The Spell Compendium is now available, after many, many weeks of work! This new system may look terrifyingly complex, so I'm going to explain more about it here, in this brief AQ (anticipated questions).
Why was this change made?
Simply put, the old magic system/spell directory didn't live up to the complexity and uniqueness I had envisioned when I first thought of how magic would work on Vita. The list of spells felt too much like a bunch of abilities I expected people to use, and "skill up" like a regular RPG. This isn't that type of game and the directory focused entirely too much on combat.
It also didn't fully explain what each school of magic was all about - why someone would choose one over the other. The system was disorganized and not well-thought-out, mostly because when I first created it, I was just trying to get it out of the way.
I decided our game deserved a better system, one that was more intellectual and customizable than the majority of hack-and-slash magic systems out there.
Why is this system better?
This system will allow you to do more with your galdori characters, and focus on magic as realistically as possible. It puts the control in your hands, because it explains how different types of magic actually work.
With this system you can read up on your chosen discipline and actually create spells that fit with the general way that discipline works. Because there's way more information about the types of spells that exist, you have the knowledge needed to make your own decisions, fill in gaps, and customize spells to what you want them to do. Instead of a static list of spells available, you have a bunch of categories, all with possible side effects, some with extra information about spell levels and what kind of ability is necessary to perform different versions of that spell.
What changed in terms of spell levels?
The three "spell levels" (elementary, intermediate and advanced) refer only to the expertise your character has at that specific discipline.
What does this mean? It means you are no longer limited to one skill level in everything. You can instead specialize your character's focus, customizing them and giving them great power at whatever they've focused on specifically.
Let's say Yolanda is a 32-year-old galdor and has worked her entire life with static magic. And not just "static magic" in general, but specifically bending spells; she uses her ability to make impressive statues and sculptures. At this particular spell, she would have massive finesse and mastery, and would be considered an "advanced" caster of bending spells. She might be passable at the rest of static magic - let's say we'd call her intermediate in that regard. When it comes to other disciplines, she isn't as good, because they aren't her focus. She might not know anything at all about living magic and only be elementary skill level when it comes to physical magic.
To be considered "advanced", all that is necessary is a skill focus. But you will only be advanced at that one skill, unless you have multiple focuses. This is how I originally intended magical skill levels to work. I'm minimizing the importance of the qualification and allowing you to make the call, because you're the author, after all.
Does this mean I can only cast one type of spell?
Not at all. You decide what type of magic your character would know. If they were a good student they might remember a little bit from every magical discipline. If they were a bad student they might only remember the spells from their chosen focus, or even the few spells they use on a daily basis. While in school, most students know at least elementary level for the four state disciplines (or "core disciplines"), as well as some quantitative magic. You can decide on a case-by-case basis if your character can or cannot cast a spell.
Do I have to specialize? Can I be advanced at everything?
You cannot realistically be advanced at everything. If your character is sufficiently old and experienced enough they might have mastered an entire discipline, rather than one type of spell, but this is pretty rare as well.
If you'd prefer not to have a specialization, that's fine! Your character doesn't have to be majorly skilled at any spell type or discipline. They might just be a dabbler. However, this will spread them thin and limit their power.
Do I have to read that entire page?
Not at all. If you know roughly what type of magic you'd like to be casting, you should read that section; it's not really necessary to read the others, but it might help you in your writing.
How do I roleplay spell casting?
I will be writing a guide for this, but essentially it's a chance for you to get creative. Side effects for spells can be negative or positive, and you can use your imagination or follow the guidelines on the wiki page. Instead of writing "X casts X", try explaining what your character is hoping to accomplish with the spell.
Can I still use the old spell names?
This is one thing I was hoping to retcon; the spell names would be awkward and a little nonsensical in the context of this new system. One single spell called "Immolate" doesn't make any sense at all given the boundless complexity of ignition spells. Your character could think of the spell as "an immolation spell", but they probably wouldn't name it; it would be like calling an impressive type of backflip "Bob."
However, if you want to get clever, think of how spells would actually be named - like theories, they'd probably be named after the person who wrote that variation. So if Magister Angus Thatchery wrote a spell that changed metabolism in a certain type of lizard, that very specific spell might be called the Thatchery Metabolic Augmentation.
I have more questions!
Post them here, and I'd be happy to answer them all! If you're confused or unhappy about any aspect of the new system I will listen and take constructive criticism; this is a "beta test."
Additionally, if you can think of a new spell type that might be possible under a certain discipline, please let me know; I'm always open to suggestions. Please make sure that the spell type deserves its own category; a "lighting cats on fire" spell would be classed under "ignition", for example....

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