Basic Rules of Magic

The Base Rules of Magic
1. All Magic is Powered By Mana

2. Mana Naturally Builds up in The Soul

3. Souless creatures can not use magic as they have no soul, and thus have no Mana

4. Only Sentient Creatures have Souls

5. No one can have more than One Type of Magic

6. The more you use Mana the more you gain when you recharge

7. Mana Recharges at a standard rate per percentage

9. One gains 10% of their Mana for 1 hour of Rest

10. Mana is universal between all creatures

11. Users of Magic are Immune to their own Spell Effects

12. Magical Power is equal between two spells of the same amount of mana usage with the exception of Magical Class Advantages.

13. Magical Class Advantages gain a advantage of 2 to 1. Every 1 Unit of Magical Energy of the Advantage Class is equal to two units of magical energy.

Draconic Magic
1. Draconic Magic comes from Dragon's Blood

2. Draconic Casting is = 1 Unit of Mana + 1 Unit of Dragon's Blood = Element Base Magic

3. Draconic Magic takes the shape of Natural Elements, Periodic Table counts as Natural Elements

4. When casting Draconic Magic the first element one cast is their main Element. They cast it at a Mana rate of 1 Mana Point to 1 Unit of Magical Effect

5. Other Elements Cast thought Draconic Magic it is a Mana Rate of 2 Mana Points to 1 Unit of Magical Effect

6. In order to use Draconic Magic you have to have Dragon Blood in your veins.

7. It is possible to use a willing or dead Dragon's blood in Casting Magic.

8. When you use Dragon's blood in casting it turns Black. It can still be used as regular blood, but it can't be used for casting. The blood recovers at the same rate of Mana recovery.

9. Draconic Magic has a Advantage over Dark Magic.

Holy Magic
1. Holy Magic comes from one's Faith

2. HOly Casting is = Faith + Mana = Holy Magic

3. Against Draconic Magic and Holy magic ones faith amount can increase Magical Power

4. Holy Magic deals with Barriers, Light, Body Enhancement, and Healing.

5. The use of holy magic drains one Faith. This has a physical effect of draining one mentally

6. Holy Magic users who use too much faith might faint and sleep for a hour till they Regain Units of Faith

7. Faith regain is equal to Mana Recovery Rate

8. Holy Magic has a advantage over Draconic Magic.

Dark Magic
1. Dark Magic comes from Emotion

2. Dark Casting = Emotion + Mana = Dark Magic

3. Dark Magic deals in Curses, Hexes, Emotions, Miasma, and Darkness

4. In order to use Dark Magic one must consume their emotions

5. Curses in Dark Magic can have various effects from Physical Debuffing, Emotional Manipulation, to sapping away ones Faith

6. The More powerful the spell The More Emotion it consumes.

7. A Dark Mage can loss all of their emotions if they over cast Dark Magic and go into a robotic state of none caring.

8. They regain Emotions at the same rage as they Regain mana

9. Dark Magic is unique as one is able to Over Cast their Emotions and drop into a negative number of their max. When doing this however the recover rate stays the same as their normal mana rate. This means they will spend 20 hours to fully recover their ability to feel. When overcasting they have to regenerate back to max before they can recover

10. Overcasting Dark Magic does not work against Draconic Magic. However it does work against Holy Magic and Dark Magic. When up against Draconic Magic they are still at the standard disadvantage spell power rate.

Magical runes
1. Magical Runes depend on Mana Stone

2. mana Stone is a rare stone that can hold Mana

3. Runes - Runes are carvings that appear on Mana Stone when one cast a spell into it. The Mana Stone is shaped by the spell and can hold the mana. It can then be released as the spell that was cast into it.

4. Once a Mana Stone holds a spell it is forever changed. Now when Mana is added to the stone it can recast the spell that changed it

5. Anyone can cast a Magic spell from a Mana Stone with the exception of Opposing types

6. Dark Magic Users can not cast Draconic Spells. Draconic Users can not cast holy spells. Holy Users can not Cast Dark Spells

Wild Magic
1. Wild Magic is unique as it is the one Magic that does not have boundaries

2. Wild Magic Casting = 1 Unit of man + Wild Crest = Wild Magic

3. Wild Magic is Neutral to All magics

4. A Wild Crest can form when one has a large amount of Mana but one is not tied to any of the three Magics

5. A Wild crest is a Unique spell that has a Single Effect. It forms as a expression of a persons Personality, Their Fear, or a Strong Desire

6. Once one has a Wild Crest they can not gain any other form of magic. They are stuck with that crest for life

7. Wild Magic is unique however in that ones Wild Crest can be transferred to another user of Wild Magic.

8. This can only be done willingly and can be done upon ones death.

9. A person can only have up to 6 Wild Crest, one for every limb

10. If a person loses their limb that has their wild Crest they will lose it forever. The only exception is ones Original Wild Crest

11. Wild Magic Users can use any Mana Rune