Spells

Magic is a very powerful force in Aegis. It functions through the use of coincident planes of reality, each operating under a different set of rules. By means of pushing energy and matter between these planes, effects can be created that would otherwise prove impossible. There are certain materials which heighten the link between various planes.

Researching a spell
There are a number of ways to learn a spell When you gain a level you can choose to gain Magic Knowledge (MK). You may invest these MK into any school of magic. In order to learn a spell you must have at least as many MK in a school as the spell costs MP of that same school.
 * Learn a pre-made spell
 * Research it yourself

White Magic

 * White magic is the subtlest of the schools; it bears no effect on its own.  Its use is in conjunction with the other schools, to modify the effect and style of the spell.  It may be used to cause contingency, allowing the spell to be held without activation for prolongued periods.  It may also be used to add sentience to the spell effect.


 * Contingecy: Each hour the spell is to be held will cost 1MP per hour it is to be held, and 1MP per 5MP of non-white magic within the spell.


 * Sentience:  A spell with 0 sentience has a standard effect on casting, ex. (fireball).  A spell with 1 sentience requires constant concentration and control by caster and costs an additional 5MP, ex. (telekenises).  A spell with 2 sentience can follow a preset list of commands with conditionals, ex. (ward area to shoot a small fireball when anything comes within 30 feet).  A spell with 3 sentience can manifest a basic amount of autonomy, ex. (follow target and cast healing magic until it tells you to stop, then find a new target).  A spell with 4 sentience is required to create golems and other high sentience magic beings.


 * sentience 1 costs 5MP


 * sentience 2 costs 20MP


 * sentience 3 costs 60MP


 * sentience 4 costs 120MP

Red Magic

 * Red magic is used commonly by battle-mages.  It allows for the caster to exert a great deal of force very quickly.


 * Force:  Each 25lbs to be moved adds 1MP to the cost of the spell.  Each 5ft/round of speed by which the object is to move adds 1MP to the cost of the spell.


 * Fire:  Each 1hp of damage to be dealt per round of its duration adds 1MP to the cost of the spell.  For each 5 hp of damage the effect has a diameter of effect of 5 ft.

Green Magic

 * Green magic is used for the storing and creation of matter.


 * Storage:  Each 50lbs of matter to be stored adds 1MP to the cost of the spell.  Living matter may be stored this way but it will perceive no passage of time.

Black Magic

 * Black magic is used to negate the effects of other magics


 * Negation:  Each 1MP of spell to be negated adds 1MP to the cost of the spell.  Each 5ft of radius for the nagation to effect adds 1MP to the cost of the spell.  Every spell of total cost less than the negating value is suppressed for the duration of the negation.  The duration of the suppressed spell counts down during this time.

Yellow Magic

 * description

Blue Magic

 * description