6 - Aether
Aether is a high risk-reward magic system. It is also very loosey goosey, as there is no spellbook. Instead, spells are something prepared by the player. Spells cost 1-2 mana depending on their Risk Level, which is the tier of spell they are. Here's a quick rundown of Risk Levels:
Risk 1: These spells cost no MP to cast, and are usually cosmetic. These spells are along the lines of lighting a candle or causing a gentle breeze.
Risk 2: These spells cost 1 MP to cast, and have much more tangible effects. These spells are along the lines of lifting yourself up with air, or conjuring a ball of flame up.
Risk 3: These spells cost 2 MP to cast, and have powerful, destructive effects. These spells are along the lines of blasting open a wall with wind, or causing an explosion.
Risk 4: These spells are theoretical, and are extremely powerful. These spells are rumored to be able to pause time, or level an entire city block. These spells would kill the user or require an astronomical amount of Aether.
Spells use SMARTS to cast.
Blood Magic
Almost everyone is born with Aetherblood - tiny crystals in their blood that allow them to cast physics defying feats - more specifically, the creation, destruction, and controlling of matter. Blood is intrinsically tied to magic, so much so that you can use blood in place of magic
If you run out of mana, you can instead use your HP as MP with a 1:1 ratio.
Elements
In Merf, people are born with an element. The four most common elements widely recognized are Air, Fire, Earth, and Water, although water is incredibly rare. However, there is a fifth spell type: Oddball (aka whatever u want). All of your spells have to be themed around whatever element you decide on for your character.
Spells
There is no set spell list, but instead a spell template for you to create your own spells. To start, create the effect of the spell: it has to be justifiable in some way by your magic type. Magic ALWAYS costs 2 AP to cast, and uses your SMARTS for rolls.
Let's do a simple fireball.
Spell Desc: Conjure a ball of flame hitting in a 2 tile radius, dealing 1 damage.
The risk level is determined by the DM, and I would call this a Risk 2 spell.
Then, you just make the name of the spell and you're done. Pretty easy.
So, the spell would be:
Spell Name: Fireball
Spell Cost: 1MP
Risk Level: 2
Spell Desc: Conjure a ball of flame hitting in a 2 tile radius, dealing 1 damage.
Improvised Spells
Say you don't have time to prepare a spell, but you need it for the situation. Then, you can cast an improvised spell, which is a spell you come up with on the spot. Be warned though, improvised spells cost double the MP, since they aren't learnt.
Critical Failure
Spells are dangerous, and sometimes they backfire. When you roll a natural 1 on your spell, you lose 1 HP (unless you are at risk of being downed) and that spell becomes unusable for the rest of the day. If it is an improvised spell, you lose 2 HP and can be downed by it.
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