Spell Casting
In the world of Turriel, magic is everywhere. Ever since Astrigonia, the Goddess of the Mystic, bestowed magic apptitude unto mortal kind, it has done nothing be expand. In modern day, it is everywhere, and comes in various different forms. There are four different schools of magic; Dark, Nature, Radiant, and Spatial. Each school of magic possesses their own specialties, and is accessed by mortals in differents ways.
Casting spells requires the use of spell power. This is magical energy, collected by mortals, and stored until a spell is cast. The way an individual recovers spell power is determined by their school of magic, and their Adventurer Class. Every spell, no matter how weak or how strong, has a spell power cost associated with it. This is how much spell power you have to use in order to cast the spell.
Many spells have the compatibility to increase how powerful they are, and will require additional spell power to achieve this new level of power. Casting a spell at a higher Tier than its base Tier can do many different things, such as increasing the damage, expanding the area of effect, increasing the number of targets, and increasing the spells duration.
If you are currently following a spell casting class, and decided to cross-class into a different spell casting class that uses a different school of magic, you will need to pay attention to your spell power reserves independently. If you are a Magician, who uses Spatial spells, and you cross class into a Priest that uses Radiant spells, you will have two seperate pools of spell power; one for Spatial and one for Radiant. You cannot use Spatial spell power to cast Radiant spells, or vice-versa. This can greatly stifle your spell casting ability, and is something to carefully consider before deciding to cross-class into a different caster type.
Recovering Spell Power the Hard Way
This really only applies to spell casters who would normally use books to recover spell power. This includes Charmers, Magicians, Paranorms, Priests, and Sorcerers. The method in which you must recover spell power will be determined by your School of Magic. This process is free, but very time consuming.
Dark Magic: This is negative energy caused from pain, death and suffering. Whenever a living creature abandons their mortal body, energy is released in the form of dark magic. To collect this energy, you must meditate next to a creature that has died withn the past 1 day, for 1 hour. After this hour has expired, you will recover Dark Magic spell power equal to 1d8+1d8 per 5 skill points you have in your Mystic skill.
Radiant Magic: This type of magic is gifted from the Gods themselves. To recover Radiant spell power, you must pray to your deity for an hour at either a temple, or a shrine made in their honor. After this hour has expired, you will recover Radiant Magic spell power equal to 1d10+1d10 per 5 skill points you have in your Religion skill. You can only do this once every 8 hours.
Spatial Magic: This is residual energy that is released when a living thing is created. Unlike Nature energy, this residual energy will slowly flit away over time. In order to collect this magic, you need to meditate in an open area for 1 hour. After this hour has expired, you must make a Luck check. The RR will be determined by your Game Master. On a success, you will recover Spatial spell power equal to 2d6+2d6 per 5 skill points you have in your Mystic skill. You may do this once per rest.
Spell Books
Spell books are a common method of recovering spell power. It is a lengthy procees to create, but having them allows you to recover spell power quickly when you need to. Spell books can only be used to recover Dark, Radiant, and Spatial spell power, and there are 4 different qualities of spell books. Each one providing more available pages, and faster recovery than the last. One spell book will occupy one bag space. If you start reading a page, and cannot finish that page, then you will lose that page, and recover nothing from it. Reading a page in a spell book will take 1 minute of in-game time. As you finish that page, the magical energy stored within will flow unto you, and restore your spell power by the indicated amount. Spell books will only give you spell power of the books school. If your character is unable to read, then they cannot use spell books to recover spell power, which means they have to get it back the hard way. Keep this in mind when distributing your spell casters Features. If your Intellect is 5 or less… good luck with all of that.
Schools of Magic
We have talked a lot about the different schools of magic, but haven’t quite gone into detail about them. Each one is very different from the next, both in power and how they function.
Radiant: Also sometimes referred to as divine magic, this is a mystical power bestowed directly by the Gods and Goddesses. This sacred form of magic revolves around practices centered on healing, shielding, and aiding others. Radiant magic is a dazzling force harnessed by the devoted Priest and enchanting Charmers within Fragment Skies. These individuals draw upon this radiant power bestowed upon them by their deity, channeling it into miraculous spells and abilities that hold sway over their surroundings. It is a sacred connection that fuels their actions and shapes the unfolding of their destiny within Turriel. While Priests are given the ability to wield Radiant magic as a reward for worshiping their deity, Charmers, on the other hand, must plead or negotiate for it from a deity who will grant them this magic as long as they uphold their side of the deal or stay on a path that aligns with the deity's wishes. This stark difference in how magic is obtained highlights the diverse relationships individuals can have with the divine in Fragment Skies.
Spatial: This magic is gathered from the energy surrounding you in the vast expanse of the world. Everything in existence, from the gentle rustling of leaves to the distant twinkle of stars, leaves a lasting remanence. People possess the extraordinary ability to harness this residual energy and mold it into powerful spells that shape the very fabric of reality. This process can be incredibly tedious and difficult, often taking hours to accomplish. Thankfully, there are individuals who have turned this challenging task into a livelihood by gathering this mystical energy and meticulously transcribing it into spell books. Those who possess the gift of Spatial magic have inherited this remarkable ability through generations within their bloodline. At a certain juncture in their family history, an ancestor was bestowed with the extraordinary power to harness magic derived from the mystical realm of Astrigonia. Since then, this ancient knowledge has been carefully preserved and passed down through countless generations. Magicians and Paranorm alike harness the power of this mystical spatial energy to weave a rich tapestry of utility spells, solidifying their role as coveted allies in numerous endeavors.
Dark: This type of magic is derived from negativity, death, pain, and suffering. Whenever an entity experiences these circumstances, a dark aura will slowly seep from them, twisting the air around them into a palpable sense of dread and unease. This ominous energy can linger in the surrounding environment, tainting it with a suffocating heaviness that weighs on all who dare to venture near. This aura, though invisible to the naked eye, holds immense power waiting to be harnessed. It serves as the vital energy required for delving into the realms of dark magic, yet in its current state, remains raw and untamed. Entities possess the ability to capture this potent force, transcribing it into spell books where it awaits transformation into formidable dark magic spells. Sorcerers and Messorem's use this spell power to cast dark magic spells, harnessing the forces of shadows and bending them to their will. With a mere whisper and a flick of their hands, they can unleash powerful curses that strike fear into the hearts of their enemies, leaving behind a trail of darkness and destruction.
By its nature, dark magic is malevolent and dangerous, focusing mostly on ways to maim, harm, kill, and destroy things. Those who wield such spells are often seen as bearers of immense power and great peril. Being able to cast dark magic spells typically means 1 of 2 things. One is that you are a Sorcerer, and the ability to use magic was bestowed upon your family by Astrigonia. Two is that you are a Messorem practitioner who is attempting to cheat the system by acquiring the ability to cast spells through the illicit act of stealing dark auras. Drawing from your expertise in magic, you manipulate these stolen auras to cast spells by force. However, it is vital to acknowledge the inherent risks associated with delving into dark magic; such power must be wielded with extreme caution to avoid catastrophic consequences.Nature: All living things emit a unique essence known as aura. It is this aura that Natives and Trantelors have the remarkable ability to absorb, converting it into the potent Nature spell power that fuels their spellcasting abilities. Nature Magic is often revered as the epitome of unadulterated magical energy in Fragment Skies. This raw, untamed power remains unbridled by the sophisticated processes that other types of magic undergo. Due to its natural essence, accessing Nature Magic is a rare privilege reserved for those who seek it in the untamed corners of the world, far from the bustling markets of manufactured spells. Locations where Nature Magic is not obtainable are as follows and at the GM’s discretion.
Inside structures and constructs (excluding boats on the ocean)
Unnatural caves and tunnels
Areas where nature has been corrupted
Within settlements (excluding settlements created within the natural setting)
Wastelands, Barren Deserts, and Artic Tundra where no life can be seen or where life is very sparse.
The Mechanics of Magic
Let’s get into the inner working of how spell casting works in-game. There are 7 different spell types. The spells type will determine the nature of what it does. Every spell has been placed into 1 of these 7 types. Make sure to pay attention to the type of spell you are casting, or learning, as some spells effect a certain type of spell in one way or another. If a targeted spell of any type deals damage in addition to applying a negative effect, a Roll to Hit must be made to see if you hit the target. The target will also be able to make a Resistance Check against the spell. If a targeted spell of any kind inflicts only dmg, a Roll to Hit must still be made to see if the spell hits the target. If a targeted spell of any kind only applies negative effect(s) to a target, that spell will automatically hit the target, and that target will make their resistance check against the spell.
Attack Spells: Spells that are specifically used to attack a target are called “attack spells”. More often than not, an attack spell is out to deal straight damage onto a target using 1 of 2 methods; a targeted attack or an AoE attack. If an Attack type spell with a range of touch is cast while adjacent to an entity, that entity will not be able to use a reaction to attempt to stop the casting of the spell. For these spells, part of the physical component is to touch the target.
Targeted Attack: A targeted attack involves an RTH against a specific target who is within range of the spell. The RTH you make will be against the specific targets Dodging Ability. From there, it is simple; if it hits, it deals damage. If it does not hit, it does not deal damage. There are some targeted attack spells that want you to select a target as the origin of an AoE effect. For those types of attack spells, refer to AoE attack spells. Targeted attack spells are easy, simple, and straight forward. The RTH bonus for an attack spell will be equal to the whatever Tier the spell is being cast at + your Battle Caliber.
AoE Attack: An AoE attack spell either targets an area originating from a specific target, or affects an area originating from yourself. Unlike targeted attack spells, AoE attack spells have no RTH. Instead, applicable targets must make an Evasion Feature check to avoid some or all of the effects of the spell. The area of which an AoE attack spell effects will be mentioned in the spell’s description. The RR for this Evasion Feature check will be equal to your base spellcasting RR + the Tier the spell is cast.Healing Spells: These types of spells restore resources onto an affected entity or group of entities; such as Life, spell power, focus points, and Aura Counters. Healing spells also include effects that eliminate or reduce status effects and conditions.
There are two different types of range that healing spells will affect; targeted and AoE. When deciding to use a healing spell, you must check which type of range the healing spell will affect. If it is a targeted healing spell, you must be within range of the target, as indicated by the spell’s description. As long as the target is within range, you healing spell will “hit”, and the target will be given the effects of the healing spell.
Healing spells that affect an AoE will indicate what that AoE is. When this spell is used, all applicable targets within the AoE will automatically be granted the effects of the healing spell.
For both targeted and AoE healing spells, no rolling is required to determine whether or not the spell affects the target(s).Enhancement Spells: These spells apply buffs, bonuses, and modifiers to the target(s), such as increasing Features, Stats, Natural Resistances, and skills; as well as providing other unique benefits that make a character more capable. These spells typically have a duration to their effect, allowing the effects of that spell to remain on the target for a set period of time. Just like other spells, the range for Enhancement type spells can either include a single target, or a group of targets within an AoE. Refer to the spell’s description to determine which is used for the spell. Following the same rules of healing magic, no rolling is required to determine whether or not an enhancement type spell affects a target. As long as the target(s) are within range, the spell will grant its benefit onto the target.
Curse Spells: These types of spells contain effects that hinder the target or residual effects that might damage the target over time. Curse spells are spells that contain directly harmful, negative, and baneful effects onto the target. These spells usually have a durational effect, allowing the effects of the spell to linger for a set amount of time.
Charm Spells: These types of spells involve messing with the targets mind, and often include effects that are not directly harmful to the target, but still effect them negatively. These spells usually have a durational effect that allow the effects of the spell to linger of over time.
Summon Spells: These types of spells bring something new into the area. This could be anything from an item to an entity. Some spells may even bring a structure into the area. Regardless of what is brought into existence by a Summon spell, there is usually a time limit before it returns to whence it came, dissolves, dies, etc. Most Summon type spells require a material component to be consumed into the spell, as these spells manifest something physical into the area that was not there before. After all; nothing comes from nothing.
There are limits to the number of summoned entities that you can have under your control at any given time. Unless otherwise specified by an effect, you can only have 1 summoned entity under your control at any given time. If you attempt to summon an entity under your control while you currently are in control of a summoned entity, then the previously summoned entity will vanish to be replaced with the new summon.Basic: These types of spells are ones that do not really fall into any category. What these spells do are very generic, and their nature does not sway in any single direction enough to be called a different type of spell. These spells are simple, are not directly/indirectly harmful to anything, and do not apply any bonuses or penalties to anything.
Charm spells and Curse spells are similar in their effects, but have a distinct difference on how they affect the target. While Curse spells are directly harmful, containing effects that specify the target is suffering something from the spell, Charms are more passive, and less harmful. Charm spells contain effects that might alter one’s mind, stop them from moving, or cause them to forget something. While these effects are not something you want to be struck with, they are not directly harmful or malevolent. Think of Charm spells as harmless pranks, while Curse spells are more similar to that bully from elementary school, containing effects such as your vitality being chipped away or having your entire body ache, making your very existence miserable.
Resisting or Avoiding a Spell
Many spells threaten their target with some sort of effect. When this happens, the target will usually be able to try and shrug it off, or resist it. This is where Natural Resistances come into play. If an entity tries to ignore the effects of a spell, they will be required to attempt a Resistances check. The type of resistance check will be indicated by the spell, and the Required Roll for that resistance check will be equal to the caster base spell casting RR + the Tier that the spell was cast. But, how do we figure out what that “base spell casting RR” is? Refer to the caster “Casting Feature”. This will be different depending on what school the spell is; which we will get into in just a moment. To find out what your base spell casting RR will be, take your base Casting Feature, and add +2 for each time that Feature has been enhanced. This will be your base spell casting RR.
Not that we got that figured out, we know what the target has to result in order to avoid the spells effects. They must make a resistance check according to what the spell is asking for. If their Resistance check result is greater than or equal to the Required Roll for your spell, then they will resist the spell. This method also applies to spells that require an Evasion Feature check, such as AoE attack spell. If the target needs to make an Evasion Feature check, then the RR for that Feature check will be equal to your base spell casting RR + the Tier that the spell was cast. Same as with Resistance checks; “meets it beats it”.
Spell Casting Features
Every school of magic uses a different Feature to determine its effectiveness.
Dark: Wielding dark magic puts a great deal of strain on the body. It is violent and negative energy that requires physical strength to use, making Athleticism the Casting Feature for this school of magic.
Nature: The ability to withstand the elements requires resilience; the fortitude to handle harsh elements and rough terrain. Nature energy itself is gentle, but using it requires great Constitution, making it the Casting Feature for this school of magic.
Radiant: Divine power is strong, and gifted to mortals directly through their deity. Possessing it is one challenge, while using it requires great understand of the power which you possess, making Wisdom the Casting Feature for this school of magic.
Spatial: For those who use Spatial magic, it is in your blood. You simply need to know how to use it. Years of study and practice will allow an individual to unleash their potential, which makes Intellect the Casting Feature for this school of magic.
Terminology
Spell casting can be a complex process. We are going to break everything down for you so that when you are going through your spell list, you don’t get too confused. Firstly, there are 3 different spell casting component types; Audio, Physical, and Material. Therse are what they say on the tin. In order to cast a spell that requires an Audio component, you must be able to speak the incantation involved in casting the spell. Similar to reading from a spell book, this can be done quietly, but not silently. If you are unable to speak and make noise, then you are unable to cast a spell requiring this component. In order to cast a spell that requires a Physical component, you must be able to move your hands to weave the runic symbols involved in casting the spell. If you are unable to move your arms and hands, you will be unable to cast a spell requiring this component. In order to cast a spell that requires a material component, you must have that material component on your person and readily available, as the spell is requiring the utilization of that material in order to cast it.
When it comes to Material spell casting components, there are 2 different types; Consume and Focus. When you see a spell that requires a material component, it will list what the material component is. It will also have a symbol next to it. This symbol will either be a (C) or an (F). If the (C) symbol is next to it, this means that casting the spell will consume that material, as it becomes part of the spell itself. If the (F) symbol is next to it, this means that the spell is a “Concentration” spell, and that focus must be maintained on the material component in order for the continuation of the spell’s effects. The material component for a spell with a focus material will not be consumed by the spell, meaning that the material component can be used again to cast a spell at a different time. Many spells require bottles or vials of something as the material spell casting component that is consumed by the spell. When these spells are cast, and the material component is consumed, the empty container remains.
Range = X meters
If a spell has this kind of range, it is telling you that it is a targetted spell. When casting a targeted spell, you must choose a single target within the indicated number of meters as the spells target. “X” will be replaced with a number. This number will be how many meters away the target can be in order to choose them as a target. You can choose anything within this number of meters as the target of the spell. Remember that in Fragment Skies, 1 space equals 2 meters.
Range = X meters (Ay)
You should be familiar with what “Range = X meters” means. We just added a little something extra. When you see this as the spells range, “y” will be replaced with a number. When casting a spell with this range, you will choose a single target within X meters. The spells affect will happen on that target. Next we will reference the (Ay). In this example, let’s say that “y” is “2”. This would turn “(Ay)” into (A2). This tells us that everything within 2 meters of the target will also be affected. Spells with this type or ranged are called “targeted AoE” spells.
Material = X (y)
Some spells include a material component in its casting. Those that do will include this in its details. “X” will be the required material component, and “y” will either be (C), (F), or (NC). If the material says (C), that tells you that the material will be consumed by the spell; destroyed or absorbed into the spell. If the material says (F), this tells you that the spell requires concentrattion, that you need to maintain focus on the material component, and that material is not destroyed by the spell, allowing it be used for additional spells. If the material says (NC), this tells you that the material component is not consumed by the spell.
Targets
If a spell says that it affects a target, or targets, this means that the spell will ONLY affect the target(s) that you choose. Unless otherwise specified, you may choose anything you want as a “target”.
Range = Self
This one is easy. A spell with this as its range tells us that it only affects the individual who is casting the spell.
Range = Touch
A spell with a range of “Touch” requires the caster to touch the target. Hostile spell with this range require the caster to make a spell attack roll against the targets Dodging Ability, regardless of whether or not the spell is an Attack spell. Spells with this range will always have a Physical component.
Any hostile spells with a range of “Touch” that would do nothing if it hit, but was saved against will not require the caster to make a spell attack against the target. An easy way to look at this is; 1 roll should be made for each thing that a spell does.
For example, a spell that deals damage for hitting, with a secondary effect that a resistance check is made for, would require 2 seperate rolls. The first roll is to see if the spell deals damage. The second roll is to see if the target resist the secondary effect. If this spell instead did nothing for hitting, and the target is allowed a resistance check against the spells effects, then the spell would automatically hit, without the caster having to make a spell attack roll.
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Any spell that has this symbol at the end of its description has a diminishing return. The more an entity is affected by spells, the easier it will be for them to resist their magical influence. If a spell with this symbol is cast on an entity, that entity will have a +2 modifier to all resistance checks made against that spell, for each time they have failed a resistance check against spells with that symbol within the past 1 in-game hour.
Blast (x) = y meters
This is a special kind of range refered to as a “blast range”. These types of spells affect a large area in a direction of the casters choosing. For this example, let’s say that “x” is 2, and “y” is 10; this would give us “Blast (2) = 10 meters. When using a spell with this range, you will choose a direction originating from yourself, and extended 10 meters in a straight line in the chosen direction. Now that the normal range has been establsihed, lets look at the other part; “Blast (2)”. This is how many meters around the line that are also affected. With “Blast (2)”, everything within 2 meters to either side of the line will also be affected by the spell. Refer to the image below. Everything within range is affected by the spell.
AoE = X meters
Spells with this kind of range are called “Radial Spells”, because they can affects everything within a designated radius, or distance, from you.
Casting Time = X
This tells you how long it takes to cast a spell. For most spells, the casting time will only be 1 Phase, which means you cast it on your Perform Phase, and that’s that. Stronger spell, however; will usually take longer to cast. The casting of a spell can go into your next turn, if the casting time is long enough. This is something to pay close attention to when you decided to cast a strong spell. If you do not have enough Phases left in your turn to complete the casting of a spell, you will have to wait until your next turn to finish it. In-game, this means that your character is greatly invested in the spell, and cannot do anything else until it is finished. You will not be able to use your Reaction for the round if you are still casting a spell after your turn ends. This will sometimes mean that you will finish casting your spell during your Movement or Action Phase. During this time, you will be considered as “Concentrating” on that spell. If your concentration is broken before you can finish casting the spell, it will fizzle out with no further effect, and the spell power required to cast that spell will be lost. Spells that have a casting time of 1 minute or more will take 6 or more rounds to finish casting. While it is not usually a good idea to cast these spells during combat, it is still technically possible.
Duration = X
Quite simply, this is how long the effects of a spell last. “X” will be replaced with a number of seconds, minutes, hours, etc. 1 round in Fragment Skies is equal to 10 seconds of in-game time. 1 minute is equal to 6 rounds.
CA = X
Spells with this in its description tells you that the spell can be used as a Counter Action. This means that the spell can be used in response to something else happening, when it is not your turn. This bestows a lot of versatility unto the spell. “X” will be replaced with a detailed description on when it can be cast as a Counter Action, as well as what it is does when cast as a Counter Action. This is a sudden casting of the spell, so its effects may vary greatly from its normal casting. Spells cast this way will typically consume more spell power. To see how much spell power is consumed by a spell Counter Action, check the spell power cost in the spells details. You will see an amount of “sp” followed by CA followed by a different amount of “sp”. This second amount will be the spells Counter Action cost.
Potential Targets
If a spell says that it affects all potential targets, then it is telling you that anything and everything that could possible be affected by the spell, is affected by the spell. This is something you need to pay close attention to, since “potential targets” does include your allies, as well as your enemies. These spells do not discriminate between friend, foe, or couch.
Concentration
This tells you that the spell is a concentration spell, and requires your characters attention in order to maintain the spells effects. You cannot concentration on more than one thing at a time. If you lose concentration on something, you will no longer be doing that thing. For spells, this means that the effects of the spell will end. Whenever something threatens to break your concentration on something, you will roll 1d20. You must result a 12 or higher on that D20 roll. This is called a “Concentration Check”. You will be given a +1 modifier to this roll for each time you have enhanced a Feature. Your concentration will be threatened if any of the following happens:
You take any amount of damage, not from a duration effect.
You are inflicted with a Status Effect
You are inflicted with a Condition
If you cast a Concentration spell while you are currently concentrating on something, your concentration will shift from the previous thing to the new thing.
If you become Unconscious, Stunned, Asleep, Frozen, or Helpless, you will automatically lose concentration.
Magic Defense
There are methods in which an entity can decrease the amount of magic damage that they take. This is called “Magic Defense”. Some monsters are born or created with this unique resistance to magic damage. People are able to train their bodies to resist magic damage through acquire the “Magic Defense” trait. This allows the entity to roll seperate Defense Die against magic damage. Unlike normal Defense, this will be based off your characters Magic Stat. When you have Magic Defense, any time you are dealt damage of any of the following types, you will be able to roll 1d10 for every 100 points you have in your Magic stat, reducing the damage you would have taken by the result; Aura, Dark, Fire, Ice, Lightning, Radiant, Spatial, Water, or Wind.
Increasing the Tier of a Spell
There are many benefits to casting a spell at a Tier above its base Tier. Most spells allow you to increase the damage, range or number of targets by a certain amount for each time the Tier of the spell is increased. Increasing the Tier will also increase your chances of hitting the target, as well as reduce the targets chances at resisting your spells effects. In addition to whatever is added to the spells effect for increasing its Tier, your Roll to Hit with that spell, and your Spell Casting RR for that spell will increase. Whenever you make a spell attack roll, you will have a bonus to that roll equal to the Tier the spell was cast. Whenever you cast a spell that allows the target to attempt a Resistance Check against it, their RR for that resistance check will be equal to your Base Spell Casting RR + the Tier the spell was cast.
As a general rule, no matter what your Magic stat is, or how much spell power you dump into it, the spell Tier cannot exceed Tier 5. This does mean that there are limits to the amount of damage, healing, area, distance, targets, etc. that a spell can do, or affect. A spell that deals 3d6 damage per Tier it is cast cannot deal more than 15d6 damage, since 3 x 5 is 15.
The Breakdown of a Spell
The informtion of a spell will appear in a very specific format, allowing you to see all details of the spell in an organized set-up. We are going to look at a Tier 2 Summon type spell, and break it down into pieces, explaining each item independently to make sure that you understand everything.
Blaze Ball: Tier 2
Physical and Audio: Summon: 35sp (Nature)
Material = Lucid Vial with Fire Remnant (C)
Range = 10 meters (A2) | Resistance Check = Burn
Duration: 2 Minutes | Casting Time = 2 Phases
Increased Tier = Yes / 15sp / per 170 Mag
You create a ball of fire in a location of your choosing within range that will occupy the entire AoE for 1 minute per Tier this spell is cast. Whenever an entity begins their turn within the AoE, or enters the AoE for the first time each round, must make a successful Resistance check or suffer 3d8 fire damage per Tier this spell was cast; half as much damage with a successful Resistance check. You may use your Action Phase to move this ball of fire a distance of 4 meters in any direction. This ball of fire cannot float, fly, or move through solid objects that are its size or larger.
"Blaze Ball:” - This is the name of the spell, or what the spell is called.
“T2” - This is the Base Tier of the spell.
“Physical and Audio:” - These are the non-material spell casting components.
“Summon:” - This tells you what the spells type is.
“35sp” - This is how much spell power the spell will consume when cast at its Base Tier
“(Nature)” - The is which School of Magic the spell falls into
“Material = Lucid Vial with Fire Remnant (C)” - This tells us that the spell also requires a Material casting component. The material that the spell is asking for is a lucid vial containing fire remnant. A lucid vial is a container, so even though the spell tells us that the material component is consumbed by the spell with the “(C)”, we will still get to keep the lucid vial.
“Range = 10 meters (A2)” - This is the spells range. This format tells you that the spell is a targeted AoE spell that can be centered on a target within 10 meters, affecting everything within 2 meters of that target.
“Resistance Check = Burn” - This tells you that the target will be allowed to make a Burn Resistance check against this spells effects.
“Duration: 2 Minutes” - This is how long the effects of the spell will last. This sepll will last for up to 2 Minutes.
“Casting Time = 2 Phases” - This how long it will take for you to cast the spell.
“Increased Tier = Yes /” - This tells us that this spell can be cast at a Tier that is higher than its Base Tier.
“15sp /” - This how much additional Spell Power must be spent to increase the Tier of the spell. This spell will consume 15 additional Spell Power for each Tier the spell is cast beyond its Base Tier.
“per 170 Mag” - This is how many points you have to have in your Magic Stat in order to cast this spell at a higher Tier. You are able to increase the Tier this spell is cast by 1 for every 170 points you have in your Magic Stat.
The rest is a detailed description of the spell, what it does, and how it works. Anything from the spells details that didn’t make much sense should come together as you go through the actual description of the spell.