So you want to be a Mary-Sue
Magic of the Iron Kingdoms, where the Caster pulls the energy from the web of magic around them. Means they’re only ever limited to a limited flow of energy, but at least the flow never runs out.
Upon becoming a Focuser, the Character gets an ARC score. This determines how much Power they can draw upon each turn.
As they draw their magic from the surrounding area, casting spells doesn’t physically wear them out at all, but it does mean they can never push themselves to draw more magical energy than what their ARC score is.
A character also has a general skill level for Casting, and a specialisation skill level in particular spells they know.
A character also has a Spirit value, for how strongly their soul is connected to the source of magic. This tends to be assigned at birth, but can be changed due to various circumstances, like packs with demons, or temporary boosts from blood sacrifices done the right way.
Casting spells requires knowing the right symbols to focus the energies to make it take shape the way you want it to. The most basic of spells might only require 3 to 10 symbols to pull off, but they tend to be unreliable as they’re not defined enough to help the energy take shape. Most true spells require scores of symbols, all of which the Caster must memorise and understand in order for the spell to work the way they want it to. The Caster also tends to learn variations of the symbols so that they can modify the spell slightly to suit purposes on the fly.
Due to the complexity of symbols and the requirement to memorise them completely, a character can only know a number of spells equal to their ((Smart+ Resist) /2) x2, rounded up. For most people this will be 4 or 5 spells. Even skilled Casters tend not to get above about 7 spells, as they decide to memorise extremely powerful and complex spells.
If a spell is of unusual complexity, it can take up more memorisation requirements, with the decision made by the ST.
Casting a spell
A spell has a power requirement for casting, depending on how complex it is and what it is trying to achieve. See the spell table for examples. A Focuser can cast any number of spells per turn, but can only cast each spell they know once per turn.
To cast a spell, a Character needs to draw a make a Skill action, adding the draw to their Specialisation in that spell, beating the Complexity level of the spell itself. Modifications will change the difficulty depending on the circumstances, especially things that could distract the Caster from focusing.
If successfully cast, a Character then draws a number of cards equal to their Spirit Value. Any negative value or value of 0 adds +r to the strength of the spell, and any positive value adds its face up value.
Defending against a Spell is usually a Resist or a Health draw, depending on what the Spell is attempting to achieve. A character does get to add their Spirit Value to their resistance.
A Feat is an expression of the Focussers’ magic, a personal expression of how they see their magic working.
Feats are caused by the the build up of magical energy in a Focuser, that they can’t release due to having constraints on their magical flow.
This results in them once per day being able to release a larger amount of magical energy, which releases like a spell, but more powerful than even an ARC 4 spell.
To develop a Feat a Focuser has to be in a position where they need something to happen that normally would be outside of their capability, and usually in a life or death situation. This is why War Casters tend to be the only ones with Feats, as they’re usually the only ones on the battlefield under life or death situations.
Every couple of years a Focuser’s Feat might change, as who they are changes, and their magical aptitude changes as well.
A Mary-Sue can develop their own Feat, but they can also learn Feats off other Focusers.
However they can only build up the power for one a day, so at the start of every day they have to choose what Feat they are building up the magical charge for.