Spells

Spells, are the method most creatures bareing suits in this world uses to create the fantastical effects through the uses of the latent magic present throughout the world, this elements are natural to the world itself however the effects caused are often alterations of the natural order, however unlike casting with Magic most spell effect are a temporary alteration to the world, or to the cater themselfs.

Spells are available very common in this era of the world, as all three of the major modern suits (Hearts, Clubs, And Diamonds) are all capable of a level of spellcraft, as long as their suit is still in a functional state. The capability of the spells are almost completely determined by the caster, and their own proficiency with their suit is the only thing holding back such actions

(More to be filled in later. I really just want to write the next section)

## Spellcraft

Spellcraft, Is the method in which a user can create a spell or spell effect that uses the Mana. Be that the creation of a brand new spell, making of a potion or alchemical item or or an alteration based on an already known spell. For the most part, the only limiting factor on what one can do with spellcrafting is one's self.

It should be noted, though the word 'Spell' may invoke the image of wand waving or element bending, the nature of one's suit and how mana is used can mean a spell can be just about anything. As mana can be used to modify one's own self, and abilities, spells are carried by almost all classes, with warriors bringing their suit's might into their strikes, or the rougeish able to create a burst of movement from their body from near nowhere. Each effect though mundain can still be created though spellcraft.

Stated before, most suited creatures will find themself growing more proficient in a subset of spell, Be that an element, a method of casting or otherwise. Though mana is malleable the proficiently of the user and what they are capable of can be quite rigid. Though it is fully possible for one to train outside of what they are naturally good at, it is by far easier to alter a pre-existing spell one knows well rather then make something brand new. Picture it being like planting a tree next to another one, you can grow both, but The first one will grow much faster compared to the sapling, and with the same energy it needs just to push up, the first tree can grow it's branches further.

This is to say, many people in the world will find it much easier to make a place for themself to focus in on and stick to it. When a creature does so, they create a sort of Class for themselves. Though as each class is personalized the words for each class are often shared but can be wildly different.

## Mana Intake

Though few tend to think about it, the way one's body takes in the energy of mana can be difficult to understand. Though most have this happen automatically, there are a few notable alterations to a users mana intake that have been noted though the years. This alterations are not always a pure override to how the body naturally process the energy from the world around them, but instead adaptations in order to aid the user in how they tend to face the trials of the world.

### Common

As the title implies, The most common intake is one that happens without any thought from the user. Suits under common intake will slowly recover mana from simply breathing or eating or just existing without using any spells.

This state has no notable strengths, nor any major flaws.

### Tension

One of the more noteworthy types of intake. It is believed this form of intake is formed when a user is put into high stress scenarios often enough that they gain this, adaption.

Tension Intake gather mana slowly, and cap out quickly naturally, however they are special in the fact that there cap, and intake boost massively when in action. As stress is applied to a tension type. They will rapidly recover mana, and have a much higher cap during action. However this is not all positive, for spells in lesser power can be fully locked off as a user passes their thresholds, losing more and more choices as they get closer to their cap. Maxing out their mana when in action can force a full lock down of their abilities' until the user 'Lashes Out' which is an ability that puts every bit of mana in one strike. Lashing out is often an exceptional powerful action however nearly impossible to control should the release be involuntary, though even in full control of a Lash Out, the danger to one's self, and others is very real. For that reason, many Tension users will often avoid the potential lashing out, with either continual spell casting, or using spells known as "Calmers" In order to burn the excess mana off rapidly and regain a level of control.

In short users under Tension play a balancing act every fight, trying to manage their own mana to keep a pace and control of their situation and their self, able to maintain much higher levels of spellcraft in combat, but must risk losing control and lashing out if they dare push themselves too far.