-- Fire partially ignores armor (50%) All fire spells have an Accuracy Check of 20 +3 per space, and roll 1d10 damage instead od 1d20 --
-- All water damage erodes armor by of 10 durability. Spells hit on an Accuracy Check of 17 +3 per space --
Water and ice magic are similar. Each ice spell learned counts as 1/4 a water spell learned when learning new water spells
-- All earth spells hit on an Accuracy Check of 18 +6 per space after 2 spaces --
Earth and Metal magic are similar. Each Metal spell learned counts as 1/4 a Earth spell learned when learning new Earth spells
-- All ice spells hit on an Accuracy Check of 16 +5 per space after 3 spaces--
Water and ice magic are similar. Each Water spell learned counts as 1/4 an Ice spell learned when learning new ice spells
-- All air spells hit on an Accuracy Check of 15 +2 per space --
-- Lightning ignores armor. All lightning attacks shock targets, If they deal damage, target loses 1 move. Ranged lightning attacks must be charged, making them strike on the caster's next turn if uninterrupted. All lightning spells hit on an Accuracy Check of 18 --
-- All Nature spells hit on an Accuracy Check of 16 +3 per square--
-- (Full elemental control required) For an extra 10 stamina each turn you can activate toxic. While active your attacks inflict toxic.--
Toxic can be inflicted only if the attack deals damage. (And if target fails a CON check of 30.) Toxic causes the body to deteriorate. Roll a 25 CON skillcheck each turn, failure means -1 str/agi/spd/con.
Can stack. Failing by 5+ causes coughing fit, character loses 2 moves. (Success of 20+ cures Toxic) --
Nature and Wood magic are similar. Each Wood spell learned counts as 1/4 a Nature spell learned when learning new Nature spells
-- All metal spells hit on an Accuracy Check of 28 +8 per space. --
Metal and Earth magic are similar. Each Earth spell learned counts as 1/4 a Metal spell learned when learning new Metal spells
-- Light attacks are +3 more effective and deal +5 damage in well lit areas. All lightspells hit on an - Accuracy Check of 15 +3 per space --
-- Darkness magic is +5 more effective in dark areas. Your shadow can act as your eyes and ears when not attached to your body. All darkness spells hit on an - Accuracy Check of 15 +3 per space --
-- All Aether spells hit on an Accuracy Check of 16 +3 per space --
Each of the branches of Aether magic will count as 1/2 of a spell learned for the other Aether elements when learning new Aether spells.
-- All Mental spells hit on an Accuracy Check of 14 +3 per space --
Each of the branches of Mental magic will count as 1/2 of a spell learned for the other Mental elements when learning new Mental spells.
Sadness, anger, loneliness, pride, hopelessness, defeat, happiness, fear, etc. One emotion per spell.
You can store your stamina in enchanted gemstones for later use. (Add 1 stamina to gemstone for every 2 stamina spent) You can wear a maximum of 20 rings, and 3 necklaces