Magic, Spells, and Abilities

Terms to understand
Magic - Technology we do not currently understand.

Spell Slots - Number of uses of spells.

How does it work?
In this system we want to really emphasize that so that the magic is a bit more logical then most systems.

All of the magic has some kind of natural connection making it all somewhat based on technology and science.

Fire
The Center of this is the User's Gut. The Fire route is the manifestation of kinetic energy in the form of fire.

Lightning
The Lightning route is the manifestation of kinetic energy in the form of lightning.

Magma
The Magma route is the manifestation of kinetic energy in the form of magma.

Plasma
The Plasma route is the manifestation of kinetic energy in the form of plasma.

Energy
The Energy route is the usage of kinetic energy.

Soul
The Soul route allows the user to begin affecting the astral realm.

Time
The Time route allows the user to affect time itself.

Earth
This is based around the user's ankles. The user can affect the manifestation of potential energy in the form of Earth.

Crystal
The user can affect the manifestation of potential energy in the form of Crystal.

Metal
The user can affect the manifestation of potential energy in the form of Metal.

Water
This is based around Salivary Glands. The user can affect the magnetism of water in order to manipulate it.

Healing
The user uses the water to replenish health and heal over wounds.

Frost
The user uses the water and focuses it together to make it solid as ice.

Air
This is based around the lungs. The user affects the pressure around them in order to manipulate the air.

Flight
The user affects the air to lift them and emanate a like wing structure off the user.

Sound
The user affects the air to amplify their sounds.

Weather
The user affects the air to change the Weather.

Fired Up
When a user gets hit with a fire attack the user gets advantage on the user of that fire attack. (This doesn't stack). However, in this state they are resistant to fire, and weak to water.

Hard Headed
The user has an abnormally hard head. The user becomes immune to anything that hits their head that is not meant as an attack or is 5 pounds or less.

Metal Point
The user's skull becomes abnormally tough in an iron like state. Any attacks to their head are reduced by 4 damage (unless less than 4 damage then it'll just do 1 damage).

Sea Breath
Allows a user to breathe underwater. Generally received either by magical means or by natural race.

Shiver
Allows a user to be immune to arctic temperatures (assuming they wear clothing that covers their skin then that skin will be fine).

Hard Snap
The user's sharp teeth due to generally a marine based diet deal 5d6 damage when the enemy fails a Dex check. When passed they take half.

Avariel
Allows the user to have soft feathery wings, however despite giving flight they are quite fragile. Also, water weighs them down. To take flight is an action however gives x1.25 movement speed increase while flying.

High Jump
The user's body is so light that the wind lifts them higher when they jump. Jumping takes the user x1.5 distance.

Vine Kingdom
When user is an area with dense foliage, user can have 1.5x combat speed, when in a non planted area they get x0.5 combat speed.