Spells
In the world of Eoana, all of the magic in the world, every wondrous effect and magical ability can be formed and cast, as a spell.
As you well know, in this fantastic world, all characters throughout the world have a raiment, a unique powerful magical ability that they are born with and are able to use without any real knowledge or understanding of how they are using them. These raiments however, are the very thing that gives all characters in the world a connection to the mystical and magical energies needed to be able manipulate them and cast spells.
Spells however, unlike raiments, must be learned, studied, practiced and mastered in order to be able to bring the same kind of wondrous magic that some raiments of the world are capable of. There are 3 Tiers of spells, which indicate and classify them by the level of their complexity.
1st Tier spells are very basic, minor spells that generally produce a single function. These spells are the easiest to cast, and only require base spell components and power in order to cast them.
2nd Tier spells are more intermediate, average spells that generally produce a more complex, mixed function. These spells are a bit more difficult to cast, as they are developed by mixing and merging lesser 1st Tier spells to create a new more complex spell.
3rd Tier spells are more advanced, major spells that generally produce the most complex, mixed and merged functions. These spells are the most difficult to cast, so much so that it is generally impossible to do if your raiment is not of the same Knit as the spell being cast. They are developed by mixing and merging lesser intermediate 2nd Tier spells to create a powerful and complex spell.
Because of the complexity that comes with casting a spell, users have to learn and understand the individual components that make up a spell as well as have a notable amount of power and control over magical energy in order to be able to cast them.
Knowledge
Whether its lower tier spells, which are extremely basic spells made up of nothing more then worldly energy, aspects, and spell construction components, or higher tier spells, which are intermediate and advanced spells that are generally cast by combining the effects of lower tier spells, nothing starts without the knowledge of how to put these components and spells together. Without this, a spell could never be coherently performed, and should a user manage to actually trigger the beginnings of a spell's casting, they could be seriously injured or even killed by their own carelessness and ignorance.
That being said, there are two possible ways that a character can gain the knowledge required to be able to learn and attempt to cast a spell.
The first way you can gain knowledge is to be taught by a competent character who already has the knowledge and is capable of casting the spell being taught. They must be able to both teach you the components needed, how to harness or conjure them, and be able to demonstrate how to weave them together in order to cast the spell. If they are not able to do either of these things, then they cannot teach you the knowledge needed to cast that specific spell. When learning from a teacher, you can learn all of the aspects needed to be able to cast the spells being taught, regardless of your stats.
The second way you can gain knowledge is through personal studies as well as trial and error practice, provided you have the requisite amount of Intelligence to be able to figure out and attempt new combinations of components to learn new spells.
The amount of Intelligence required in their physical Intelligence stat is as follows:
3 - In order to figure out how to conjure the basic components of spells, you must have at least a 3 in Intelligence, you are limited to only being able to understand conjuring basic components without understanding how to build and connect them.
5 - In order to figure out how to conjure and build 1st Tier Spells, you must have at least a 5 in your physical Intelligence stat.
7 - In order to figure out how to conjure and build 2nd Tier Spells, you must have at least a 7 in your physical Intelligence stat.
9 - In order to figure out how to conjure and build 3rd Tier Spells, you must have the maximum of 9 in your physical Intelligence stat.
Power
Regardless of how you learn the knowledge required to be able to learn and cast spells, every spell requires a certain amount of energy in order to be able to be cast. As such, a requisite amount of power must be attained before any form of spellcasting can be achieved. Without this, even if a character has the general knowledge of how to build a spell, they would not be able to conjure the energy needed to power the spell.
The amount of Power required in their raiment Power stat is as follows:
6 - In order to be able to power any single component of a spell, you must have a 6 in your raiment Power stat. You can only conjure and hold a single component of a basic 1st Tier spell. Any attempt to power an additional spell component will immediately negate any active component conjured.
7 - In order to be able to power any 1st Tier spell, you must have a 7 in your raiment Power stat. This enables you to power all of the components needed to produce and cast a single 1st Tier spell. You can only cast a single 1st Tier spell at a time. Any attempt to power any additional spells will immediately negate all of the components any spell being cast.
8 - In order to be able to power any 2nd Tier spell, you must have an 8 in your raiment Power stat. This enables you to power all of the components and 1st Tier spells necessary to produce and cast a 2nd Tier spell. You can only cast a single 2nd Tier spell at a time, Any attempt to power any additional 2nd Tier spells will immediately negate all of the components of all spells being cast.
9 - In order to be able to power any 3rd Tier spell, you must have the maximum of 9 in your raiment Power stat. This enables you to power all of the spells necessary to produce and cast a 3rd Tier spell. You can only cast a single 3rd Tier spell at time, Any attempt to power any additional 2nd Tier spells will immediately negate all of the components of all spells being cast.
Control
Along with the energy needed to be able to cast a spell, a certain threshold of Control is also needed in order to properly utilize the knowledge and energy of a spell. Control is the most important aspect of spellcasting, as it is required to be able to properly cast a spell and have it perform the function for which it was produced. This is extremely important, because if a character ever conjures or harnesses the energy needed to cast a spell, without being able to control said energy, the effects of a failed and botched spell could be catastrophic. Not only could it be dangerous to those around them, but the explosive power of the energy used to cast any spell can also backfire and severely injure or kill its caster.
The amount of Control required in their raiment Control stat is as follows:
6 - In order to be able to fully control any component of a basic 1st Tier spell, you must have a 6 in your raiment Control stat. Attempting to conjure any spell component without a 6 or higher in Control will immediately backfire and cause effects unknown to the character that attempted to conjure it. Attempting to conjure or cast any spell of any Tier will backfire in a manner that can kill the caster.
7 - In order to be able to fully control any 1st Tier spell, you must have a 7 in your raiment Control stat. Attempting to cast any 1st Tier spell without a 7 or higher in Control will immediately backfire and cause effects unknown to the character that attempted to cast it. Attempting to cast any spell higher then 1st Tier will also backfire but can also unexpectedly lose control in a manner that can kill the caster.
8 - In order to be able to fully control any 2nd Tier spell, you must have an 8 in your raiment Control stat. Attempting to cast any 2nd Tier spell without a 8 or higher in Control will immediately backfire and cause effects unknown to the character that attempted to cast it. Attempting to cast any spell higher then 2nd Tier will also backfire but can also unexpectedly lose control in a manner that can kill the caster.
9 - In order to be able to fully control a 3rd Tier spell, you must have the maximum of 9 in your raiment Control stat. Attempting to cast a 3rd Tier spell without a 9 in Control will immediately backfire and cause effects unknown to the character that attempted to cast it. Because of the incredible amount of time needed to fully understand the aspects of magic from a different Knit then a user's raiment, characters are generally only able to control 3rd Tier spells that are part of the same Knit as their raiment. If this time has not been put in, then attempts to cast 3rd Tier spells of a different Knit then their raiment will also backfire and can also unexpectedly lose control in a manner that can kill the caster.
In the world of Eoana, all of the magic in the world, every wondrous effect and magical ability can be formed and cast, as a spell.
As you well know, in this fantastic world, all characters throughout the world have a raiment, a unique powerful magical ability that they are born with and are able to use without any real knowledge or understanding of how they are using them. These raiments however, are the very thing that gives all characters in the world a connection to the mystical and magical energies needed to be able manipulate them and cast spells.
Spells however, unlike raiments, must be learned, studied, practiced and mastered in order to be able to bring the same kind of wondrous magic that some raiments of the world are capable of. There are 3 Tiers of spells, which indicate and classify them by the level of their complexity.
1st Tier spells are very basic, minor spells that generally produce a single function. These spells are the easiest to cast, and only require base spell components and power in order to cast them.
2nd Tier spells are more intermediate, average spells that generally produce a more complex, mixed function. These spells are a bit more difficult to cast, as they are developed by mixing and merging lesser 1st Tier spells to create a new more complex spell.
3rd Tier spells are more advanced, major spells that generally produce the most complex, mixed and merged functions. These spells are the most difficult to cast, so much so that it is generally impossible to do if your raiment is not of the same Knit as the spell being cast. They are developed by mixing and merging lesser intermediate 2nd Tier spells to create a powerful and complex spell.
Because of the complexity that comes with casting a spell, users have to learn and understand the individual components that make up a spell as well as have a notable amount of power and control over magical energy in order to be able to cast them.
Knowledge
Whether its lower tier spells, which are extremely basic spells made up of nothing more then worldly energy, aspects, and spell construction components, or higher tier spells, which are intermediate and advanced spells that are generally cast by combining the effects of lower tier spells, nothing starts without the knowledge of how to put these components and spells together. Without this, a spell could never be coherently performed, and should a user manage to actually trigger the beginnings of a spell's casting, they could be seriously injured or even killed by their own carelessness and ignorance.
That being said, there are two possible ways that a character can gain the knowledge required to be able to learn and attempt to cast a spell.
The first way you can gain knowledge is to be taught by a competent character who already has the knowledge and is capable of casting the spell being taught. They must be able to both teach you the components needed, how to harness or conjure them, and be able to demonstrate how to weave them together in order to cast the spell. If they are not able to do either of these things, then they cannot teach you the knowledge needed to cast that specific spell. When learning from a teacher, you can learn all of the aspects needed to be able to cast the spells being taught, regardless of your stats.
The second way you can gain knowledge is through personal studies as well as trial and error practice, provided you have the requisite amount of Intelligence to be able to figure out and attempt new combinations of components to learn new spells.
The amount of Intelligence required in their physical Intelligence stat is as follows:
3 - In order to figure out how to conjure the basic components of spells, you must have at least a 3 in Intelligence, you are limited to only being able to understand conjuring basic components without understanding how to build and connect them.
5 - In order to figure out how to conjure and build 1st Tier Spells, you must have at least a 5 in your physical Intelligence stat.
7 - In order to figure out how to conjure and build 2nd Tier Spells, you must have at least a 7 in your physical Intelligence stat.
9 - In order to figure out how to conjure and build 3rd Tier Spells, you must have the maximum of 9 in your physical Intelligence stat.
Power
Regardless of how you learn the knowledge required to be able to learn and cast spells, every spell requires a certain amount of energy in order to be able to be cast. As such, a requisite amount of power must be attained before any form of spellcasting can be achieved. Without this, even if a character has the general knowledge of how to build a spell, they would not be able to conjure the energy needed to power the spell.
The amount of Power required in their raiment Power stat is as follows:
6 - In order to be able to power any single component of a spell, you must have a 6 in your raiment Power stat. You can only conjure and hold a single component of a basic 1st Tier spell. Any attempt to power an additional spell component will immediately negate any active component conjured.
7 - In order to be able to power any 1st Tier spell, you must have a 7 in your raiment Power stat. This enables you to power all of the components needed to produce and cast a single 1st Tier spell. You can only cast a single 1st Tier spell at a time. Any attempt to power any additional spells will immediately negate all of the components any spell being cast.
8 - In order to be able to power any 2nd Tier spell, you must have an 8 in your raiment Power stat. This enables you to power all of the components and 1st Tier spells necessary to produce and cast a 2nd Tier spell. You can only cast a single 2nd Tier spell at a time, Any attempt to power any additional 2nd Tier spells will immediately negate all of the components of all spells being cast.
9 - In order to be able to power any 3rd Tier spell, you must have the maximum of 9 in your raiment Power stat. This enables you to power all of the spells necessary to produce and cast a 3rd Tier spell. You can only cast a single 3rd Tier spell at time, Any attempt to power any additional 2nd Tier spells will immediately negate all of the components of all spells being cast.
Control
Along with the energy needed to be able to cast a spell, a certain threshold of Control is also needed in order to properly utilize the knowledge and energy of a spell. Control is the most important aspect of spellcasting, as it is required to be able to properly cast a spell and have it perform the function for which it was produced. This is extremely important, because if a character ever conjures or harnesses the energy needed to cast a spell, without being able to control said energy, the effects of a failed and botched spell could be catastrophic. Not only could it be dangerous to those around them, but the explosive power of the energy used to cast any spell can also backfire and severely injure or kill its caster.
The amount of Control required in their raiment Control stat is as follows:
6 - In order to be able to fully control any component of a basic 1st Tier spell, you must have a 6 in your raiment Control stat. Attempting to conjure any spell component without a 6 or higher in Control will immediately backfire and cause effects unknown to the character that attempted to conjure it. Attempting to conjure or cast any spell of any Tier will backfire in a manner that can kill the caster.
7 - In order to be able to fully control any 1st Tier spell, you must have a 7 in your raiment Control stat. Attempting to cast any 1st Tier spell without a 7 or higher in Control will immediately backfire and cause effects unknown to the character that attempted to cast it. Attempting to cast any spell higher then 1st Tier will also backfire but can also unexpectedly lose control in a manner that can kill the caster.
8 - In order to be able to fully control any 2nd Tier spell, you must have an 8 in your raiment Control stat. Attempting to cast any 2nd Tier spell without a 8 or higher in Control will immediately backfire and cause effects unknown to the character that attempted to cast it. Attempting to cast any spell higher then 2nd Tier will also backfire but can also unexpectedly lose control in a manner that can kill the caster.
9 - In order to be able to fully control a 3rd Tier spell, you must have the maximum of 9 in your raiment Control stat. Attempting to cast a 3rd Tier spell without a 9 in Control will immediately backfire and cause effects unknown to the character that attempted to cast it. Because of the incredible amount of time needed to fully understand the aspects of magic from a different Knit then a user's raiment, characters are generally only able to control 3rd Tier spells that are part of the same Knit as their raiment. If this time has not been put in, then attempts to cast 3rd Tier spells of a different Knit then their raiment will also backfire and can also unexpectedly lose control in a manner that can kill the caster.