Magic is a very vast creative system, and you can do almost anything with it. There are three core types of magic, and typically everyone is only capable of one. These are as follows:

Learned Magic
  • The user has learnt to channel magic through their own body, utilising thoughts, emotions, or material components to channel their spells.
  • This type of magic requires a lot of training and practice, as well as experimentation. You can't simply read spells from a spellbook and then cast them - you need to learn your own method of casting it.
  • Everyone with learned magic has their own methods.
  • Learned magic allows the caster to learn many different spells, and offers a lot of versatility, but it requires a long time to build up this repertoire.
  • Some learned magic, due to various bloodlines holding onto its secrets and teaching it to their young, is incorrectly referred to as innate magic due to some similarities.
Innate Magic:
  • The user as a natural affinity for magic, and their body can already channel mana on its own.
  • This type of magic is often unpredictable, and the caster cannot simply choose to learn spells. It just happens.
  • Innate magic is adaptive, and new spells may be learnt according to the situation.
  • Creatures with innate magic typically do not learn lots of spells, but rather have a smaller selection of stronger ones.
  • Some innate magic runs in bloodlines or species.
Given Magic:
  • Some beings on New Terra have powerful magic and are capable of gifting it to others.
  • Casters that rely on gifted magic have a limited variety of spells, and they are often weaker.
  • Gifted magic allows someone to quickly gain magic without training, even if they normally wouldn't be capable of it.
  • This type of magic often requires a pact or something to be given in exchange. The giver of the magic can take it away at any time.
  • For some lore examples, see About the Old World.
You may choose to gain magic in any of these ways, and from an out of character perspective, it's merely fluff as you'll still gain the same amount of points to spend. For information on how humans can obtain magic, see the Progression page. Natives start off with 1000 points to spend on magic. Note that for a creature to learn magic, they must have an affinity. See the 'Magic' section of the Racial Traits page.

Spell Effects

Below, many different effects are listed. Each spell might have a few effects, or just one. For example, it might have Damage 1 and Debuff 1, or it might just have Damage 2. In addition to the core effects, modifiers can be added to change and manipulate the outcome. For example, if you want your damage spell to have a range, you need to get the ranged modifier. To make spells with an effect higher than rank 3, you'll need a magic power racial trait. More information can be found on the magic section of the Racial Traits page. All spell effects cap out at a maximum of rank 10, but some are limited and stop at lower ranks (e.g. communication only goes up to rank 5).

Adaption [50 PER RANK]
Each rank allows you to physically modify your body to gain the ability to survive in a specific harsh environment or through a dangerous condition. These could be any of the following:
  • Extreme Heat and Cold
  • Space
  • Radiation, Chemicals, and Toxic Environments (this counts as one)
  • Missing vital organs
  • Inability to breathe, or the ability to breathe in a new environment
  • Pain (you take damage but don’t feel it)
  • Falling (you take no ‘fall damage’, or fall slowly - you cannot fly)
You may modify the appearance of your body along with the adaption, so long as the changes are minor and you're still identifiable as yourself. To be able to gain multiple adaptions, you need to purchase multiple ranks.
Buff [300 PER RANK]
Every 300 points spent on a buff ability boosts the rank by one and allows you to increase someone’s ability in an area by 20%. So a 1500 cost buff could double someone’s damage output, or double their speed, and so on. Buff is generally quite costly, and it may be cheaper to give someone a powerful magic sword than it is to buff their current weapon, for example. Buffs may be used on yourself or on others. Remember, for a buff to last for a longer period of time, you’ll need the ongoing modifier. If two buffs are affecting someone at the same time in the same area, only the strongest one takes effect. Furthermore, if you buff an area that’s being debuffed, they partially cancel out (unless one is stronger, when it will still take effect but will be weaker).
Communication [100 PER RANK]
Every rank of communication allows you to magically send information to other creatures in more detail. Communication does not need the ranged modifier, even if you're communicating over a distance. If you communicate with someone telepathically, they will know that you sent the message, or at least that it's not their own thoughts. You may speak to unconscious creatures this way, and have the message appear in their dreams. Communication is one-way and doesn't let you read minds. The only way to do 2-way communication is for the other creature to have their own communication spell, or for you to to gift them the ability to communicate via magic. Even then, it requires concent on both sides.
RANK 1 [100]: You can communicate simple ideas to creatures you can see and sense as fast as you could speak the same message.
RANK 2 [200]: You can communicate ideas and messages to creatures you can see and sense as fast as you could think the same message.
RANK 3 [300]: You can also communicate images and abstract ideas to creatures you can see and sense faster than you could describe the same thing.
RANK 4 [400]: You can now also send images/ideas/messaged to creatures you're familiar with, regardless of where they are.
RANK 5 [500]: You can now also send images/ideas/messaged to creatures you can describe somewhat accurately, regardless of where they are. You must know of their existence.
Concealment [200 PER RANK]
Every rank of concealment allows you to counter a specific sense (sight, hearing, smell, magic). So, 400 points would allow you to be undetectable by sight or sound. If someone has enhanced sight/hearing/smell they will still be able to detect you to some extent - but it will be harder for them than usual.
Create Object [100 PER RANK]
Create Object
Create Object allows you to create objects of increasing size. The first rank of create object allows you to make objects up to 4ft in any dimension. Each additional rank doubles these dimensions. So spending 500 points will let you make something up to 64ft big in any dimension. To use these objects as weapons or shields, you'll need to pair them with the damage or protection modifiers. Creations may be variable at no extra cost, so you only need to give examples in your spell description of what you might make. So you could have one spell capable of making swords, hammers, axes, and lances.
Damage [100 PER RANK]
Every rank increase the potential damage of your spell. The following descriptions are guidelines of how much damage you can expect to deal per rank.
RANK 1 [100]: Your spell can effectively damage soft material, like flesh. You can also break thin wood planks. This does about as much damage as a strong punch or a knife.
RANK 2 [200]: Can potentially be lethal if the attack hits a vital area, but only injures moderately on normal hits. Can break most thinner longs. It's equivalent to a sword or long dagger swing, or an arrow.
RANK 3 [300]: Will almost always hurt badly, but won't always kill. Can break a thin stone slab, thicker logs, crack concrete, etc. It's equivalent to grazing gunfire.
RANK 4 [400]: Hits will usually be lethal or heavily wounding if undefended. This is equivalent to standard gunfire, a solid crossbow bolt, or a two-handed sword.
RANK 5 [500]: Capable of knocking a normal person to the ground, even if they defend against it. This is comparable to getting hit by a speeding car.
RANK 6 [600]: Spells of this strength can penetrate steel and instantly kill most normal people. This is like having a speeding truck hitting you.
RANK 7 [700]: Even all conventional construction materials can't hold up to your spell.
RANK 8 [800]: Your spell could penetrate through the entirety of a car, end to end.
RANK 9 [900]: Can put larger dents in thick sturdy metal, like heavy tanks.
RANK 10 [1000]: Your spell can topple a large sturdy building, or completely obliterate a tank.
Debuff [100 PER RANK]
Each rank makes a Debuff more debilitating, reducing the average person's ability to function in the chosen Debuff by about 20%. For example, a 100 cost Debuff is a substantial inconvenience, but a 500 cost Debuff will completely incapacitate a normal person who hasn’t done anything to counter it. You might debuff someone's speed, their strength, and so on. Debuffs last until their duration runs out, or they're overcome. Debuffs can be countered with Buff spells or the appropriate racial trait, technology, or spell.
Energy [200 PER RANK]
This unlock allows you to power technology with magic. For example, you could use it to power your mechanical limbs, or a car, or a motorcycle. Different ranks allow you to create more energy. Note that you cannot use this to damage someone, and if you want an electricity attack then you should use the damage effect. Lower ranks of energy can still charge things up, but you'll need the appropriate rank to be able to charge something as fast as it can use power. This effect does not require ongoing to power things over time.
RANK 1 [200]: You can power basic devices, like communicators, radios, and soforth.
RANK 2 [400]: You can recharge the energy packs for basic laser weapons.
RANK 3 [600]: You can power basic prosthetics.
RANK 4 [800]: You can power motorcycles and lighter vehicles.
RANK 5 [1000]: You can power cars as well as intermediate prothesis.
RANK 6 [1200]: You can power advanced tech like energy vests and advanced prothesis. As well as most stealth gear and jet boots/jet packs.
RANK 7 [1400]: You can power basic aircraft and powered armour
RANK 8 [1600]: You can power larger, advanced aircraft. Or you could power a smaller town.
RANK 9 [1800]: You can power larger town.
RANK 10 [2000]: You can power a large city.
Flight [200 PER RANK]
Every rank allows you (or your target) to magically fly. You may gain wings as part of these spells, but they will be ethereal without you combining it with an ability to modify your body. The flying speed starts at 20mph, and doubles for each additional rank. So spending 600 points will let you fly at 80mph. Without ongoing, this essentially just allows you to jump super high or leap super far.
Foresight [200 PER RANK]
Every rank allows you or your target to see into the future for increasing durations. This starts at 0.5 seconds at rank 1, and doubles at every future rank. So, at rank 4, you'd be spending 800 points and get to see 4 seconds into the future. This can let you predict how an opponent might react, or forsee an attack. The visions are not clear, and only give you information you yourself would notice over the foresight period - meaning, if you'd be flat out killed instantly, the foresight will simply give you no information, as you wouldn't see anything. That said, you could use the lack of information to deduce you might be able to die or get KO'd, but you won't have any idea how. Furthermore, the foresight prediction you recieve is solely information about what would have happened had you not had the vision. Note that, as you change your own actions, your opponent and others might change theirs too. To have your foresight 'always active' you will need ongoing. This is best combined with speedy characters, or those with some defensive capabilities, as knowing someone is going to hit you doesn't mean you'll always be able to dodge without the speed/skill for it.
Growth [100 PER RANK]
Every rank allows you or your target to approximately double in mass and volume (not height). So rank 3 (which would cost 300 points) would let your volume increase by a factor of 8, making you twice as big. This will naturally increase your strength, but also make you easier to hit. You will also likely find the new form cumbersome and sluggish. Non-melee weaponry does not scale in strength and often won't function with its increased size - but standard clothing/armour/melee weapons will. As volume and mass can be hard to work with, below is an approximate table of how much your size will increase per rank:
RANK 1 [100]: +25% height increase (x1.25)
RANK 2 [200]: +50% height increase (x1.5)
RANK 3 [300]: +100% height increase (x2)
RANK 4 [400]: +150% height increase (x2.5)
RANK 5 [500]: +200% height increase (x3)
RANK 6 [600]: +300% height increase (x4)
RANK 7 [700]: +400% height increase (x5)
RANK 8 [800]: +550% height increase (x6.5)
RANK 9 [900]: +700% height increase (x8)
RANK 10 [1000]: +900% height increase (x10)
Healing [200 PER RANK]
Every rank of healing allows you to heal about the amount of damage dealt with a similar rank damage spell.
Illusion [100 PER RANK]
Every rank allows you to create an illusion that can fool an additional sense (sight, hearing, touch, smell, taste, magic). So to make an illusion of a fire that looks real sounds real, and feels warm, it would cost 300. By default, illusions can be no larger than 10ft in any dimension. Illusions cannot deal damage on their own. Illusion abilities can be general, and you're not required to describe every single possible type of illusion, only the senses you can trick. You can also purchase additional ranks of illusion to double the size, so you could have a rank 5 illusion that affects sight and sound that's 40ft big. Illusions will fool enhanced senses at a glance but if a creature with notably improved senses takes time to inspect the illusion with that sense, they will know it is false. You can trick someone into thinking there's a wall in the way, and maybe even make them feel it physically being there, but if they try to lean on it they'll fall through. Illusions that last more than a few seconds without you consciously channelling them or changing them need the ongoing modifier.
Insight [100 PER RANK]
Insight allows you to find out information about objects, spells, people, and so on. You need to be able to see or sense that which your insight pertains to (or have seen it in the past). Each insight spell can only have one specific purpose/question, so if you want to be able to know multiple completely different things, you will need multiple insight spells. Possible purposes include learning what a spell does, how someone generally acts, how someone fights, what an object does, what a word in a language means, etc. The information gained by insight increases by rank (see below). Note that insight won't allow you to perfectly predict events, and the information you gain is often rough or situational. If you want to predict things, consider getting a foresight spell instead. Insight is for learning. Lastly, insight may not tell you everything. If someone is secretive about the spells they know, your magic insight check might not reveal them. Insight is blocked by magical concealment. You cannot insight the same "thing" twice in the same way with the same rank of insight. When an insight spell of rank X is used, you may obtain any number of the following effects, providing they are of rank X or lower. They may happen in any order. For example, a rank 3 insight spell could give you the information you'd gain from briefly interacting with an object AND then the information you'd gain from briefly thinking about it.
Rank 1 [100]: You can obtain information as if you'd spent 20 seconds thinking about the object/spell/person/etc. This can only generate information that you could deduce from what you already know.
Rank 2 [200]: You can obtain information as if you'd spent 20 seconds observing the object/spell/person/etc. under close scrutiny, without them being aware of your presence.
Rank 3 [300]: You can obtain information as if you'd spent 20 seconds interacting with the object/spell/person/etc. in a suitable way (e.g. 20 seconds fighting them to know their rough combat strategy, 20 seconds fiddling around with a magic item, 20 seconds of listening to a word being spoken in context, etc.).
Rank 4 [400]: You can obtain a brief/vague 20-second explanation/answer corresponding to your insight purpose that anyone could understand. This might tell you what a word means, roughly what a spell does, whether someone favours their left or right leg. The broader the question, the broader the answer. You can comprehend this answer instantly. Information that is easier to obtain/more commonly known within the scope of your question is spoken first.
Rank 5 [500]: You can obtain an incredibly specific yet detailed 60-second explanation/answer corresponding to your insight purpose that only a specialist in the area would be able to make use of. So you'd need to be good at combat yourself to understand an answer about how someone else fights, for example. Or you'd need to know about magic to understand how a spell works.
Rank 6 [600]: You can obtain a general understanding of the subject at hand, but not enough to comprehend specialist answers if you couldn't already.
Rank 7 [700]: You can obtain some of the information required to understand a specialist answer to your question.
Rank 8 [800]: You can obtain most of the information required to understand a specialist answer to your question.
Rank 9 [900]: You can obtain all of the information required to understand a specialist answer to your question.
Rank 10 [1000]: You can obtain information as if created the object, trained the person, invented the word/spell, or would otherwise be the leading expert on the subject. This may provide information you didn't ask for. For example, if you ask how an electric door works, it might give you a full rundown of all sorts of electrical principles (note: you will still need to buy the perk/spell to be able to use it).
Movement [100 PER RANK]
Every rank of movement allows you or your target to magically move in a new, odd, way as fast as they can run. For example, you could allow someone to run on the walls/ceiling, walk on water, or swim. Furthermore, by purchasing three ranks of this effect together, you could alternatively gift your target to phase through objects. But that doesn't ignore environmental hazards or damage (for that you'd need protection or adaption). Even physical objects will still hurt you, you can just phase through them. Remember, for this form of movement to last, you'll need ongoing.
Move Object [100 PER RANK]
Move Object
Every rank of this effect allows you to magically move an object of increasing weight. This starts at 500lbs, and doubles with each extra rank after the first. So 300 points would let you move something that weighs 2000lbs. This can be paired with the ranged modifier to allow for telekinesis. You can naturally hurt people with these objects without the damage modifier. This effect only needs ongoing if you can cause an object to stay floating after you've moved it. Just being able to hold something heavy for a while doesn't require ongoing.
Protection [100 PER RANK]
Every rank spent blocks about the same rank of damage. This doesn't negate damage completely - you'd still feel the blow - but it does largely protect you from similar or weaker amounts of damage. It's worth noting that even with a lot of protection, you can still take some damage from weaker weapons. It might not be much, but it's there. You can combo this with ongoing to create constant magical armour or something similar.
Sensing [100 PER RANK]
Every rank spent increases the range of any sense, as well as improving that sense's abilities (e.g. improved sight would let you see in very dim light). This sense may be sight, smell, hearing, or magical. This starts at a range of 30ft, and doubles for each additional rank. So 400 points in a sense spell would let you hear incredibly well within a 240ft radius.
Shape Object [100 PER RANK]
Shape Object
Shape Object allows you to modify existing objects of increasing size. The first rank of shape object allows you to modify objects up to 4ft in any dimension. Each additional rank doubles these dimensions. So spending 500 points will let you shape a big chunk of rock up to 64ft in any dimension. To use these objects as weapons or shields, you'll need to pair them with the damage or protection modifiers. Creations may be variable at no extra cost, so you only need to give examples in your spell description of what you might make by shaping things. You can make complicated things, but their functions need to be capable via added spell effects. So if you make a laser gun from a hunk of metal and ore, you'll need the range modifier and the damage effect. You cannot change one material into another - all raw elements (e.g. iron, carbon, etc.) need to stay the same. You can make coal into diamonds, however, or iron and coal into steel. You cannot create or change anything organic.
Shapeshifting [300 PER RANK]
Shapeshifting comes with multiple ranks, each rank providing additional benefits. Shapeshifting is always ongoing and lasts until you change to a new form or dismiss it. Shapeshifting spells may be applied to others. Shapeshifting may provide new natural weapons (claws or spikes), but they will be weak (a bit weaker than rank 1 of damage). See Adaption if you want to improve your survivability in other environments. You could pair shapeshifting with damage or protection to have the new form grant you armour or stronger weapons. This can be paired with shrinking or growth to get really small or really large forms. For 'illusionary' shapeshifting, see the Illusion effect.
RANK 1 [300]: You may change your targets form to anything similar to them. They cannot become taller/shorter or fatter/skinnier, but you may alter their outfit, hair colour, skin colour, eye colour, and other visual traits - enough for them to be disguised as a different person.
RANK 2 [600]: You may physically alter the body of your target, changing their form to something similar to them. They must have the same rough body shape and size - they may be a skinnier/broader version of the same species, or a bit taller, or a similar-looking species, but nothing drastic.
RANK 3 [900]: You may drastically alter the body of your target. This can half or double their mass, as well as altering their body structure. You could turn a human into a centaur, for example. Note that they may find it harder to move in their new form.
Shrinking [100 PER RANK]
Every rank allows you to roughly half the volume and mass of your target, be it yourself or someone else. So, if your target is 6ft tall and you spend 300 points, you can shrink them to an eighth of their volume - which is half their height and thus 3 foot. Held weaponry, clothing and armour are also typically shrunk. Below is a table with the approximate height changes, as working with volume makes things harder to picture.
RANK 1 [100]: 20% height decrease (x0.8), 4/5 of original height.
RANK 2 [200]: 40% height decrease (x0.6), 3/5 of original height.
RANK 3 [300]: 50% height decrease (x0.5), 1/2 of original height.
RANK 4 [400]: 60% height decrease (x0.4), 2/5 of original height.
RANK 5 [500]: 70% height decrease (x0.3), 3/10 of original height.
RANK 6 [600]: 75% height decrease (x0.25), 1/4 of original height.
RANK 7 [700]: 80% height decrease (x0.2), 1/5 of original height.
RANK 8 [800]: 85% height decrease (x0.15), 3/20 of original height.
RANK 9 [900]: 87.5% height decrease (x0.125), 1/8 of original height.
RANK 10 [1000]: 90% height decrease (x0.1), 1/10 of original height.
Speed [200 PER RANK]
Each rank of speed allows you or your target to magically run faster, starting at 40mph. Additional ranks allow you to run two times faster per rank, so spending 600 points will let you run at 160mph (40 doubled twice is 160). To be able to run like this indefinitely (or at least for longer periods of time), you'll need to and add the ongoing modifier. Without ongoing, this essentially just allows you to make quick dashes or pounces.
Summoning is a complex type of magic, but allows you to create creatures to aid you. These creatures are intelligent but must do as you command. It may be worth getting a communication spell to order them around better. You may summon a number of creatures with your spell equal to the rank of summoning. The cost of each rank corresponds to the cost of that creature, should you build them via the Racial Traits system. Summons have a minimum cost of 50 per rank. So, to summon two Colossal giants with no notable traits, it would cost you 4000 points. And that's not counting any modifiers, as you'll need the ongoing modifier to make the summon last. You may wish to summon additional weapons for your summons via the Create Object effect, or, if you wish to give them spells of your own, you may do so by treating the spells as an innate spell racial trait. However, summons cannot summon other creatures, and for a summon to be able to cast innate magic, you must increase the cost of it by 250 points (this is applied before the 50 point mimimum). You may only have one instance of each summon out at a time. You can give summons native perks by buying them for your summon as you would racial traits. Summons can only understand languages that you can.
Teleport [200 PER RANK]
Each rank allows you to teleport further, starting at 20ft. Every additional rank doubles this distance. So spending 800 points will let you teleport 160ft (20 doubled 3 times is 160). Permanent portals require the ongoing modifier.
Positive Modifiers

Positive modifiers add benefits to the effect itself at the cost of increasing the ability’s price. Such as allowing splash damage, or letting the effect linger. If your effect has multiple ranks, then your modifier will change the total cost by a larger amount.

Affect Multiple [50+ PER RANK]
Affect Multiple
Spells that affect everyone within an area, cost 50 more points per rank of the effect per 10ft it can cover. Alternatively, they can cost 50 more per additional target after the first. So, if someone has rank 2 damage spell with an explosion diameter of 30ft, and it's centred on themself and only hits enemies, the modifier will cost 3*50 per rank of the effect, which comes to 2*3*50 = 300. So the total spell will cost 500 (200 for the damage + 300 for the 30ft diameter). If you're confused by this, ask a moderator or another member, we're happy to help!
Homing [50 PER RANK]
Homing spells automatically head towards their target without the need for them to be aimed correctly. These cost an extra 50 points per rank of the effect they're attached to. You must still be able to perceive the target.
Indirect [100 PER RANK]
Indirect spells ignore terrain and physical boundaries. They can be used through CCTV cameras, through walls, and so on. They do not negate energy shields or magical armour/protections, but they can go through normal physical armour. These cost 100 per rank of the effect they're attached to.
Ongoing [50/75/100/150 PER RANK]
If an effect lasts for more than a few moments, such as a lingering debuff or permanent summons, you need the ongoing modifier. This costs a different amount per rank of the effect it's attached to, depending on how long the effect lasts.
Up to 20 seconds [50 PER RANK]: If an effect lasts from ~10 to 20 seconds, this modifier only costs 50 per rank of the effect.
Up to 1 minute [75 PER RANK]: If an effect lasts more than 20 seconds but no more than a minute, this modifier costs 75 per rank of the effect.
Up to 5 minutes [100 PER RANK]: If an effect lasts more 1 minutes, but less than or equal to 5 minutes, this modifier costs 100 per rank of the effect.
Over 5 minutes [150 PER RANK]: If an effect is capable of lasting more than 5 minutes, this modifier costs 150 per rank of the effect. Note that even if an effect is described as being permanent, the magic may wear off after some scenes have passed. For example, if you shrink someone else's character and they, out-of-character, do not want to stay shrunk, they may choose for the magic to wear off after some time has passed, providing they are not in conflict. Forcing people into corners where they don't want to write isn't fun for anyone.
Ranged [50 PER RANK]
By adding 50 points to the cost of a spell, per rank of the effect, you can allow it to target creatures and objects at distance. So to make a traditional "magic missile" spell of damage rank 3, it would cost you: 3 for rank*(100 for damage + 50 for range) = 3*150 = 450 points.
Self/Other [25 PER RANK]
This modifier allows you to target an ally/enemy with an effect instead of yourself if you wish, essentially letting you choose which at casting. You only need to take this modifier if it has a variable target, i.e. if you can target yourself OR your friend. You don't need it just to be able to target other people. This modifier costs 25 per rank of the effect.
Triggered [50 PER RANK]
With this modifier, you can choose your spell to 'trigger' upon a certain condition. Such as when a command word is spoken, or for a landmine it might be when stepped on. This costs 50 points per rank of the effect.
Negative Modifiers

Negative modifiers add drawbacks to the spell but come with the benefit of decreasing its point cost. You may have as many negative modifiers as you want, but - overall - once applied with the positive modifiers, your spell cannot cost any less than 50 points per rank of each effect.

Activation [-25/-50/-100 PER RANK]
If your spell takes time to activate, such as you needing to focus to charge it up or there being a time delay, then it has this modifier. The activation time decreases the cost as follows:
5 or more seconds [-25 PER RANK]: If your spell takes 5 or more seconds to activate, but less than 10, then it gets a 25 point cost decrease per rank of the effect.
10 or more seconds [-50 PER RANK]: If your spell takes 10 or more seconds to activate, but less than 30, then it gets a 50 point cost decrease per rank of the effect.
30 or more seconds [-100 PER RANK]: If your spell takes 30 or more seconds to activate then it gets a 100 point cost decrease per rank of the effect. Activation times longer than this offer no further benefit cost-wise.
Chaotic [-50 PER RANK]
If your ability is difficult to control, it counts as chaotic. Such as an inaccurate fireball, an uncooperative summoned minion. Chaotic spells cost 50 less per rank of the effect.
Concentration [-50 PER RANK]
If you have to pay attention and focus to make the effect work, your spell has the concentration drawback. You may only focus on one ‘concentration’ spell at a time. If your concentration is broken (such as with damage or with a significant distraction), the effect ends. This modifier decreases the cost of your spell by 50 points per rank of the effect.
Finite [-25/-50/-100 PER RANK]
Finite spells are those that have a limited number of uses. This may be due to required spell components, or the energy/mana required, or maybe your gifted magic only grants so many uses of it. Either way, it comes with a cost decrease as follows:
10 uses per rest [-25 PER RANK]: If you can use your spell 10 to 5 times between resting up or taking the time to restock, then it gets a 25 point decrease in cost per rank of effect.
4 uses per rest [-50 PER RANK]: If you can use your spell 4 to 2 times between resting up or taking the time to restock, then it gets a 50 point decrease in cost per rank of effect.
1 use per rest [-100 PER RANK]: If you can only use your spell 1 time between resting up or taking the time to restock, then it gets a 100 point decrease in cost per rank of effect.
Alternatively, you can use the following pricing scheme instead (which is suitable if your spell has a 'cooldown'. Such as the demon you summon not wanting to 'come and play' right after being defeated. This is priced as follows:
1 use per every few posts/per minute [-25 PER RANK]: If you can only use your spell every minute or so (or every few posts), then it gets a 25 point decrease in cost per rank of effect.
1 use per scene [-50 PER RANK]: If you can only use your spell every half hour or so (or every encounter/scene), then it gets a 50 point decrease in cost per rank of effect.
1 use per rest [-100 PER RANK]: If you can only use your spell once per rest/day, then it gets a 100 point decrease in cost per rank of effect.
Limited [-50 PER RANK]
If your spell only works about half the time or less due to it only being usable in certain conditions (e.g. underwater, while flying, while singing loudly), or only working on certain targets (e.g. only on men/women, only against fire, etc.), then it is limited. This is only valid for one limitation, having multiple doesn’t increase the benefit. It's down to a mod if your limitation is viable for the 50 point decrease in cost per rank.
Indiscriminate [-50 PER RANK]
The indiscriminate modifier refers to abilities that cannot choose their targets. Such as a missile that automatically aims at a random person nearby, or an explosion that affects everyone within range - even if they’re an ally. Other examples might include damaging auras. Most standard attack spells are not discriminate, because while you may miss and hit an unintended target, you get to choose who you aim at. This decreases the cost of a spell by 50 points per rank of the effect.
Removable [-50 PER RANK]
If your spell can be physically taken away from you, such as your magic being bound to your staff or a ring you wear, then it is removable. This could benefit you in some cases, such as granting the ability to use your spells to an ally, but it's also a drawback (without your casting focus, you can no longer use the spell). This decreases the cost of a spell by 50 points per rank of the effect.
Side Effect [-50 PER RANK]
Side Effect
This is a more general modifier and applies to any spell with a drawback that causes some problematic effect. Such as debuffing yourself, damaging you with each use, or being really tiring and fatiguing to use. This decreases the cost of a spell by 50 points per rank of the effect.
Slow [-50 PER RANK]
Slow is a general modifier for easy to dodge spells. It should not be confused with activation. If your magic sword is really big and heavy (more so than any standard sword in real life), so takes a long time to swing, we can assume it will be harder to hit with and attacks might be telegraphed. If your ranged spell moves slowly (like at the speed of a fast walk), it may also get the slow modifier. What qualifies as slow is down to a mod's discretion, but typically the spell itself needs to be ‘easy to dodge’. For a ranged healing spell, it could have the slow modifier if it takes a long time to reach your target (so an enemy could intercept it). A communication spell might be slow if it takes a while for the message to reach the receiver. And so on. This decreases the cost of a spell by 50 points per rank of the effect.
Weakness [-25 PER RANK]
For an ability to have the weakness modifier, it cannot be used in certain conditions. Such as underwater, in rain, while moving, and so on. Or it can’t be used against certain things, such as not working against fire. This decreases the cost of a spell by 25 points per rank of the effect. You do not get any cost benefits from having multiple weaknesses.
Pricing Examples

It's natural that you might be confused by the above, so I'll run through some examples. Say we have a rank 4 damage spell that's ranged, explodes in a 10m diameter, is indiscriminate, and has a 5 second charge time (during which concentration is required). First, figure out the cost of your spell if it was rank 1. This can be done by adding together all the base values: 100 (damage) + 50 (ranged) + 50 (affect multiple/10ft AoE) - 50 (indiscriminate) - 25 (activation) - 50 (concentration) = 75. Now, multiply this by the rank you want. In this case, that's 4. So our overall cost will be 75*4 = 300 points.

Now, say we want to make this spell even more potent. Let's say we want to add a lingering debuff that slows everyone who gets hit by the explosion down by ~40% for about 15 seconds. This would be a rank 2 debuff. As before, we work out how much the debuff addition would cost if it were on its own and at rank 1. Let's say we don't want to need to maintain concentration for the debuff to work. So, 100 (debuff) + 50 (affect multiple/10ft AoE) + 50 (ongoing, 15s) - 50 (indiscriminate) - 25 (activation) = 125. Now we work out the rank 2 cost, which is just 125*2 = 250. Then, we add the costs of the attack and debuffing spell components together, which comes to 250 + 300 = 550.

Formating Examples

You may format magic spells how you wish, so long as all the information is there. We require a comprehensive list of the effects, what modifiers are applied to each effect, and a description of the spell itself. This description should explain what the spell does, even if this is made obvious by the effects, and should ideally clarify why it has the modifiers it does. You may wish to consider some of the following questions when writing a spell's description:
Spell Description Checklist
How quick is your spell to use? Is it instant? Does it have to charge up? Can it be used at will?
Can you multitask while using/charging it? Can you move around while charging up your super laser beam, or do you have to stand still and focus?
How fast does your projectile travel? For ranged spells, we expect this to be added. A rough estimate is fine, or a comparison. E.g. 'as fast as a bullet' or 'as fast as a thrown baseball'.
Does it have a limited range? How far can it travel, roughly? What's the effective range?
How powerful is it? Estimate. Give a rough scale, like 'very powerful' or 'somewhat weak'. This isn't required as it can be determined by the rank of the effects, but it is recommended.
How big is it? For summoned weapons or projectiles, we like to have a rough size for comparison. Does your magic missile spell shoot little magic bullets or larger baseball-sized projectiles?
What does it look like? How is it performed? How does it feel to get hit? These are mostly 'fluff' details, but we recommend you include them if they're not obvious. That way, other players may write your character using the spell in fights.
An example of a complex spell might look like this:

Time Manipulation [Cost: 950]
Debuff 3 (Speed) [300]
--Affect Multiple (40ft) [600]
--Concentration [-200]
--Side Effect (Fatigue) [-200]
--Ongoing (Indefinitely) [450]
Time manipulation is a very complex spell that essentially allows you to slow the flow of time in an area for everyone but yourself and allies within a 20ft radius of yourself. This spell can be very tiring even when only used for shorter moments. At its current strength, time manipulation can slow time down to about 40% of its usual speed, however, everyone slowed down is perceptive of this. So feel themselves moving sluggishly.

Mod Note: Note that, while this is 'ongoing', it costs energy to use so we'd expect you not to use it 24/7. Note that going back in time is not possible with our spell system, as we feel it is too complicated to roleplay. Also, note that this isn't true time manipulation, as enemies are perceptive of the slowed time, and feel themselves moving sluggishly. To improve this, you would also have to debuff agility or something of the like. Such as:
True Time Manipulation
Time Manipulation [Cost: 1900]
Debuff 6 (Speed 3, Agility 3) [600]
--Affect Multiple (40ft) [1200]
--Concentration [-400]
--Side Effect (Fatigue) [-400]
--Ongoing (Indefinitely) [900]
True Time Manipulation is a very complex spell that essentially allows you to slow the flow of time in an area for everyone but yourself and allies within a 20ft radius of yourself. This spell can be very tiring even when only used for shorter moments. At its current strength, time manipulation can slow time down to about 40% of its usual speed. This even slows the target's perception of time, so they'll see the world moving by much faster.

Mod Note 2: Note that even this has flaws, as it doesn't slow down objects. So you'd need to additionally add a 'move object' modifier and the like if you truly wanted to slow time in the area.
Below is a long list of generic spells that users have submitted, or I've made based on requests:
Example Abilities
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