Each Human gets 10 points to use a day, and no, those points don't carry over if you don't use them. Certain spells and categories of magic cost different things. Some spells require more than one person to do them, while other spells only require one person or can only be performed by one person.
If you look Here , you'll be able to find how many points are given to the different species. The maximum amount of points for magic is 12, you will know how many points you get by looking for the stats of the species you will be playing. For example:
Werefoxes:
Strength: 2
Agility: 50 mph
Hearing: 8
Sight: 6
Taste: 5
Smell: 7
Intelligence: 7/10
Vitality: 5/10
Willpower: 7/10
Magic: 6
See the part that says "Magic: 6", that means that a Werefox gets 6 points for magic. Also, some species are incapable of certain kinds of magic while other species are only capable of one specialty. Creatures can specialize in one variation of magic, meaning that the cost to perform certain spells and rituals are less to them. These will be explained as we continue.
Spells, their cost and what they do.
Healing:
Healing magic can only be done by Werefoxes, Weresnakes, Anthros and humans, and can only be done on Werefoxes, Weresnakes, Anthros and humans. This is because the other Weres are naturally resistant to magic and can heal relatively fast on their own.
Large Open wounds = 4 points.
Medium Open wounds = 3 points.
Small Open wounds = 2 points.
1st Degree Burns = 2 points
2nd Degree Burns = 4 points
3rd Degree Burns = 6 points
Full Body Restoration (Not if they’re dead, but if they’re severely wounded. Doesn’t regrow limbs) = 10 points
Duplication:
Water = 1 point
Fruits, Vegetables, Seeds, Pits = 3 points ( 1 of a kind can only be duplicated at a time. Fruits and Vegi’s will duplicate by 10. Seeds will duplicate by 30. Pits will Duplicate by 15)
Single colored cloth, Furs = 5 points (These always duplicate by 2 times, but only up to 1 yard by 1 yard of cloth/fur is capable of being duplicated at a time. Meaning 1 yard by 1 yard turns into 2 yards by 2 yards, which is 36 square feet. )
Large Plants(Trees, Bushes,etc) = 6 points (Can only duplicate 1 x 2)
Blood = 4 points (Duplicates to the equivalent of a gallon)
Materialization:
Fire = 1 point (Used to start a fire, will not self sustain.)
Burnless Fire = 2 points ( 1 hour self sustaining within the holders hand. Can be blue, white, or the usual orange)
Conversion: (Most frequently from sand, must be equal in weight.)
[Solids come in sheets or blocks of equal weight value]
Common Metals (Iron, Steel, Tin, Copper, Silicon etc.) = 4 points (Up to 5 pounds at a time)
Precious Metals (Platinum, Gold, Silver, etc) = 4 points (Up to 6 troy ounces, aka ½ of a troy pound.)
None -precious Gems/Crystals (Anything that is not a diamond, sapphire, ruby or emerald) = 4 points ( up to 3 pounds)
Precious Gems/Crystals (Diamonds, Sapphires, Rubies or Emeralds) = 4 points (up to 1 pound)
Plastic or Rubber (4 pounds) = 4
Cardboard (2 pound) = 2 points
Liquid and Gas Elements (Oxygen, Hydrogen, Nitrogen, etc)(Converted from another of the same Elemental state) = 3 points (1 cubic feet of compressed gases at a time. 1 Gallon of liquid at a time.)
Defensive:
(Spells with the name “Grenade” in them do not litterally create a grenade, but causes the like effect.)
Light Grenade: (Creates an extreme flash of light that will blind those around you who have their eyes open for at least 10 minutes, blinds nocturnal creatures for at least 20.) = 4 points
Smoke Grenade: (Causes a thick cloud of smoke to expand 30 feet around the caster. Can only see roughly 2 feet in front of you. Lasts only 30 seconds before dispersing enough to see nearly clear around you again.) = 3 points
Gust Grenade: (Causes a strong sudden gust of wind to expel around the caster that will throw anyone within 40 feet to the ground. Anyone that’s sum of vitality and willpower is equal to or less than 13 will be knocked out if standing within 20 feet of the caster. Anyone higher will only be disoriented.) = 4
Instant Transportation: (Instantly transports the user, and up to one other person as long as they are touching that person, 50 feet away from where they started in any direction) = 6 points
Specialists
Everyone may choose one thing to specialize in. By choosing one of the below specialties, the specialist will be able to cut the point cost to do spells within that category in half. The reason these spells cost less to them because they will be spells commonly used by them; meaning they have a practiced hand at it. Specialties generally revolve around the person's occupation or primary use in a society. Some Specialties get their own special spells that only their type can do. Note: If you never had enough points to do the original spell without the specialty, even if you have that specialty, you can't do the spell. For instance, if you only have 6 points in magic, and full body restoration originally costs 10 points; you were never able to do that spell in the first place, there fore it was never practiced and the cut bonus doesn't apply.
If you look Here , you'll be able to find how many points are given to the different species. The maximum amount of points for magic is 12, you will know how many points you get by looking for the stats of the species you will be playing. For example:
Werefoxes:
Strength: 2
Agility: 50 mph
Hearing: 8
Sight: 6
Taste: 5
Smell: 7
Intelligence: 7/10
Vitality: 5/10
Willpower: 7/10
Magic: 6
See the part that says "Magic: 6", that means that a Werefox gets 6 points for magic. Also, some species are incapable of certain kinds of magic while other species are only capable of one specialty. Creatures can specialize in one variation of magic, meaning that the cost to perform certain spells and rituals are less to them. These will be explained as we continue.
Spells, their cost and what they do.
Healing:
Healing magic can only be done by Werefoxes, Weresnakes, Anthros and humans, and can only be done on Werefoxes, Weresnakes, Anthros and humans. This is because the other Weres are naturally resistant to magic and can heal relatively fast on their own.
Large Open wounds = 4 points.
Medium Open wounds = 3 points.
Small Open wounds = 2 points.
1st Degree Burns = 2 points
2nd Degree Burns = 4 points
3rd Degree Burns = 6 points
Full Body Restoration (Not if they’re dead, but if they’re severely wounded. Doesn’t regrow limbs) = 10 points
Duplication:
Water = 1 point
Fruits, Vegetables, Seeds, Pits = 3 points ( 1 of a kind can only be duplicated at a time. Fruits and Vegi’s will duplicate by 10. Seeds will duplicate by 30. Pits will Duplicate by 15)
Single colored cloth, Furs = 5 points (These always duplicate by 2 times, but only up to 1 yard by 1 yard of cloth/fur is capable of being duplicated at a time. Meaning 1 yard by 1 yard turns into 2 yards by 2 yards, which is 36 square feet. )
Large Plants(Trees, Bushes,etc) = 6 points (Can only duplicate 1 x 2)
Blood = 4 points (Duplicates to the equivalent of a gallon)
Materialization:
Fire = 1 point (Used to start a fire, will not self sustain.)
Burnless Fire = 2 points ( 1 hour self sustaining within the holders hand. Can be blue, white, or the usual orange)
Conversion: (Most frequently from sand, must be equal in weight.)
[Solids come in sheets or blocks of equal weight value]
Common Metals (Iron, Steel, Tin, Copper, Silicon etc.) = 4 points (Up to 5 pounds at a time)
Precious Metals (Platinum, Gold, Silver, etc) = 4 points (Up to 6 troy ounces, aka ½ of a troy pound.)
None -precious Gems/Crystals (Anything that is not a diamond, sapphire, ruby or emerald) = 4 points ( up to 3 pounds)
Precious Gems/Crystals (Diamonds, Sapphires, Rubies or Emeralds) = 4 points (up to 1 pound)
Plastic or Rubber (4 pounds) = 4
Cardboard (2 pound) = 2 points
Liquid and Gas Elements (Oxygen, Hydrogen, Nitrogen, etc)(Converted from another of the same Elemental state) = 3 points (1 cubic feet of compressed gases at a time. 1 Gallon of liquid at a time.)
Defensive:
(Spells with the name “Grenade” in them do not litterally create a grenade, but causes the like effect.)
Light Grenade: (Creates an extreme flash of light that will blind those around you who have their eyes open for at least 10 minutes, blinds nocturnal creatures for at least 20.) = 4 points
Smoke Grenade: (Causes a thick cloud of smoke to expand 30 feet around the caster. Can only see roughly 2 feet in front of you. Lasts only 30 seconds before dispersing enough to see nearly clear around you again.) = 3 points
Gust Grenade: (Causes a strong sudden gust of wind to expel around the caster that will throw anyone within 40 feet to the ground. Anyone that’s sum of vitality and willpower is equal to or less than 13 will be knocked out if standing within 20 feet of the caster. Anyone higher will only be disoriented.) = 4
Instant Transportation: (Instantly transports the user, and up to one other person as long as they are touching that person, 50 feet away from where they started in any direction) = 6 points
Specialists
Everyone may choose one thing to specialize in. By choosing one of the below specialties, the specialist will be able to cut the point cost to do spells within that category in half. The reason these spells cost less to them because they will be spells commonly used by them; meaning they have a practiced hand at it. Specialties generally revolve around the person's occupation or primary use in a society. Some Specialties get their own special spells that only their type can do. Note: If you never had enough points to do the original spell without the specialty, even if you have that specialty, you can't do the spell. For instance, if you only have 6 points in magic, and full body restoration originally costs 10 points; you were never able to do that spell in the first place, there fore it was never practiced and the cut bonus doesn't apply.
Specialty
List of things spells done around, or for, that the specialist gains bonus cut from.
Chef
Fire
Food
Water
Recipe Duplication (Be it half a large pot of stew, a roasted pig on a skewer, you name it, you can duplicate it x2. Just make sure that you have room in the holder of the dish to take in the extra matter) = 3 points
Tech
Silicon
Copper
Tin
Quartz
Rubber
Plastic
Steel
Gold
Fire
Mechanic
Any common metals
Plastic
Fire
Rubber
Healer
Anything in the healing Category
Blood
duplicating herbs
Defender
Anything in the defensive category
Burnless fire
Gaia
Rooted Plants
Turning sand into soil = 5 points (applies to a 5 foot by 5 foot area)
Plant foods
Seeds, Pits
Oxygen
Water
Tailor
Furs
Cloth
Thread Materialization = 2 points (creates 100 feet of thread)
Rubber
Plastic
Black Smith
Anything having to do with any kind of Common or Precious Metal
Plastic
Fire
Chemist
Anything having to do with any liquid or gas element
Any kind of Precious Metal
Fire
Mineral (Converting something into a pound mineral) = 1 point
List of things spells done around, or for, that the specialist gains bonus cut from.
Chef
Fire
Food
Water
Recipe Duplication (Be it half a large pot of stew, a roasted pig on a skewer, you name it, you can duplicate it x2. Just make sure that you have room in the holder of the dish to take in the extra matter) = 3 points
Tech
Silicon
Copper
Tin
Quartz
Rubber
Plastic
Steel
Gold
Fire
Mechanic
Any common metals
Plastic
Fire
Rubber
Healer
Anything in the healing Category
Blood
duplicating herbs
Defender
Anything in the defensive category
Burnless fire
Gaia
Rooted Plants
Turning sand into soil = 5 points (applies to a 5 foot by 5 foot area)
Plant foods
Seeds, Pits
Oxygen
Water
Tailor
Furs
Cloth
Thread Materialization = 2 points (creates 100 feet of thread)
Rubber
Plastic
Black Smith
Anything having to do with any kind of Common or Precious Metal
Plastic
Fire
Chemist
Anything having to do with any liquid or gas element
Any kind of Precious Metal
Fire
Mineral (Converting something into a pound mineral) = 1 point