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apicocorp — Info Tab - Magic

#openspecies #open_species #cynoplasts #cynoplast #closedspecies #closed_species
Published: 2022-10-26 13:54:24 +0000 UTC; Views: 399; Favourites: 4; Downloads: 0
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Description

[[ WARNING :: !! THIS PAGE IS CURRENTLY UNDER CONSTRUCTION !! ]]
TO DO :: Complete list of spells, write spell descriptions, complete statistical analysis for balancing spells. Changes may be made in the meantime.

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Magic & Spellcasting
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Welcome to the information tab discussing the magic which Cynoplasts have! This is a semi-open species!


The traits of these creatures have been well documented due to their intelligent nature, anything new found out about themselves is always recorded and shared with others to make the world slightly safer to navigate. Due to magic, often new things are discovered about themselves that they didn't know previously.

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Magic Level
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✦ What determines a Magic Level? ✦

Though Cynoplasts may debate between each other what determines whether one has mastered their magical craft, there's a general consensus on the idea of a Magic Level which determines basic things such as the amount of spells, tricks, and other things that a Cynoplast may perform. The things that determine one's Magic Level [ ML ] is the amount of Magical Experience [ MEXP ] they have, as well as taking into consideration the natural capacity they have for mana storage in their mana pouch.

✦ How to Calculate Magic Level ✦

One's [ ML ] can be determined with a simple calculation method.

1] Determine the Cynoplast's natural capacity.
[ Alpha = 3 | Beta = 2 | Delta = 1 ]

2] Determine the amount of [ MEXP ] a Cynoplast has.
[ MEXP ] is determined by the amount of Expeditions a Cynoplast has went on where they used Spells, went into a high mana level Zone, or gathered a magical object.
[ Use of Spell = 0.05 MEXP | Entry of High Mana Level Zone = 0.1 MEXP | Magical Object Gathered = 0.05 MEXP ]

3] Add together the number from their natural capacity alongside their gathered [ MEXP ].

4] Divide this number by 2. The minimum number one is allowed to have is 1, if the number is lower then it defaults to 1.
The only exception to this rule is when a Cynoplast has a deformity to their mana pouch which disallows them from mana storage.
The maximum number one can have is five.
Decimals are rounded down.

✦ Spell Learning Chart ✦

A Cynoplast with a Magic Level of 01 can cast...
[ 2... LVL 01 Spells ]

A Cynoplast with a Magic Level of 02 can cast...
[ 2... LVL 01 Spells ]
[ 1... LVL 02 Spells ]

A Cynoplast with a Magic Level of 03 can cast...
[ 2... LVL 01 Spells ]
[ 2... LVL 02 Spells ]
[ 1... LVL 03 Spells ]

A Cynoplast with a Magic Level of 04 can cast...
[ 2... LVL 01 Spells ]
[ 2... LVL 02 Spells ]
[ 2... LVL 03 Spells ]
[ 1... LVL 04 Spells ]

A Cynoplast with a Magic Level of 05 can cast...
[ 3... LVL 01 Spells ]
[ 2... LVL 02 Spells ]
[ 2... LVL 03 Spells ]
[ 2... LVL 04 Spells ]
[ 1... LVL 05 Spells ]

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Standard Spell List
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✦ Rarity Key ✦

Spells will cost more or take longer to learn the "rarer" they are.

 Standard   Common  Uncommon  Rare  Pseudomyth  Mythical 

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✦ Level 01 Spells ✦

LEARNING COSTS
[ Standard = 0.1 MEXP | Common = 0.2 MEXP | Uncommon = 0.25 MEXP | Rare = 0.3 MEXP ]

 Detect Mana
[ Using this spell determines the amount of mana in an object, creature, or location. ]
 Identify
[ Using this spell determines the nature of an item or creature. ]
 Lesser Light
[ Using this spell conjures an orb of light which illuminates a 5' radius area for a brief time period. ]

 Comprehend Languages
[ Using this spell allows the user to understand any language for a brief time period. ]
 Lesser Cure Wounds
[ Using this spell allows one to heal 5 health stages. ]

 Bookspeak
[ Using this spell allows one to bring a book to life, making a Bookellion familiar that's loyal to the caster. ]
 Lesser Bless
[ Using this spell gives +1dX to whatever action the spell is aiding. Dice type is determined by the action. ]
 Lesser Charm Fauna
[ Using this allows one to have a 5% chance at taming the Fauna they have encountered. ]
   Lesser Charm Flora
[ Using this allows one to have a 5% chance at taming the Flora they have encountered. ]

  Light
[ Using this spell conjures an orb of light which illuminates a 10' radius area for a brief time period. ]

 Caster's Hand
[ Using this spell allows one to telekinetically interact with an object within a 20' radius. It can lift up to 20 lbs. ]
 Greater Light
[ Using this spell conjures an orb of light which illuminates a 20' radius area for a brief time period. ]

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✦ Level 02 Spells ✦

LEARNING COSTS
[ Standard = 0.2 MEXP | Common = 0.25 MEXP | Uncommon = 0.3 MEXP | Rare = 0.4 MEXP ]

 Read Aura
 Caster's Lock

 Cure Wounds
 Lesser Resist Cold
 Lesser Resist Heat
 Lesser Resist Poison

 Charm Fauna
   Charm Flora
 Resist Cold
 Resist Heat
 Resist Poison


 Locate Object

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✦ Level 03 Spells ✦

LEARNING COSTS
[ Standard = 0.25 MEXP | Common = 0.3 MEXP | Uncommon = 0.4 MEXP | Rare = 0.45 MEXP ]

 Dispel Mana
 Telekinesis
 Fog

 Greater Cure Wounds
 Explosive Rune
 Water Walk

 Haste
 Water Breathing

 Invisibility
 Protection from Cold
 Protection from Heat
 Protection from Poison

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✦ Level 04 Spells ✦

LEARNING COSTS
[ Standard = 0.35 MEXP | Common = 0.4 MEXP | Uncommon = 0.5 MEXP | Rare = 0.55 MEXP ]

 Confusion
 Tunnel

 Water Walk
 Lesser Plant Growth
 Lesser Fungal Growth

 Charm Creature
 Hold Fauna
 Hold Flora
 Blink

 Plant Growth
 Fungal Growth
 Improved Invisibility
 Ice Wall

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✦ Level 05 Spells ✦

LEARNING COSTS
[ Standard = 0.5 MEXP | Common = 0.55 MEXP | Uncommon = 0.6 MEXP | Rare = 0.7 MEXP ]

 True Seeing
 Telepathy

 Quest
 Magic Jar
 Lesser Teleportation

 Hold Creature
 Portal
 Force Wall

 Secret Chest

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Comments: 3

aloewing [2022-11-11 16:58:53 +0000 UTC]

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apicocorp In reply to aloewing [2022-11-12 00:54:56 +0000 UTC]

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