Create your grimoire!
(Just as a side note I know there’s a lot of additional power ups in the series and other such stuff. Specifically looking at a small portion of the grimoire system just for this, other powers may be obtained in the future if you have the aptitude and training. The manga has finished but the anime is still ongoing so keep spoilers to a minimum)
✨You’ve been chosen to receive your grimoire. In addition to getting to choose your element or concept you also have a few other choices for immediate bonuses.
1. Spell category: Mundane or unique
\-Each grimoire has a particular magic it uses. Whether it be something simple like fire and water or potentially something more esoteric such as mirrors, dream and cotton. Special magic is often reserved for nobles with very few cases of unique magic in peasant class. For the purposes of this scenario choosing something unique locks you into the noble class. There are unique peasants out there, just not you. If you choose something more esoteric please explain how you think it works/functions as well.
2. Class selection: Peasant or noble
\-Peasants have more average pools of magic to draw from. You can’t spam spells left and right but you do gain an increased ability to gain more spells due to needing to be more creative with what you have. Double your opportunity to create new spells. (x2 spell gain)
\-Nobles have high magic pools to draw energy. You can cast many high level spells in quick succession however due to a lack of being pushed both societally, financially and personally your ability to gain new spells is reduced. If you chose special magic you are locked into the noble class. High magic pool and a very strange/unique form of magic if you desire. However your ability to gain new spells is halved. (x0.5 spell gain, +magic pool)
3. Specialization: Combat, healing, defense, utility.
\-Each user of a grimoire has their own personal inclinations as to how they go about in the world. Each specialization can have abilities of the others but your spells gained will primarily be geared towards learning those of what you chose. Regardless of whatever element you chose you are still able to freely pick of these.
***-Combat*** focused mages are heavy hitters who like to get into the brawl. Generally only matched in combat by their own class but falter when it comes to dealing with tricks, traps and otherwise non direct attacks. (Strength +2)
***-Healing*** is less useful in combat directly but has a few or several spells designed to heal others, while they can fight they pale in comparison to their counterparts. (Healing +2)
***-Defensive*** types specialize in barriers and ways to mitigate damage. They can block powerful attacks and lock down opponents. (Defense +2)
***-Utility*** mages use their magic often for support or assistance. They can map out areas in seconds, track enemies, find things and generally do things that assist in both combat but also every day life. They lack direct action but are often amazing for setting up traps. (Add a 1 to any two of the other three categories)
4. Bonus powers! With a twist: Devil, half race, elven heritage
\-Should you so choose you can choose an additional option with a debuff. Generally this offers greater power at the expense of something.
\-***Devil.*** You have abhorrent powers that mark you. Choosing this will grant you the ability of a second grimoire while also buffing your general stats. However making a deal with devils always comes at a cost. You are marked as one on your face making others mistrust you. Devil grimoires are fixed to whatever power they have and unlikely to ever gain new spells. Choose an additional power, potentially more esoteric. You will struggle the rest of your life marked not being trusted by many and may potentially be used by the devil for nefarious purposes you don’t want. Using devil powers increases the strength of your main grimoire’s strength by around double while using devil powers but runs the risk of your body receiving a backlash. (x2 Strength and defense, -1 Defense and Healing)
\-***Half races*** are born often not knowing their parentage. Only when pressured later in life did they discover their race and also gain a second grimoire of unique variety. When you are in danger you can awaken and swap your grimoire to a new element of your choosing. However the addition of a second grimoire comes at the cost of reduced spell gain. If you were a peasant this is reduced to be a normal spell gain and nobles gain a 1/4th penalty. (-x0.5 spell gain)
\-***Elves*** were once prominent in the world but were wiped out. After a failed ritual you have awakened to realize you were the reincarnated spirit of a past now dead elf. You gain a magic pool on par with noble magic. If you were a peasant this puts you at the level of a noble, nobles get a x3 as opposed to their previous x2 magic pool. However you now have additional memories of past indiscretions against your people. Your non elf body will live to that of a normal human age while you are burdened with the knowledge that the ruling class massacred your people and later delivered a second defeat. (+magic pool, -mental stability)