Stats
For magic abilities and skills each culture and class has a set amount of points they can put into spells or skills. Sills cost only 1 point each and can only be used once per day. For players who do not select a magic class, you will still be able to spend points on culture magic, up to the total number of magic points for your culture and class. Everyone else may spend their points on either culture magic or class specific magic (you cannot take a spell that is not in your class). Once you run out of points to buy spells you can't get any more unless you find them in game or level up, but you may cast your chosen spells as many times per day as you'd like. Please note that you can only carry 4 spell packets (3 spell packets for Monks and Paladins, 2 for Rangers, Fighters, and Rouges) on your person at any given time. You may cast as many of your chosen spells as much as you'd like but once you throw your spell packets you'll need to take the time to pick them up. I would recommend using a fabric that is distinct to you.
Every character culture gives the player a certain number of points to work with and every class also gives the player certain extra bonuses. These are laid out below:
Additional Skills you can add depend on your Culture skill points or Special culture attributes that directly effect your skill points. To be clear, taking a skill your Culture already gives you could be a waste of skill slots, unless you want more uses of said skill (1 point per use). Fighter classes also get additional skill points to spend. Skills can be used once per day per point spent (meaning if you spend 2 points on the same skill you can use it twice). Available skills include:
Estel Úqua is a world infused with magic, and each culture has its own natural talent at magic. Some Classes enhance this talent, others do not. Spells are bought using a number of points. You may not buy more spells than your have points for. Classes that enhance magic also have access to spells others do not, but your are still only able to buy as many spells as you have points for. If a spell in the Culture Magic list has your Culture's name beside it, you will only have to spend 1 point to obtain that spell, while it will cost other cultures more. Please note that some spells require extra spell points to add power. You can, of course, be completely proficient in a single spell, or you can grow your proficiency over time, as your character grows by attending future games.
Class specific spells are listed below. ONLY characters who have taken this class can use these spells. And you can only buy up to the number of points you have available in that class magic. Some spells are expandable if you put extra points into them. Please SCROLL within each class magic for the full list.
As you play, your character will get a chance to grow in power and skills. Every attended event as a player character will add points that you can spend on spells or skills for the character you play. The growth/point chart is below. If you need more points before the first game to make the PC of your dreams, please contact Ms. Hale in advance as you can get extra points for volunteering time/skills for prop creation, etc.
A handy template for character creation can be found here:
https://docs.google.com/document/d/1iR5di_52FOeZldacCf1l884Ps6NE6zHctcpiSLl3Jag/edit?usp=sharing