<h4>Chapter -6: Magic & Battle System</h4>
MAGIC SYSTEM
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TERMINOLOGY:
*CASTING: Releasing a spell.
*CHANNELING: Preparing a spell. Complicated ones can take from 5 seconds to over a minute. The more proficiency the User has with that spell, the quicker they can channel. Channeling has the advantage of releasing a spell with 100% power.
*QUICK-CAST: Perform a spell without channeling. This can only work with attack-type spells. There is a penalty though, inexperienced Users will have to sacrifice the tripe amount of mana needed to perform the spell, and suffer from severe paralysis or muscle pain. (Also called a Mana Cramp) Experienced mages can quick-cast by using the double amount of mana required, and will only experience slight difort. You cannot quick-cast spells that require spatial or time maniption. You can quick-cast the majority of elemental spells.
*ELEMENTAL CRAFTING: Only rted to performing Elemental Magic and Elemental Maniption. Create fire from one''s hand, raise walls of ice, materialize water or icences out of the air. These are different from spells and physical elemental attacks.
Examples using Astrid here: [spoiler] Astrid has an attack powering up her fist with fire, Meteora Ferrum. Since this is a punch, this is not fire crafting, it''s a Fire ART.
Amelia has an attack described as a "methrower emanating from her hand". This is Fire Crafting. Astrid has a variant too, by throwing a punch forward and sending a burst of fire. This is also Fire Crafting [/spoiler]
*CHARM: A mage or one of the few Support sses can give a buff to an ally. The Charm must be of Elemental Nature. An Earth Charm will grant a defense buff, and a Wind Charm will grand speed to an ally.
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BATTLE SYSTEM
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TERMINOLOGY
*UNIQUE SKILL: A power that manifests ording to the User''s psyche. It ranges from being able to absorb damage and elemental magic, to make any armor or weapon explode on contact. Requirements to use a Unique Skill vary. Some even have limited daily usage.
*(NAME) STYLE: Used to adopt a differentbat style or different martial art doctrine. This is proimed by a User while taking a fighting style. Generic examples, "Tyger Style", or "Drunk Style."
*(ELEMENTAL) ART: To power up a skill or special move with one''s element proficiency. These are mostly physical attacks or something that requires touching another person. (Like pickpocketing) Generic examples could be ''Air sh'', or Astrid''s Meteora Ferrum, when she powers up a punch with fire.
*(ELEMENTAL) BOOST: When a fighter powers up themselvess. This is different than a CHARM, which can only be provided by another ally. A Fire Boost will give you an increase in your attack, and a Wind Boost makes you faster.
*SUMMONING: To open a mortal to bring a monster or mythical creature to fight by your side. Summons can be bought, tamed, or forced to do your bidding.
*CALLING: A variation of Summoning. Used to bring Familiars, Mounts, and non-monster allies, like automatons or droids.
*OPENING VAULT: To bring a weapon or artifact from a previously set pocket dimension.