knight and they can roll for you
Obviously, things like a d40, d100, and d1000 don't exist, so when you inevitably get there, a random number generator will be used.
As mentioned above, for Unbound spells, you have to progress from one tier to the next and learn the stronger version of them, and cannot start out with them.
As for other spells, again, when creating your character you can have up to 8 spells from Tiers 1-3.
If you are able to cast an Unbound spell, you must also specify what Tier you can cast it at on your character sheet.
In terms of how many attempts you have at learning a spell, the number of attempts you get is equal to the casts per event for the spell you're trying to learn.
After exhausting all attempts, you must wait a week to try again for that spell.
Tier 1 Spells
(Learning alone) Must roll 5 or higher on d20 to learn.
(Learning w/ teacher) Must roll 2 or higher on d20 to learn.
Tier 2 Spells
(Learning alone) Must roll 10 or higher on a d20 to learn.
(Learning w/ teacher) Must roll 5 or higher on d20 to learn.
Tier 3 Spells
(Learning alone) Must roll 15 or higher on a d20 to learn.
(Learning w/ teacher help) Must roll 10 or higher d20 to learn.
Tier 4 Spells
(Learning alone) Must roll 20 on a d20 to learn.
(Learning w/ teacher) Must roll 15 or higher on a d20 to learn.
Tier 5 Spells
(Learning alone) Must roll 40 on a d40 to learn.
(Learning w/ teacher) Must roll 18 or higher on a d20 to learn.
Tier 6 Spells
(Learning alone) Must roll 60 on a d60 to learn.
(Learning w/ teacher) Must roll 20 on a d20 to learn.
Tier 7 Spells
(Learning alone) Must roll 80 on a d80 to learn.
(Learning w/ teacher) Must roll 40 on a d40 to learn.
Tier 8 Spells
(Learning alone) Must roll 100 on a d100 to learn.
(Learning w/ teacher) Must roll 60 on a d60 to learn.
Tier 9 Spells
(Learning alone) Must roll 150 on a d150 to learn.
(Learning w/ teacher) Must roll 80 on a d80 to learn.
Tier 10 Spells
(Learning alone) Must roll 200 on a d200 to learn.
(Learning w/ teacher) Must roll 100 on a d100 to earn.
Tier 11 Spells
(Learning alone) Must roll 500 on a d500 to learn.
(Learning w/ teacher) Must roll 150 on a d150 to learn.
Tier 12 Spells
(Learning alone) Must roll 1000 on a d1000 to learn.
(Learning w/ teacher) Must roll 200 on a d200 to learn.
Bonuses to Learning Spells for each Race
As there are many races across the six realms, each one possesses some type of connection to magic that can give them bonuses to rolls when learning spells of a certain type or element.
Here are the advantages / disadvantages when learning spells based on what race your character is!
Beastmen bonuses are at the bottom because that category has the most races in it.
ANGELIC RACES
ALL RACES: All angelic races get +3 to their rolls when learning spells from an element that corresponds with what God they are under. An angel of Magmor would get a +3 when learning Fire spells, an angel of Gaia would get a +3 when learning Nature spells, etc. They are also incapable of learning or casting demonic or soul magic.
Angel, Cherub, Principality, Virtue: These races receive +3 to their rolls when learning any holy spells.
Dominions: This race receives +3 to rolls when learning any holy spells, +3 to rolls when learning war spells.
Blessed Armor: This race receives +5 to rolls when learning any holy spells.
Seraphim: This race receives +5 to rolls when learning any holy spells, and +3 to rolls when learning spells that calm the mind.
DEMONIC RACES
ALL RACES: All demonic races are incapable of learning or casting holy or soul magic.
Hollow, Concubus, Devil, Enslaver: These races receive+3 to their rolls when learning demonic or war spells.
Imp: This race receives +3 to rolls when learning any demonic or war spells, and +5 to rolls when learning fire spells.
Accursed Armor: This race receives +5 to rolls when learning any demonic, war, or fire spells.
Fiend: This race receives +5 to rolls when learning any demonic or war spells.
UNDEAD RACES
ALL RACES: All undead races are incapable of learning or casting holy or demonic magic.
Poltergeist, Skeleton, Wraith, Ghoul: These races receive +3 to rolls when learning soul spells.
Possessed Armor: This race receives +3 to rolls when learning soul spells, and +5 to rolls when learning magnesis spells.
Zombie, Wendigo: Unable to cast magic.
White Walker: This race receives +3 to rolls when learning soul spells, and +5 to rolls when learning frost spells.
Shade: This race receives +3 to rolls when learning soul spells, and +5 to rolls when learning umbra spells.
Mummy: This race receives +3 to rolls when learning soul spells, and +5 to rolls when learning earth spells.
Revenant: This race receives +1 to rolls when learning soul spells, and -2 to rolls when learning spells of any other element.
DRAGONKIN RACES
Dragon: This race receives +7 to rolls when learning lightning spells, and +3 to rolls when learning any spell that is the same as their elemental breath attack.
Kobold, Dragonkin: These races receive +3 to rolls when learning lightning spells.
Drake-Kin: This race receives +3 to rolls when learning any spell that is the same as their elemental breath attack.
Gargoyle, Wyrm, Sarkantis, Hydra: These races receive no advantages or disadvantages when learning spells.
METAMORPH RACES
Slime: This race receives -5 to rolls when learning any spells.
Predator Slime: This race receives no advantage or disadvantage when learning spells.
Mimic: Unable to cast magic.
Doppelganger: This race receives +3 to learning any Illusion spells, and -3 to rolls when learning any other type of spell.
AUTOMATON RACES
Golem, Warforged, Homunculus: These races receive +3 to rolls when learning any spells that correspond with the type of magic their core runs off of. If they possess a mechanical core, they receive no advantages or disadvantages.
Colossus: This race receives +5 to rolls when learning any spells that correspond with the type of magic their dynamo core runs off of. If they possess a mechanical core, they receive no advantages or disadvantages.
Elemental: This race receives +5 to rolls when learning any spells of the same element as the elemental. Unable to learn any other spells outside of those that are in their respective element.
ABERRANT RACES
Fallen Angel: This race receives +3 to rolls when learning holy, demonic, and war spells. Also receives +3 to rolls when learning spells from an element that corresponds with what God they used to be under. Unable to learn soul spells.
Human: This race receives +1 to rolls when learning spells of any magic type, except for demonic and soul spells.
The Ascended: This race receives +3 to rolls when learning holy spells. Forbidden for them to learn demonic spells.
The Damned: This race receives +3 to rolls when learning demonic and war spells. Forbidden to learn holy spells.
Aetherian: This race receives +2 to rolls when learning holy spells.
Tiefling: This race receives +2 to rolls when learning demonic and war spells.
Vampire: This race receives +5 to rolls when learning visceral spells. Unable to learn holy spells.
True Vampire: This race receives +7 to rolls when learning visceral spells. Unable to learn holy spells.
DEMI-HUMAN RACES
Elf: This race receives +5 to rolls when learning nature spells, and +3 to rolls when learning spells of any other magic type, except for demonic, war, holy, and soul spells. This race receives -3 to rolls for demonic, holy, and soul spells.
Dark Elf: This race receives +7 to rolls when learning soul spells, and -2 to rolls when learning spells of any other magic type.
Ogre, Goblin, Hobgoblin: These races receive -2 to rolls when learning spells of any magic type.
Dwarf: This race receives +5 to rolls when learning fire or magma spells.
Troll: This race receives +3 to rolls when learning nature spells.
Giant: This race receives +5 to rolls when learning fire or frost spells.
Orc: This race receives +3 to rolls when learning demonic or war spells.
BEASTMAN RACES
Beastkin, Lycanthrope: These races receive no advantages or disadvantages when learning spells.
Lizardman, Grung: These races receive +3 to rolls when learning water, earth, and nature spells.
Insectoid: This race receives +5 to rolls when learning plague spells.
Thermagorn: This race receives +7 to rolls when learning spells of only one specific type of magic; whichever one they are born with a mastery over.
Ent: This race receives +5 to rolls when learning nature spells.
Dryad: This race receives +7 to rolls when learning nature spells.
Myconid: This race receives +3 to rolls when learning nature and plague spells.
Aarakocra: This race receives +5 to rolls when learning air spells.
Valusian: This race receives +3 to rolls when learning earth spells.
Beorning: This race receives +5 to rolls when learning frost spells.
Merfolk, Karokan: These races receive +5 to rolls when learning water spells.
Mind Flayer: This race receives +5 to rolls when learning water spells and any spells of the psionic classification.