((Wow, after that I feel REALLY powerful all of a sudden. Could Life Magic be used to keep oneself from sploding?
Also in the current situation I want my Wisp to be indiscriminate in its healyness. In case that wasn't clear.
Oh and since 3+ is enough for blood to effect us, what about mages with ranks in more then one element? For example if someone had 1's across the board?
And (I ask a lot of questions, sorry ) with the spells themselves, can we only cast spells we explicitly know or can we pretty much attempt anything we can imagine?))
Refer to my earlier post. Basically, be creative. You can cast any single-element spell you can think of, provided it fits roughly within that guide. If in doubt, I'll give you a yay or nay. You can also mix elements... For instance, water and wind magic mix to produce ice magic.
And you
are powerful. But unlike GWG, your character reacts
badly to iron and the price you pay is proportionally higher. If a lump of iron about the size of a potato is within a few feet of you, your character might just begin to pour out magic, setting random shit on fire, while GWG would physically have to touch it. And since life magic is
magic, it will react badly to iron. You'd just kasplode faster.
And no, ones across the board represent you as being skilled in that element. You're not much more powerful, but you apply your magic much better. Two is again not all that much more powerful, but you begin to seriously understand how to work an element.
EDIT: I'm reworking the magic system. Like I said, it's still something of a prototype. I'm adding a level of power and changing how level -1 works. See below for details. Sorry for reducing your power level, BFEL.
-1 = Range is limited to internal only. Power is minor. You could increase the power of a punch, or heal a wound. Your magic can't extend beyond your own skin, however.
0 = Range is skin to skin (or in the case of the spellsword ability, your weapon). You have a rudimentary understanding of how the element works and could send someone flying with just a touch, cause an object to glow, or heal someone else. Your power is a little erratic, however, so you might just injure yourself.
1 = Range is limited to about twenty feet. Your control is typically akin to a flamethrower. You
can seriously wound, but it's hard. Light magic is limited to being a flashlight (A very bright flashlight) at this point, while shadow magic is, well, shadowy.
2 = Your range is several hundred yards and you can coherently focus a ball that far. Earth magic is capable of damaging a building or reducing several square yards of rock into fine dust. You can seriously wound.
3 = Your range is line-of-sight. You can almost instantaneously induce the elemental force at your target location, although as range increases your focus and power decreases. Fire can melt rock, earth can level entire blocks and light magic can bring forth lightsabres. Shadow magic can induce mass invisibility.
4+ = things get a little ridiculous. Your magic is quickly becoming ludicrously powerful.
As soon as one of your magic skills hits 3, you're considered powerful enough that blood begins to make you kasplode.
I'll post this in the Magic section on the main page.