arcane   wizardry
(Floki font)
arcane   wizardry
a	character must have any chakra at 14
arcane magiique is always uniique when cast iniitially, 
no 2 Arcane spells are ever identical, 
an spell's intelligence is double its level 
spells have sentience= perception + heart : 3d6, or 1d20 or 5d4 or 5+d10
arcane magiique can consist of any spell sphere or known type of magiique, 
b	spell consists of 
element, chakra, quasi-chakra, sentience, unique feature, level, geotometry (wisdom)
 geotometry: frequency a spell can be used 
1= 1000 years		8= 1/3 days			15= day/3/night
2= 100 years		9= 1/2 days			16= 1/hour			
3= 10 years		10= 1/day			17= 2/hour
4= 1 year		11= day/1/night		18= 3/hour
5= seasonal		12= 2/day			19= 1/turn
6= monthly		13= 3/day			20= 1/5 rounds
7 =weekly		14= 4/day			21+ 1/3 rounds
c	no spell may be cast into being twice
every spell has a unique feature and a specific name 
this feature can be a temperement, mood preference, like or dislike, but such must always be unique and never replicated
d	finding spells
find spell: name, element, unique feature, chakra+quasi
the level is determined by chakra of caster, see list 'casting a chakra into being', below,
then roll d6
1 = search all day or night for nothing 
2 = search for 2d4 hours, then reroll
3 = search for 1 hour, then reroll
4 = find spell of random chakra, after 2d20 rounds
5 = find spell of random element, after 2d12 rounds
6 = find what you want after just 1 round
e	casting a spell into being
casting with less than 14 of relevent chakra, will be 1st level spell
chakra 14= 2d4 pick the lowest for spell level
chakra 16= 2d6 etc...
can also be 2 different chakras depending on nature of spell
roll a double 1 is an cantrip, level 0
for casting time, use d6 from 'finding spells' table in le directione le celestiale
f	unique item manifestation
finding wild spells, or housing spells that have been uniquely cast requires 
the magiique to become manifest in an item,
items must be a unique combination of 2 objects that house the spell
(eg oak branch + silver coin = silver staff)
an unhoused spell might have cause to cast itself randomly a bit 
or move around if its sentience (heart + perception) are both above 9 
spells with combined sentience <20 are docile and obedient
g	manifest item
make d20 roll on relevent chakra, to house the spell,
if fail take damage to chakra = points difference from that roll
can heal 1 /day for all chakras combined, 
if health>13 then +2/d... >16= +3/d... >19= +4/d
(eg, damage spells are power, haste is dex, divination is wisdom, unsure is intelligence)
h	item quirks
also requirea a d20 dex check or  item misshap roll by the original spell-caster
note the difference between user of item and original caster  
1= wrong items contain spell 		11= usage causes sparks, rain, wind, quake
2= 1:6 backfire on user			12= usage causes afteglow d8 rnds, 8=d+
3= drains 1 chakra on use			13= spell possesses caster 
4= spell follows caster around for a bit	14= dex check or thrown back miss feet 
5= spell absorbed by creature 10-60ft away	15= use requires loud vocals+gestures
6= usage casting time dived by d4		16= take special care of item or spell lost
7= 1:6 fail user is asleep			17= catastrophic elemental explosion
8= when used, confused by rnds of int fail	18= item becomes attached to user
9= usage results in puff of smoke, d4		19= burnout, zero magiique 1d8 days 
10= makes sound when used			20= caster loses body part to item 
i	creating and using spells  
you may use spells from any of the decahedron of spell-craft 
depending on min chakra for those spell-crafts:
1...common...int=11, wis=11
2...elemental...int=11, vit=11
3...sorcery...int=14, dex=14
4...druidery...wis=11, cha=11, int=11
5...psi...int=15, per=15,wis=15
6...dragon...int=16, per=16
7...deity...wis=17
8...giant...int=10...str=18
9...alchemy...int=13...dex=13...per=13
10... arcane...any=14
j	decahedron of spellcraft
also 
1= (8th Chakra) common spell spheres:
1=invocation, 2=evocation, 3=incantation, 4=alteration, 5=illusion
6=necromancy, 7=divination, 8=abjuration, 9=conjuration, 10=witchcraft
11=enchantment, 12=summoning, 13=thaumaturge, 14=tinkering, 15=elven		
2= (9th Chakra) elementals:
1=ocean, 2=star, 3=metal, 4=rock, 5=ice*, 6=rain, 
7=moon, 8=shadow, 9=sky, 10=sun, 11=wood, 12=cloud
*ice is: 5=ice, 13=lightning, 14=thunder, 15=storm 			
3= (10th Chakra) sorcery
4= (11th Chakra) druidery
5= (12th Chakra) psi
6= (13th Chakra) dragon
7= (14th Chakra) deity
8= (15th Chakra) giant
9= (16th Chakra) alchemy
10= (17th Chakra) arcane