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Rain and Star's Spellcasting

Jul 29th, 2014
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  1. *~* The Arts of the Arcane: A Spellcrafter's Guide By Rain Drop and Star *~*
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  3. *~* Intro *~*
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  5. Let's get one thing clear before we can move on anywhere in our journey into the world of the arcane: we as a people in 4C know next to NOTHING about magic, what it is, or how it works. However, there have been some among us who have decided to begin searching for answers themselves, documenting and discovering through trial and...grizzly, agonizing error.
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  7. In any case, we have enough of a grasp of magic that we can make this simple assumption: the more things we want to do with our magic, the more magic it costs, and therefore the more energy you will need to do said things. This energy, as we can conceptualize it, is measured in units called Spell Points (SP). These points organize how difficult the spell is as a whole to determine its overall Spell Level (SL), as well how difficult each individual component of casting is.
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  9. Knowing this assumption is true to a degree, unicorns from all over town have begun tapping into their pools of magic and seeing what wonders they can make happen. This, with help from the many scrolls and documents archived in the Vault, gives us many of the documented magical spells we use today. And it is now with you, reader, to begin tapping into your own magical potential and show the world what you can create.
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  11. But before you can begin to study magic, you must first understand what it is and where it comes from.
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  14. *~* Mana *~*
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  16. There is a force within the world, one that ebbs and flows, twists and turns, and exists in every living--and in some cases, undead--thing in Equestria. This force is known as Mana. Mana is the most basic and most malleable form of magic we can feel in the world around us, and it is always present in one form or another. It moves around and through the world we live in, giving life to almost anything it touches. All creatures have a small grasp of this force, but unicorns naturally have evolved to a point where they can both tap into and manipulate this field of seemingly infinite energy willingly. Keep in mind, though: all creatures can USE small portions of it, but unicorns are the only race of beings--aside from the rare draconequuis and alicorn--that can use this energy without a catalyst like an enchanted staff or gem of some kind.
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  18. When gaining access to this energy pool, a pony must first use up some of his or her own Mana to gain the ability to cast a spell. The amount of Mana needed to cast spells is different considering the difficulty of the spell you wish to cast. Logically, the harder the spell is to cast, the more Mana is needed to make it work. Conversely, the easier the spell is to cast, the less Mana you need to make it work.
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  20. Be very careful when casting spells, though; creatures only have a set amount of Mana that they as living beings possess. Mana is a life force, and unicorns cast spells from the biological EXCESS of that life force. Casting a spell after your Mana excess has been depleted will drain from your life (HP) until you either pass out from over-exhaustion (your HP reaches 0) or you die (your HP reaches -10). Keep in mind that in battle, unless you specifically say that you wish to pass out or an enemy uses a spell or attack that knocks you out prior, you will remain conscious after your Mana reserves are depleted until you hit 0 HP.
  21.  
  22. {CONTINUE HERE}
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  36.  
  37. *~* How do I learn or create a spell? *~*
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  39. As beginning unicorns, we are not exactly sure how our magic works. Therefore, in order to actually learn a new spell, you must do one of two things, either:
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  41. 1: Know a spell that contains the proper components already as a prerequisite
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  43. 2: Get access to information to a certain spell or component through a book, a document, another pony, etc.
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  45. Granted, you can try to learn a spell without the knowledge, but...good luck with that. See you in the infirmary or the graveyard. But seriously, unless you have the knowledge, learning a spell is very difficult and borderline impossible for our level of magery. You'd have more luck doing it accidentally than doing it with no information.
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  47. Oh, so you aren't even sure of what information to look for or find? No worries, I have a bit of a guideline for some of the archived components we have now. What follows is basically what we all know collectively about the arcane arts.
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  49. The simplest spell a unicorn can learn, Illumination, is so simple that it needs no notch on the scale. A foal could sneeze and make it happen, so no one sees it as a big deal in Equestria when a fully grown pony learns that spell. Telekinesis is probably the first noticeable sign of magery in the eyes of the public, as it shows promise and there are many many more spells that Telekinesis can create. Telekinesis, a Level 4 spell on the Spell Level sheet, shows others that you can perform magic to some higher degree than others. It also shows that you have a grasp on many components already: Contact, Sustained, and Animate. However, this is only a drop in the ocean of thaumatology and magic itself.
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  51. Speaking of Spell Levels, the other spells are categorized by difficulty further through Spell Ranges:
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  53. Spell Level 2 or less: “Simple” Difficulty Target 10-100 $ meta value SN 5
  54. Spell Level 3 to 6: “Average” Difficulty Target 100-1000 $ Meta value SN 10
  55. Spell Level 7 to 10: “Difficult” Difficulty Target 10,000-100,000 $ Meta Value SN 15
  56. Spell Level 11 or more: “Daunting” Difficulty Target 100,000 - 1,000,000 Meta Value SN 20
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  58. As one could expect, a Simple spell could be performed without even thinking about it in your daily life with the proper practice, such as lighting the horn or lifting a cup with magic. Average spells would need a roll at all times and could be done by a proper unicorn with proper training no problem; however, it causes us some level of effort still. Difficult spells are just what the name implies: difficult. Equestrians need a little time devoted to this particular spell in order to get it right. We, then, must devote even more time to attempt to get it right. Daunting spells are spells that even most Equestrians don't think they'd be able to cast in their lives. Masters find this spell extremely difficult. This spell could seriously injure and/or kill if used improperly. We would make legends of ponies who could cast spells of this nature.
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  60. In order to calculate Spell Level, however, we must figure out what specific components make the spell. This may take some thought into the mechanics of the spell, and can take a while to properly get the right components selected. Once components are selected and the Spell Level is totaled, the spell is recorded by you and must be submitted to either Rain Drop, Star, or the Council for approval. To figure out FP, simply do the same thing you did with SL and divide the result by 2, rounding down if necessary. 2/3 of these groups must approve it before you can begin teaching yourself the spell IC (meaning you can show it to either Rain and Star or Rain and the Council or Star and the Council, but 2 of us have to approve). And then, your character can begin their study into the arcane!
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  62. Example: Let's say your unicorn is looking to create a fire spell. You name your spell Fireball and begin looking into how to make it. You discover Fireball is a Single [2], Immediate [1], Heat [1], d4 [2sp 1SL] spell. When you total these stats up, you find that your Fireball spell is a Level 5 spell (2+1+1+1=5). Upon submitting, Rain and the Council agree and you can begin learning it!
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  64. NOTE: Of course to begin researching you of course have to actually have the components of the spell to even begin crafting such a thing which would be given below.
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  66. *~* Components *~*
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  68. Every spell contains components that add up to the spell's casting. Each of these components builds up to the Spell Level and all components can build spells in different combinations. Each spell begins with a base of 4 different components: Target, Duration, Effect, and Subject.
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  70. Target determines the object, if any, the spell will be aimed at. A Spell's Target may be any one of the following:
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  72. Contact (SL+1) (FP+.5) means that the target is the caster themselves or is in direct physical contact with the caster, such as a cup in the caster's hoof or on a table next to the caster.
  73. Single (SL+2) (FP+1) means that the target is a single object, pony, enemy, etc. (Add another Spell Point if the affected object is unseen by the caster.)
  74. Multiple (SL+4) (FP+1.5) means that the target is a group of objects, ponies, enemies, etc. that are close together. (Add another Spell Point if the affected objects are unseen by the caster.)
  75. Area (SL+8) (FP+2) means that the target isn't necessarily an object, moreso the area *around* a target. The object, pony, enemy, etc. may still be affected.
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  77. Duration determines how long the Spell’s effects are meant to last. A Spell's Duration may be any one of the following:
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  79. Immediate (SL+1) (FP+.5) means that the Spell is instantly resolved and completed, such as a flash of light or teleportation.
  80. Sustained (SL+2) (FP+1) means that the Spell lasts as long as the caster focuses on it, such as a shield bubble or an illusion.
  81. Temporary (SL+4) (FP+1.5) means that the Spell lasts for a short time without needing to be focused on, such as temporary wings.
  82. Persistent (SL+8) (FP+2) means that the Spell lasts for a long time without needing to be focused on, such as sealing a chest.
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  84. Effect(s) determine the basic effect of the Spell. A Spell's Effect(s) may be any one or more of the following (and all increase FP by .5):
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  86. Hide (SL+1) obscures or removes things from view or detection.
  87. Deceive (SL+1) gives things different or false characteristics or traits.
  88. Reveal (SL1) reveals hidden or false things visually.
  89. Identify (SL+1) gives the caster (or in some cases, the party) more information about things.
  90. Diminish (SL+1) makes something a ‘less perfect’ version of itself, damages it, or even eliminates it entirely.
  91. Forge (SL+1) creates something from nothing, or improves something, making it a ‘more perfect’ version of itself.
  92. Animate (SL+1) governs physical manipulation of something, whether through concentration or by self-manipulation.
  93. Modify (SL+1) gives something a property or ability it does not normally have according to its function or normal capabilities.
  94. Combine (SL+1) allows for the merging, or fusion, of multiple elements into a whole, or a functional hybrid.
  95. Separate (SL+1) splits things into their component parts to various degrees of specificity.
  96. Activate (SL+1) causes inactive items that can be turned on to become active.
  97. Deactivate (SL+1) causes active items that can be turned off to become inactive.
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  99. Subject(s) determine the basic area of composition the Spell is affecting. A Spell's Subject(s) may be any one or more of the following:
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  101. Fatigue Cost .5
  102. Air (SL+1) encompasses atmosphere, gases, smoke, and other gaseous materials.
  103. Heat (SL+1) encompasses thermal matters such as warmth and coldness, as well as fire, melting, and freezing.
  104. Earth (SL+1) encompasses stone, dirt, sand, metal, gemstones, and other non-living solid material found underground.
  105. Water (SL+1) encompasses all fluids and physical liquids, not only water itself.
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  107. Fatigue Cost 1
  108. Shadow (SL+1) encompasses tangible shadow-stuff, physical darkness, and gloom made manifest.
  109. Light (SL+1) encompasses pure light, but not elements which naturally give off light, such as fire.
  110. Sound (SL+1) encompasses noise and perceived sound, including music, voices, and other tones.
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  112. Fatigue Cost 1.5
  113. Energy (SL+1) encompasses pure non-magical energy and energy-like effects, such as electricity, magnetism, and radiation.
  114. Force (SL+1) encompasses solid barriers of magical energy, like impassable shields and force fields.
  115. Magic (SL+1) encompasses pure magical power and the mystical energies which make up spell effects.
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  117. Fatigue Cost 2
  118. Mind (SL+1) encompasses the minds of higher creatures with the ability to speak.
  119. Body (SL+1) encompasses the physical bodies (but not the minds) of higher creatures with the ability to speak.
  120. Construct (SL+1) encompasses manufactured objects, some with multiple interacting component parts.
  121. Plant (SL+1) encompasses natural plants and flora, as well as plant creatures.
  122. Animal (SL+1) encompasses lower animals such as cats, dogs, and birds—animals which cannot speak.
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  124. d2 1sp (SL+1)
  125. d4 2sp (SL+2)
  126. d6 4sp (SL+3)
  127. d8 8sp (SL+4)
  128. d10 16 sp (SL+5)
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