In addition to magical abilities, characters will have access to things such as Ethereal Qualities, Exist powers, and their own personal skills. Think carefully about all of these things as it will help shape your character's unique identity.
Magic & Spells
Characters are allowed to have a number of personal spells determined by their faction and/or point investment. The world of magic in Ouroboros is vast and many different schools exist. Not only that, but magic is divided into several different ranks which determine both its cost and power. Just to give you a rough idea, here's a brief explanation.
Levels of magic
- Basic, small-scale magic. Typically single target minor effects. Examples: Fireball, local minor buff. [Cost ~ 30 MP]
- Intermediate level magic. This category includes applying a basic effect to a wider area or slightly more advanced effects to a single target. For example, sword rain would be an example of a level 2 magic. [Cost ~ 50 MP]
- Advanced magic. Magic that creates more intricate effects and/or boast considerable raw power. Something like Kyouka Suigetsu would fall into this category. [Cost ~ 100 MP]
- Magic that is deemed extremely powerful and is typically placed under restrictions to prevent harm to others. Blockbusters and high phenomena belong to this category. [Cost ~ 200 MP]
- Magic of this level is considered Forbidden Magic. Spells of this level are generally seen as reality warping even if it’s merely a matter of raw power. [Cost ~ 500 MP]
In addition, here's a quick list of the different kinds of magic you can expect in Ouroboros. Please note that the type of magic can not only effect its use, but also its cost and overall power.
Types of Magic:
- Basic Thaumaturgy: The most common form of magic. Simply put, it is mana shaped into a desired effect. Simple and reliable, albeit not the most influential.
- Runes: Primitive magic which binds magical effects to various symbols and glyphs. Rune magic is typically very weak; however, it is cost efficient and casts almost instantly.
- Witchcraft: Commonly referred to as dark arts. Witchcraft is typically ritualistic magic which utilizes some kind of sacrifice or catalyst to create a desired effect. Exceedingly potent when it comes to things such as curses, hexes, and even blood magic.
- Alchemy: The method of equivalent exchange. By using materials and a little knowledge, it is possible to create a desired result while being cheap on mana. That being said, because it’s rooted more in science rather than the supernatural, the potential of this school is extremely limited. Still, the fact that it’s rooted in reality makes it hard to dispel.
- Holy Word: A method that gives form to spirits, guardians, and deities through uniform beliefs, devotion, and prayer. By taking these stories of divine beings, it is possible to both call upon their power and abilities to give rise to something greater than your own through prayer and faith. A slow, ritualistic magic. Very powerful.
- Martial Magic: The path of qi, chakra, and one’s own strength. A type of magic which relies on the body’s strength and condition to generate supernatural effects. Notably versatile.
- Onmyoudou: The study this world and its balance with the spiritual world. Typically used by exorcists and shamans. As a school it boasts strong wards, barriers, and the like. Particularly effective against summoning spells.
Ethereal Qualities (EQs)
Ethereal Qualities, also known as EQs, are powerful crystallizations of magic which border the likes of miracles. They comes in many shapes and forms, but they all share one thing in common. Each EQ is the manifestation of an idea, a purpose, or a goal- a weapon born from the imagination of man and given form.
In most cases, EQs take on the form of tangible items. However, there are cases where EQs have been known to take on incorporeal forms. Nevertheless, each EQ is unique to its owner. Even those that are passed down to others change to suit their masters. In the end, no magic user will wield the exact same weapon.
In game, the use of an EQ’s abilities is not reliant on MP (unless otherwise specified). Rather, the skills associated with an EQ operate on a cooldown- freeing up MP to be used for spells.
Exist (EXS)
Exist is a term used to refer to the power of Mutants. As the name implies, it is a type of power, ability, or atmosphere that the given mutant generates simply by being alive. Though at its core it shares many similarities to the idea of a EQ, it is different in that it is a part of a mutants being- capable of growing and developing just as they are.
However, great power comes at a heavy cost. With bodies that constantly produce Anti-Element, the use of Exist both isolates and brings ruin to mutant-kind.
In game, the use of EXS locks the character out of being able to use any EQs or spells. Instead, they have a single core ability and can create an additional use of this ability for every 10 points invested into Mana. These abilities will cost MP to activate, but will cost significantly less than a comparably ranked spell. However, indulgent use of EXS will eventually lead to abnormal status effects in time. So be warned.
Perks
Last, but not least, each character will have their own personal perks aside from their gear and magic. By default, a player character has two perks. One major perk and one minor perk. The make and design of these perks is left up to you. Just keep in mind that the major perk will be stronger and the minor will be weaker. Though that should go without saying.