Magic Traits

The overall mana cost, which takes into account capacity, distance, and complexity, will be influenced by the elements utilized. Having a +10 elemental factor results in a default cost of 100%. However, if you possess an element with a +8 factor, you will only need to pay 80% of the mana cost.

Achieving a roll result of 1-10 or 90-00 during a general aim bestows a point and advances your tracker. Upon accumulating 20 points, a boon comes your way in the form of a bonus applied to your element’s cost. So if you had a reduction of 20% it is now 21%

If you opt not to advance in a particular element, you have the option to increase your mana pool by 1%. To start, you have 100 mana, but by applying this choice, your mana capacity increases to 101.

If the percentage number results in a decimal value such as 1.3, 1.5, or 1.7, they will be rounded either down or up. Specifically, 1.3 will be rounded down to 1, 1.5 will be rounded up to 2, and of course, 1.7 will also be rounded up to 2.

 

GUILD
STONE
METAL
ICE
HEALING
ANIMAL
PLANTS
POISON
ACID
FIRE
ELECTRICITY
WATER
AIR
LIGHT
MENTAL
PORTAL
TELEKINESIS

Stone Templar

+8

+10

+10

+7

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

Storm Bringer

+10

+8

+10

+7

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

Frost Guardian

+10

+10

+8

+7

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

Venom Reaper

+10

+10

+10

+10

+10

+9

+8

+9

+10

+10

+9

+10

+10

+10

+10

+10

Flame Hunters

+10

+10

+10

+10

+10

+10

+9

+9

+8

+10

+9

+10

+10

+10

+10

+10

Spark Weaver

+10

+10

+10

+10

+10

+10

+10

+9

+9

+8

+9

+10

+10

+10

+10

+10

Portalbane

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

+9

+10

+9

+10

+8

+9

Kenetic Warden

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

+9

+9

+9

+10

+10

+8

Mindbreaker

+10

+10

+10

+10

+10

+10

+10

+10

+10

+10

+9

+10

+8

+8

+10

+10

 Maximum bonus per class and element

As you endeavor to minimize your mana consumption, you will eventually encounter a lower limit that you cannot breach. As a Stone Templar, the minimum mana cost for Sentinel spells must remain at 60% or higher.  The specialty of a Venom Reaper lies in its use of poison, which can be effective down to a cost of 10%. The table below provides information on the minimum acceptable levels for each class.
CLASS
STONE
METAL
ICE
HEALING
ANIMAL
PLANTS
POISON
ACID
FIRE
ELECTRICITY
WATER
AIR
LIGHT
MENTAL
PORTAL
TELEKINESIS

Stone Templar

+1

+2

+2

+2

+4

+4

+5

+5

+5

+5

+4

+4

+6

+6

+6

+6

Storm Bringer

+2

+1

+2

+2

+4

+4

+5

+5

+5

+5

+4

+4

+6

+6

+6

+6

Frost Guardian

+2

+2

+1

+2

+4

+4

+5

+5

+5

+5

+4

+4

+6

+6

+6

+6

Venom Reaper

+6

+6

+5

+5

+4

+4

+1

+2

+2

+2

+4

+4

+5

+5

+6

+6

Flame Hunters

+6

+6

+5

+5

+4

+4

+2

+2

+1

+2

+4

+4

+5

+5

+6

+6

Spark Weaver

+6

+6

+5

+5

+4

+4

+2

+2

+2

+1

+4

+4

+5

+5

+6

+6

Portalbane

+6

+6

+6

+6

+4

+4

+5

+5

+5

+5

+4

+4

+2

+2

+1

+2

Kenetic Warden

+6

+6

+6

+6

+4

+4

+5

+5

+5

+5

+4

+4

+2

+2

+2

+1

Mindbreaker

+6

+6

+6

+6

+4

+4

+5

+5

+5

+5

+4

+4

+2

+1

+2

+2

(Bonus Skill Traits)

 

CLASS
STEALTH
THIVERY
DECEPTION
INTIMIDATION
CRAFTING
SURVIVING
NATURE
MEDICAL
ATHELETIC
ACROBATICS
AQUATICS
DIPLOMACY
SOCIETY
REFLEX
BLOCK
ARCANA

Stone Templar

0

0

0

0

0

0

0

+2

0

0

0

0

+2

0

+3

0

Storm Bringer

0

0

0

0

0

0

0

+1

+1

0

0

+1

+1

0

+3

0

Frost Guardian

0

0

0

0

0

0

+1

+1

0

0

0

0

+1

+1

+3

0

Venom Reaper

0

0

+1

0

0

0

0

0

+1

+1

0

0

0

+2

0

+2

Flame Hunter

0

0

0

+1

0

0

0

0

+1

+1

0

0

0

+2

+1

+1

Spark Weaver

0

0

+1

0

0

0

0

0

+1

+1

0

0

0

+3

0

+1

Portalbane

0

0

+2

+1

0

0

0

0

0

0

0

+1

+1

0

0

+2

Kinetic Warden

0

+1

+1

+1

0

0

0

0

0

0

0

+1

+1

0

0

+2

Mindbreaker

+1

0

+1

+1

0

0

0

0

0

0

0

+1

+1

0

0

+2

The following element descriptions are intended to provide players with a general understanding of what each element can achieve. For a more comprehensive description, please refer to the section on spell crafting. >>>

If your intention is not to craft and you only plan to use the pre-made spells and items in the asset section, there’s no need for you to familiarize yourself with the elements unless you like to get in a better position for a fight.

Stone

The Metal element involves the manipulation and control of metallic substances, granting the ability to shape, control, or transmute metals. Metal spells offer both offensive and defensive strategies. Offensively, casters can manipulate metallic objects to launch projectiles, form weapons, or create impenetrable barriers. They can transmute metals, transforming them into deadly weapons or manipulating their properties for strategic advantages. Defensively, metal casters can create armor or shields from surrounding metals, providing durable protection against physical and magical attacks.

Metal

The Metal element involves the manipulation and control of metallic substances, granting the ability to shape, control, or transmute metals. Metal spells offer both offensive and defensive strategies. Offensively, casters can manipulate metallic objects to launch projectiles, form weapons, or create impenetrable barriers. They can transmute metals, transforming them into deadly weapons or manipulating their properties for strategic advantages. Defensively, metal casters can create armor or shields from surrounding metals, providing durable protection against physical and magical attacks.

Ice

The Ice element manipulates and controls ice, granting the ability to create and manipulate frozen substances, generate extreme cold, or launch icy projectiles. Ice spells excel in offensive and defensive strategies. Offensively, casters can unleash ice shards, create freezing blasts, or summon blizzards to freeze opponents and hinder their movements. Defensively, they can erect ice barriers or create slippery surfaces to impede enemy attacks and mobility. Ice casters can also freeze water sources, extinguishing flames or creating ice paths for traversal.

Healing

The Healing element focuses on restorative abilities, granting the power to heal wounds, cure ailments, or restore vitality to oneself or others. Healing spells are invaluable in providing support and sustaining the well-being of the caster and their allies. Casters can channel healing energies to close wounds, regenerate tissues, or alleviate pain. They can also cure diseases, neutralize toxins, or restore stamina and vitality. In combat, healing casters can keep themselves and their allies in optimal condition, ensuring their endurance and resilience throughout battles.

Animal

The Animal Element revolves around mastery over the animal kingdom, allowing practitioners to communicate with, summon or command animals. It serves as a versatile magical system with offensive, defensive, and utility applications. Users can summon specific animals for combat or assistance and exert control over creatures for various purposes. They possess an empathic bond with animals, facilitating safe passage in natural environments. Deep connections can be formed, creating loyal animal companions. Advanced practitioners can shape-shift into animals, gaining their physical attributes. Enhanced senses, akin to those of certain animals, enhance their natural abilities. In summary, the Animal Element offers a wide range of animal-related powers for those attuned to the natural world.

biological warfare

Plants

The Plants element is centered around the manipulation and control of plant life, allowing the growth, manipulation, or even animated control of plants. Plant spells provide a unique blend of offensive, defensive, and supportive strategies. Offensively, plant casters can summon vines to ensnare or strangle opponents, create thorny barriers to impede enemy movement, or even command carnivorous plants to attack. Defensively, they can create protective barriers of entwined branches or harness the regenerative properties of plants to heal wounds. Plant casters can also interact with nature, gather information from the environment, or communicate with plant-based creatures.

Poison

The Poison element involves toxins and venoms, granting the ability to create and control poisonous substances, inflict toxins on others, or manipulate their effects. Poison spells can be used both offensively and defensively. Offensively, casters can unleash toxic projectiles or clouds of poisonous gas to incapacitate or weaken opponents. They can also coat weapons with deadly poisons to enhance their attacks. Defensively, poison casters can create an aura of toxic fumes or venomous barriers to deter enemies from approaching. They can also neutralize or counteract toxins inflicted upon themselves or allies.

Acid

The Acid element focuses on corrosive substances, enabling the creation and manipulation of acidic substances that can dissolve or corrode objects. Acid spells are particularly effective for weakening defenses or causing damage over time. Casters can create acidic projectiles, throw acid at opponents to inflict burns and corrosion, or dissolve barriers and obstacles. Acid casters can strategically target an opponent’s armor or protective gear to weaken them before launching direct attacks. They can also create acid traps or pools to hinder enemy movement or restrict their options in battle.

Fire

The Fire element controls and manipulates flames, granting the ability to create and control fire, generate intense heat, or cast fiery projectiles. Fire spells are primarily used for offensive strategies. Casters can hurl fireballs or streams of flames at opponents, engulf them in scorching infernos, or create walls of fire to block or restrict enemy movement. The intense heat of fire spells can also be used to melt or weaken structures and objects. Fire casters can strategically control the size, intensity, and direction of flames to maximize their effectiveness in combat.

Electricity

The Electricity element harnesses electrical energy, allowing the control and manipulation of electricity, generating lightning bolts, or manipulating electronic devices. Electric spells are highly versatile and damaging. Offensively, electricity casters can unleash bolts of lightning to electrocute opponents, stun them, or even cause paralysis. They can also manipulate electrical currents to overload and disable machinery or electronic devices. Defensively, electricity casters can create energy barriers or shields that can absorb or redirect incoming attacks. Additionally, they can channel electricity through conductive objects to attack multiple targets simultaneously.

Water

The Water element governs the manipulation and control of water, granting the ability to create and control water bodies, manipulate its flow, or summon rain. Water spells offer a range of strategic possibilities. Defensively, water casters can create barriers or shields of water to block incoming attacks or extinguish fires. They can also manipulate the flow of water to restrict an opponent’s movement or create currents to their advantage. Offensively, they can hurl water projectiles, summon tidal waves, or even transform water into solid ice projectiles. Water casters can also use their abilities to heal wounds by harnessing the restorative properties of water.

Air

The Air element controls and manipulates the movement of air, enabling flight, creating gusts of wind, or generating powerful storms. Air spells provide both offensive and defensive strategies. In battle, air casters can summon gusts of wind to deflect projectiles, knock opponents off balance, or create barriers of swirling air to protect themselves or allies. They can also use their abilities to levitate or fly, gaining a significant advantage in mobility and positioning on the battlefield. Additionally, air casters can conjure powerful storms or tornadoes to disorient opponents, disrupt formations, or even cause widespread destruction.

Light

The Light element harnesses radiant energy, granting abilities such as creating and manipulating light, emitting dazzling beams, or illuminating darkness. Light spells have versatile applications in combat. Strategically, light casters can provide illumination in dark environments, ensuring clear visibility for themselves and allies while potentially blinding opponents who rely on shadows. Offensively, they can emit focused beams of intense light to blind, disorient, or even burn opponents. Light casters can also create illusions using light, projecting images or distractions to deceive enemies.

Mental

The Mental element focuses on the mind, granting abilities such as telepathy, mind control, and enhanced mental perception. Mental spells excel in information gathering and manipulation. The caster can read thoughts, communicate telepathically with allies, or probe the minds of opponents to gain valuable insights. In combat, mental casters can manipulate the thoughts and actions of opponents, planting illusions or false perceptions to confuse and disorient them. They can also create mental barriers to protect themselves and allies from psychic attacks or intrusion. Mental commands are effective on all humanoids with above-average intelligence and on undead beings possessing comparable cognitive faculties. However, if you intend to exert control over living plants and animals, you must synergize your abilities with either the Plant or Animal Element, respectively.

Portal

The Portal element grants the caster the ability to create and manipulate portals, enabling travel between different locations or dimensions. Portals provide incredible strategic advantages. The caster can create portals for quick escapes, allowing them to evade enemies or retreat to a safer location. They can also use portals to surprise opponents by appearing from unexpected angles, launching surprise attacks, or ambushing enemies from behind. Portals can also be used for tactical repositioning, enabling the caster to transport themselves or allies to advantageous positions on the battlefield or to flank enemies.

Telekinesis

Telekinesis allows the caster to manipulate and control objects and substances using the power of their mind. With telekinetic abilities, the caster can levitate objects, move them with precision, or even create barriers by manipulating the environment. In battle, telekinesis can be used for various strategies. Offensively, the caster can hurl objects at opponents, disorient them by manipulating their surroundings, or use telekinetic force to crush or immobilize enemies. Defensively, the caster can create protective barriers to shield themselves or allies from incoming attacks or redirect projectiles away from their intended target.