Finished magic use of basic setting
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To cast a magic spell, a creature must meet the following conditions:
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- Have an Intelligence level greater than or equal to the level of the spell being cast.
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- Meet a skill check using the spell level times 5 to determine the difficulty
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- Have an Intelligence level greater than or equal to the casting level of the spell.
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- Meet a skill check using the spells difficulty level
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- Not have a fully opposing (10) affenty to that magic type.
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### Spells
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When a spell is cast, use the combat system to determine the outcome.
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### Spell structure
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There is no "spell list" like there might be in other settings or other systems. Instead the creativity is left to the players and the game runner, here is how a spell is determined. A spell can be written down for conviniance, but certainly does not need to be since it can be redetermined later on.
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#### Spell Casting Level
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The casting level of a spell is determined by adding all the affinity levels of a spell together.
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#### Spell Difficulty Level
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The difficulty level of a spell is determined by multiplying all affinity levels of a spell together, if an affinity level is 1, use 2 instead.
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#### Spell Affinity(s)
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A spell may have one or more Affinitie levels (example: heat 4, technology 2), provided they do not conflict with an opposing Affinity. A spell cannot use heat and cold for example, this means a spell can have up to 5 Affinitys, one for each spectrum, this however is not required.
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#### Spell Form
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The spells form determines its use. There are 3 forms, they will be explained below. A spell may only have one form.
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##### Bolt
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This form is the most traditional, the spell is thrown by the creature at another creature.
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##### Infuse
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This form is used to by touch, the spell is infused into a creature by another creature by contact.
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##### Meditative
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This form is not showy, the spell is used within the creature casting it.
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### Example spell
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Affinity: heat 2
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Casting Level: 2
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Difficulty Level: 2
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Form Bolt
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