Magic System Brief

Magic Damage =  INT% + MagicTypeAffinity% + SpellDamage (Exact DMG system TBD)

Max Mana Points =  INT x [2] (TBD)

Affinity is handled per magic school for spells (Ex: Fire affinity = 2)

When using magic, Affinity experience is gained in the corresponding magic school

Magical Weapons generally come with a flat bonus of Affinity in certain school(s) and spells belonging to that school

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Earth (Defensive/Support fighter)
Earth magic focuses on defensive magic, armor and physical buffs, single target damages

Spells Ideas:
 * Stone Walls: Fill the front tile row with stone walls (1hp structure, used to prevent attacks in backline)

Water (Soft control/Soft support)
Water magic focuses on preventing debuffs, soft control, low support and multiple targets damages

Fire (High damage)
Fire magic focuses on high damages to both single and multiple targets but also on offensive buffs

Spells ideas:
 * Fire barrier: create a fire barrier that damage any NME attacking using melee

Air (Hard control/Soft support)
Air magic focuses on hard controls like stuns, swiftness buffs, and some damages on both single and multiple targets

Light (Heal/Hard support)
Light magic focuses on supporting spells like heals and buffs but very little damaging spells

Dark (Damages/Debuff)
Dark magic focuses on damages, overtime damages but also debuffs like weaknesses and armor break

Arcane (All-rounded damage/Casino mage)
Arcane magic is the primordial magic, it focuses on damage spells that can't be reduced by elemental resistances.

Arcane magic is also often tied with random outcomes.