Extra Spell Information
Spell Durability Grading
The overall power or toughness of most spells pitched in Ulreich University are measured by a list of durability grades. While this is not always the case, the grade of any particular spell is usually determined by the rank it was pitched at, with paige being the weakest and maximum rank being the strongest. The toughness grade list is as follows:
Paige: Tin
Apprentice: Lead
Beginner Mage: Aluminum
Mage: Iron
Adept Mage: Steel
Expert Mage: Cobalt
High Mage: Titanium
Post High Mage Rank I: Tungsten
Post High Mage Rank II: Diamond
Please be aware that -- although toughness grades are named after real materials -- pitched magic does not actually take on any physical traits or abilities of these monikers. A mage rank spell does not necessarily have to have the same density or weight as iron, it is simply considered “Iron” grade in relation to spells weaker or stronger than it. With that being said, it is safe to assume that a spell can destroy mundane materials equal to the material referenced as it's durability.
When two spells clash, their toughness ratings determine what happens. If a projectile is a higher rank than a defending barrier, the projectile is able to pierce through it and continue moving. If a projectile is of equal rank to a barrier, both the projectile and the part of the barrier struck are destroyed. If a projectile is of lesser rank than a barrier, the barrier shrugs off the damage, though multiple attacks of a lower rank can still destroy it.
Paige: Tin
Apprentice: Lead
Beginner Mage: Aluminum
Mage: Iron
Adept Mage: Steel
Expert Mage: Cobalt
High Mage: Titanium
Post High Mage Rank I: Tungsten
Post High Mage Rank II: Diamond
Please be aware that -- although toughness grades are named after real materials -- pitched magic does not actually take on any physical traits or abilities of these monikers. A mage rank spell does not necessarily have to have the same density or weight as iron, it is simply considered “Iron” grade in relation to spells weaker or stronger than it. With that being said, it is safe to assume that a spell can destroy mundane materials equal to the material referenced as it's durability.
When two spells clash, their toughness ratings determine what happens. If a projectile is a higher rank than a defending barrier, the projectile is able to pierce through it and continue moving. If a projectile is of equal rank to a barrier, both the projectile and the part of the barrier struck are destroyed. If a projectile is of lesser rank than a barrier, the barrier shrugs off the damage, though multiple attacks of a lower rank can still destroy it.
Spell Scaling
When a spell is pitched, approvers are able to allow certain abilities to naturally scale. What this means is -- as you increase in rank -- the spell will grow a little more powerful without requiring an extra purchase, though this must be specifically stated in the revised version of the spell itself. This is typically seen via the increase of toughness rankings, as well as ranges or size dimensions.
Any spells pitched below Mage ranking will scale to Mage. (Ex: projectile pitched at paige starts at tin rank, increases to Lead at Apprentice, Aluminum at Beginner Mage, and then Iron at Mage)
Mage and Adept Mage spells will scale to Expert Mage (Ex: An iron grade barrier pitched at mage will naturally increase to Steel at Adept, and then Cobalt at Expert)
Expert Mage spells will scale to High Mage (Ex: A construct that is 20 feet wide may naturally increase to 40 at High Mage)
If you wish for a spell to increase in power beyond what it scales to, it must be upgraded. The more you upgrade a spell, the stronger it can become. This usually means adding more abilities or factors to a singular spell than you would normally be allowed to do, or tweaking some of their parameters to be higher than normal.
Any spells pitched below Mage ranking will scale to Mage. (Ex: projectile pitched at paige starts at tin rank, increases to Lead at Apprentice, Aluminum at Beginner Mage, and then Iron at Mage)
Mage and Adept Mage spells will scale to Expert Mage (Ex: An iron grade barrier pitched at mage will naturally increase to Steel at Adept, and then Cobalt at Expert)
Expert Mage spells will scale to High Mage (Ex: A construct that is 20 feet wide may naturally increase to 40 at High Mage)
If you wish for a spell to increase in power beyond what it scales to, it must be upgraded. The more you upgrade a spell, the stronger it can become. This usually means adding more abilities or factors to a singular spell than you would normally be allowed to do, or tweaking some of their parameters to be higher than normal.
Buff / Debuff Tiers
Certain physical parameters in Ulreich can be increased or decreased via racial abilities or buffing spells. Similar to how the toughness grade works, these “rankings” are typically only used to gauge the aforementioned stat in comparison to someone else's, and are not always the end all be all in a discussion. For example, having x3 strength in comparison to someone with x2 strength does not mean you are infinitely stronger than they are, just that you would naturally have the advantage in a pure contest. Though racial abilities are usually only allowed to reach x2 or x3, the amount you can increase parameters via magic typically determines on the tree being used as well as it's current rank. Ask your approver for more in depth information regarding this if you are curious.
The stat increase list is as follows:
[x0] : No capability. Inept.
[x0.25]: Extremely Pitiful Capability, barely able to process required functions of parameter
[x0.5] : Below Average Capability, stunted.
[x1] : Average Capability
[x2] : Realistic Peak Human Capability - Racial increase average limit
[x3] : Theoretical Peak Human Capability - Racial increase maximum limit
[x4] : SuperHuman Capabilities of varying degree
[x5] : SuperHuman Capabilities of varying degree
[x6] : SuperHuman Capabilities of varying degree
[x7] : SuperHuman Capabilities of varying degree
[x8] : SuperHuman Capabilities of varying degree
[x9] : SuperHuman Capabilities of varying degree
[x10] : Mastery - At this level, parameters increased by spells must have specific abilities tagged on to them. For example, x10 speed will have to include the buff allowing a person to dash x distance at almost blinding speeds. etc. Can no longer be vague.
[x11] : Mastery - At this level, parameters increased by spells must have specific abilities tagged on to them. For example, x10 speed will have to include the buff allowing a person to dash x distance at almost blinding speeds. etc. Can no longer be vague.
[x12] : Mastery - At this level, parameters increased by spells must have specific abilities tagged on to them. For example, x10 speed will have to include the buff allowing a person to dash x distance at almost blinding speeds. etc. Can no longer be vague.
For all grades between x1 and x12, quarter point decimals can also be used, such as x1.25/x1.5/x1.75. Examples of stats that can be affected by these tiers include: Strength, Movement Speed, Reaction Time.
As referenced above, stats can also be dropped lower than average ability. Sometimes this is required by specific racials, but this can also be forcibly done to a person via debuff spells or things of a similar nature. Whenever a parameter is altered in any way, multiple factors are taken into consideration.
The stat increase list is as follows:
[x0] : No capability. Inept.
[x0.25]: Extremely Pitiful Capability, barely able to process required functions of parameter
[x0.5] : Below Average Capability, stunted.
[x1] : Average Capability
[x2] : Realistic Peak Human Capability - Racial increase average limit
[x3] : Theoretical Peak Human Capability - Racial increase maximum limit
[x4] : SuperHuman Capabilities of varying degree
[x5] : SuperHuman Capabilities of varying degree
[x6] : SuperHuman Capabilities of varying degree
[x7] : SuperHuman Capabilities of varying degree
[x8] : SuperHuman Capabilities of varying degree
[x9] : SuperHuman Capabilities of varying degree
[x10] : Mastery - At this level, parameters increased by spells must have specific abilities tagged on to them. For example, x10 speed will have to include the buff allowing a person to dash x distance at almost blinding speeds. etc. Can no longer be vague.
[x11] : Mastery - At this level, parameters increased by spells must have specific abilities tagged on to them. For example, x10 speed will have to include the buff allowing a person to dash x distance at almost blinding speeds. etc. Can no longer be vague.
[x12] : Mastery - At this level, parameters increased by spells must have specific abilities tagged on to them. For example, x10 speed will have to include the buff allowing a person to dash x distance at almost blinding speeds. etc. Can no longer be vague.
For all grades between x1 and x12, quarter point decimals can also be used, such as x1.25/x1.5/x1.75. Examples of stats that can be affected by these tiers include: Strength, Movement Speed, Reaction Time.
As referenced above, stats can also be dropped lower than average ability. Sometimes this is required by specific racials, but this can also be forcibly done to a person via debuff spells or things of a similar nature. Whenever a parameter is altered in any way, multiple factors are taken into consideration.
Upper Limits, Lower Limits, and Conflicting Parameter Changes
Any spell that can increase a parameter will have what is known as an “upper limit”. An upper limit is the maximum amount a stat can be increased when combined with other functions, such as racials or other buffs.
Example: Mage A has a racial that gives them x2 strength. Mage B casts a spell on them increasing their strength by one stage, with an upper limit of x3. Mage C also casts a spell on Mage A that increases their strength by two stages, also with an upper limit of x3.
Without the upper limit, adding one stage from Mage B and two stages from Mage C would cause Mage A to go from x2 strength to x5 strength. Considering that the upper limit is x3, the spells effectiveness cap at that point instead. In the event that multiple spells each have different upper limits, the highest active is used. If that spell should dissipate or end, then the next highest is selected from there on out.
Debuffs work in a similar manner. When a debuff drops a target parameter by so many stages, it possesses a “lower” limit, meaning the aforementioned stat cannot be dropped lower than this. These lower limits are usually only selected from the categories below x1.
Example: Mage A has a racial that gives them x2 movement speed. They are hit by a debuff from Mage B that lowers their speed by three stages, but has a lower limit of x0.5.
Without the lower limit, dropping x2 by three stages would put it at x0.25, but as the lower limit is x0.5, it remains at this instead.
It should be obvious at this point how parameters are affected when buffs and debuffs clash.
Example: Mage A has x2 reaction time from racials, which increases by 2 stages from a buff. They are struck by a debuff that decreases this by one stage. This results in Mage A having x3 reaction time as long as both effects are active.
Example: Mage A has a racial that gives them x2 strength. Mage B casts a spell on them increasing their strength by one stage, with an upper limit of x3. Mage C also casts a spell on Mage A that increases their strength by two stages, also with an upper limit of x3.
Without the upper limit, adding one stage from Mage B and two stages from Mage C would cause Mage A to go from x2 strength to x5 strength. Considering that the upper limit is x3, the spells effectiveness cap at that point instead. In the event that multiple spells each have different upper limits, the highest active is used. If that spell should dissipate or end, then the next highest is selected from there on out.
Debuffs work in a similar manner. When a debuff drops a target parameter by so many stages, it possesses a “lower” limit, meaning the aforementioned stat cannot be dropped lower than this. These lower limits are usually only selected from the categories below x1.
Example: Mage A has a racial that gives them x2 movement speed. They are hit by a debuff from Mage B that lowers their speed by three stages, but has a lower limit of x0.5.
Without the lower limit, dropping x2 by three stages would put it at x0.25, but as the lower limit is x0.5, it remains at this instead.
It should be obvious at this point how parameters are affected when buffs and debuffs clash.
Example: Mage A has x2 reaction time from racials, which increases by 2 stages from a buff. They are struck by a debuff that decreases this by one stage. This results in Mage A having x3 reaction time as long as both effects are active.