Magic and Functionality

Magic, in the world of the magical and supernatural, is usually limited by racial ability much rather than talent. This is because different races have evolved over time to either need more magic, less magic, or no magic whatsoever. Each race will be fitted into one of the following categories, and have their own spells list: Non-Magical (or dependant), Standard, Excelled, Powerful and Uncontained.

Each category has their own Spells List, strengths and weaknesses. Races can be weaker, and in rare instances, powerful- though that is usually, almost always, through the magic of another- be it a powerful artefact, a powerful race or dark magic.

**Magical Standards and Descriptions:**

The following information refers strictly to races based on Earth. *In other places, these races may be more powerful- or even weaker. It is impossible for races to reach the Uncontained status without some kind of corruption, destruction or divine curse.*

1. **Non-Magical:** Races that fit into the non-magical category (or dependent category,) usually cannot use magic. They can carry and use enchanted items, but are unable to cast- or sometimes even comprehend spells.
2. **Standard:** Most races fit into this category, as it is most common among them. Common magic is things akin to levitation and the ability to create small flames. These races have access to the most spells, as they’re used daily. Standard Magic entities cannot create enchanted items, as they lack the power.
3. **Excelled:** Races that fit into the excelled category have enhanced, yet specific, magical abilities. They are usually angelic, or some kind of deific creature. Excelled is a category specific to Godlike beings, and thus their power cannot be transferred. However, races of this category create the most enchanted items, as most require an Angel’s Blessing, especially for life-related items.
4. **Powerful:** Powerful races usually hold the most power in the social hierarchy. These races are considered “founders”, and are able to hold large amounts of power. They are able to cast almost any spell, and sometimes able to replicate Excelled Magic through the use of the Dark Arts.
5. **Uncontained:** This category consists of two races- Fae and Kitsune. These races are almost mythological, one being ever present in the Fae Kingdom, and the other being reclusive and mystical. It is argued that these races are the most powerful, and have access to every spell option. *For Roleplay purposes, these races are heavily monitored, and restricted in spells. Please be responsible when playing any Fae*

**Magic Functionality:**

In Mistwater, magic functions similarly to in D&D. Each race is given a specific “spell slot” category, which is the amount of **Powered** spells they can cast. Each race has an AC, HP and ATK stat, which will be detailed below. Players must roll to hit using the D&D Bot, as an example below:

**Player One:** I use Firecharge! My AC is 10, my HP is 10/10 and my ATK is +2.

**Player Two:** My AC is 15, my HP is 10/10 and my ATK is +2.

**Player One:** [ROLL TO HIT] (/r 1d20) = 10! My attack hits!

**Player One:** [DAMAGE] (/r 1d6+2) = 8! You take 8 damage!

**Player Two:** My HP is now 02/10!

When a player’s HP drops to zero, in the event of a fight- or radius damage, the player will need to be taken to a doctor, or someone with the ability to heal. Players cannot die in normal combat, unless discussed ahead of time. HP resets each day to avoid conflicts, though spell slots reset weekly (in real-time), obviously unless discussed with staff beforehand.

Magic cannot be “enhanced” by another user. However, it can be enhanced by enchanted items. In the case of an item being used, it must at least take twenty-four hours to recharge. Powerful enhancers should take longer, though that should always be discussed.

**Teachers receive +2 Spell Slots** regardless of their race. This is because they are more likely to use spells. However, abuse of spells will result in your ability to cast being revoked. Please always be considerate when casting!

The default attack dice for ALL spells is **/r 1d6**. This is only an exception in the case of splash damage spells, which may require more or less dice. If there is any information missing here, please see the Spells List Document!