These are Temporary Until Silverblade has a chance to update the rest of the caster classes. If you have questions pm me.

Earth: Life Buffs (earthen barrier/stoneskin [not stackable])+ Earth based attks.: Dmg.- high
(Add 1D4 normal life dice rolls for your primary class. You will get 2D4 at level 3, 3D4 at level 6, and etc.)

Fire: Attk. Buffs (flaming weapon [not stackable])+ Fire based Attks.: Dmg.- high
(+1D6 to your attack and +1 to dmg. for each lvl. starting at lvl. 2, for attack buffs, you gain +1 for each lvl. starting at lvl. 2)

Wind: Def.Buffs (shields [not stackable])+ Air based attks.: Dmg.- Med.
(+1D6 to your def. and +1 dmg. reduction for each lvl. starting at lvl.2, add a +1 to def. buffs for each level, starting at lvl.2)


Water: Healing + water & ice based attks.: Dmg.-Med.
(Heals 1d6 points of life per level.)

Lightning: Teleportation + Lightning based attks. biggrin mg.-High
(teleport within sight. Roll against a difficulty of 3 to teleport where you originally planned to teleport to. If you role a 1, you failed to teleport altogether and if you roll a 2 you are just outside of physical attack range.)

***teleport may be used as a free instant action once per round


Light: Minor Healing/Shielding + light based attk. dmg.-low/status attk.: stat. debuff-med. (stackable up to 2 times)
(heal 1D4 points of health/level. Shielding: add 1D2 [that's a D4, but 1-2 equals 1 and 2-4 equals 2] plus 1 for each lvl. starting at lvl.2
Stat debuff: 1D4 points of status dmg. )+1 for each lvl. starting at lvl.2

Dark: Major Status Debuffs-high (stackable up to 2 times)+ Dark based weapon creation: dmg.-adds +1 to your basic attack per user level. and Dark based attks./ dmg.-low
[only applicable to basic dark based attack]-(if this is your primary magic, then if you succeed your opponent's role to save by 5 or more, then they are held for a round. If this is not your primary, then this effect occurs only when you defeat your opponent's role by 10 or more. This only applies for a normal shadow attk. not for a shadow weapon attk.)

*When held, enemy is at minus 2 for all rolls.

For basic dmg., the high, med., and low dice are different than for basic stats. Keep in mind, as you level, there will be damage modifiers. We'll inform you when the system is updated.

dmg. High: 2D6
Dmg. Med: D10
Dmg. low: 1D6


To Regain mana points, your character must either defeat an enemy, to gain half mana points back, or sleep 8 hours, which will give you 2 mana points back.

I hope this is easy for you guys to understand. If you have questions, pm me and I'll explain in detail.

You will need to pick a primary class for your magic use. This class is always at a D20 to cast for attack. If you wish to cross-class your magic, that is fine, but anything besides your main class you will role a D10 for your attack role and you can only have up to a maximum of 3 magic arche types.

For those magic classes that get buffs and debuffs, these last 2D6 rounds in combat with a +1 for every level you obtain. Thus, at level 1 you get a base of 2D6, but at level 5 you will get 2D6+4.
Easy, neh?

For Debuffs, you will need to role against a defending player's magic resistence. To be fair, Buffs will work the same way. You will have to role against your own magic resistence and beat it in order for it to succeed.

If you are a straight magic user class however, the buff rule applies differently. Since you are well versed in magic, you need not roll against your natural magic resistence, instead you need only roll above a 5 for any buff role. I find this perfectly fair to make up for the fact that their base stats are so low.

One last thing to keep in mind. These are only base rules for magic. Feel free to describe the effect however you like. What your attack looks like will be purely based on your description, so be imaginitive.