(stuff about how it works, weh. the idea is that all FP using classes have full "caster level" and so the growth is universal among them and also stacks in case of multiclassing or dual classing.)
(Arts have several associated abilities with them. There is a basic feature, which usually does not cost FP, and then several other features that may unlock at higher circles or when higher amounts of FP may be spent.)
| Table; spellcasting scaling |
| Level | Circle | Cantrip Dice | Weapon Die | Max FP Spent |
| 1 | 1st | 1d8 | 1d6 | 2 |
| 2 | 1st | 1d8 | 1d6 | 2 |
| 3 | 1st | 1d8 | 1d6 | 3 |
| 4 | 1st | 1d8 | 1d6 | 3 |
| 5 | 1st | 2d8 | 1d6 | 4 |
| 6 | 2st | 2d8 | 1d8 | 4 |
| 7 | 2nd | 2d8 | 1d8 | 5 |
| 8 | 2nd | 2d8 | 1d8 | 5 |
| 9 | 2nd | 3d8 | 1d8 | 6 |
| 10 | 2nd | 3d8 | 1d8 | 6 |
| 11 | 3rd | 3d8 | 1d10 | 6 |
| 12 | 3rd | 3d8 | 1d10 | 7 |
| 13 | 3rd | 4d8 | 1d10 | 7 |
| 14 | 3rd | 4d8 | 1d10 | 7 |
| 15 | 4th | 4d8 | 1d10 | 8 |
| 16 | 4th | 4d8 | 1d12 | 8 |
| 17 | 4th | 5d8 | 1d12 | 8 |
| 18 | 4th | 5d8 | 1d12 | 9 |
| 19 | 4th | 5d8 | 1d12 | 9 |
| 20 | 4th | 5d8 | 1d12 | 9 |
Colors of Magic.
Black – (directly effect creatures' bodies)
Blue – (mental effects, targeting the mind. Enchantment)
Green – (deals with spirits and souls. Closest to summoning in terms of effects. Conjuration)
Red – (indirectly effect creatures/generate magical effects)
White – (protective magic, bounded fields, etc. Abjuration)
- Biomancy? – Arts that involve affecting the body and its processes directly. A very difficult style of magic to master, the user often needs knowledge (medicine) and the heal skills to use it effectively.
- Basic – Rend/Knit Flesh
- 1st circle – Body Puppetry, Blades of Blood, Mental Contact, Plaguebearer, Telempathic Projection, Toxicity
- 2nd circle – Apoptosis, Autotrophy, Fleshcraft, Mental Compartmentalization
- 3rd circle –
- 4th circle –
- Invocation? – Calling upon spirits or an aspect of the world; invocations are likely a very degraded form of miracles.
- Aegis Renewal, Bastion Plate, Brilliance, Create Shikigami, Guardian's Aura, Hidden Paths, Inevitable Strike, Greenmother's Gift, Projection, Sparks of the Bastion, Vampiric Strike, Vigorous Force
- Geomancy? – Manipulation of the terrain and existing objects, geomancy is more loose than other schools, however it primarily deals with non-living things.
- Basic – Communion
- 1st circle – Earthsight, Iron Flesh, Mending, Naturalize, Water Shaping
- 2nd circle –
- 3rd circle –
- 4th circle –
- Necromancy? – Dealing primarily with souls and the dead moreso than corpses, nonetheless considered a somewhat unsavory method.
- Basic – Spirit Lure
- 1st circle – Black Rays, Command Undead, Disrupt Living, Haunting Ward, Numb the Flesh, Poltergeist Blade, Psychometry, Resuscitate
- 2nd circle – Create Artificial Soul, Soul Capture, Voracious Spirits
- 3rd circle –
- 4th circle –
- Pyromancy? – Flame is similar to living things, enough so that it reacts quite readily to the magic and feelings of living creatures with the affinity.
- Basic – Conjure Flame
- 1st circle – Acidic Fog, Branding Iron, Fire Lash, Icefire, Poison Breath
- 2nd circle – Black Flames, Envious Flame, Explosive Orb, Immolation, Warmth
- 3rd circle –
- 4th circle –
Rituals
(short list of rituals that a few classes get access to; these are somewhat like invocations, and might link up to it)
(powerful magic that is difficult to use and requires specialized circumstances. Only a few classes get access to these, and they have long cool-downs before they may be used again by anyone in the party.)