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More recent notes on my current rules. For context, attributes are this, with -1 to +3 modifiers applying to things:
Strenght
Dexterity
Skill #1
Skill #2
Magic
Charisma
Let's focus on magic. Each attribute bonus gives you 1 Mana Die, plus one if you get the Wizard class. So, a Wizard with a +3 magic attribute has 4 Mana Dice. The second mana die is only active (but not the 3rd or 4th) when the magical operator is holding their staff; which is often given to them in an emotive ceremony, and signals experienced magic-users to the eyes of all beholders.
Non-Wizard PCs with some magic bonus automatically get one spell slot, and can start with one spell on it. That is probably the last spell they will ever learn, so they don't have to bother with a spellbook.
Additionally, wizard PCs get one spell slot in their spellbook per level up, and can prepare spellbook/2 number of spells at a given time, rounding up. So, a "first level" wizard with +1 magic can know two spells, but have only one prepared. At the next level up, he knows three spells, but can prepare two.
I put "level" under quotations because I won't keep track of levels as such. I'm departing from that, and I have everything else that depends on them worked out (all such fixings are scattered through this blog). So, everytime somebody levels up as a wizard they just put a new line on their spellbook and sometimes a new slot on their prepared spells, that's it.
*** ON SPELL HUNTING ***
Apart from that first spell at magic +1, the rest of the spells must be found in-game. This is, in-world, the classic adventure motivation for all beginning and intermediate wizards; and a good way to put a party in motion through a sandbox.
The classic places in which a spell can be found are:
* mystical shrines scattered through the land, or deep in dungeons; usually hard to access and guarded by pertinent traps and monsters.
* taught from another wizard, monster, spirit or magical powered entity. The teacher must be usually convinced to or befriended, and might put you on a test of worthiness first.
* taught from another wizard, monster, spirit or magical powered entity. The teacher must be usually convinced to or befriended, and might put you on a test of worthiness first.
* spending downtime reading another wizard's spellbook or equivalent. This is done by passing a magic check during downtime. Only one or two spells can be learnt from a given spellbook; because magicians write mostly to themselves and is hard to decipher their mindset.
No more requirements should be needed, as learning a spell carries its own disadvantage: an empty spell slot on your spellbook is permanently spent on said spell, and it cannot be scratched away or unlearned.
*** ACTUAL CASTING ***
You invest any number of mana dice; the spell effects are commonly higher depending on the results, but if a 5 or a 6 is present at the roll, one mana die is spent. So, if you want big results you must use 2 or 3 dice, but it makes the mana easier to drain. The actual chances for losing a die are:
1 die: 33%
2 dice: 55%
3 dice: 70 %
4 dice: 80%
I´m currently working on the spell list but currently is an reworking of my old one into this system. Will update the new soon but if I waited for this entries to be perfect, I'd never update a shit.
*** FINAL NOTES ***
Charisma
plays a role on magic by powering certain spells and influencing
possible relationships with teachers or summoned entities.
Mana Dice are recovered through rest but probably randomizing how many. For example, roll all lost dice and recover all that show 5 or 6.
Classes are meant to be flexible, so you can level up each time as a different one (fighter, wizard, specialist) , but staying faithful to one makes it exponentially better. I'm actually very happy on how its done, will write it later.
Magic-User monsters such as a Yuki-Onna work by PC rules: 1 to 3 mana dice, one spell (frost) unless it´s better to do otherwise.

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