If you do godly magic, have a war god pact where you don't feel pain until after the fight. just a fun idea to make holy magic slightly more combative.
so you have clerics, paladins, and wizard-like sorcerers as your main casters. I like it, its unique and has an open ended feel where elemental magic is concerned, but cant do anything.
this is a lot, but I really do like it. it has a unique feel, and sets boundaries that can be bent, but not without a cost, or without knowing what you're doing.
I do understand weapons, I have also seen spellsword arts, but there needs to be some kind of ballence system, so think of the stats as more the stats of the magic used, as opposed to the weapon. Does that make sense? I feel I worded that weird, sorry.
I decided that my "God's" are kinda like superman, the last of a race, but instead of getting powers from a yellow sun, they're just innately cosmically powerful, and can shape reality (until their power became linked to the belief of humans)
Ok, I'm gonna paste the lore below, prepare for a text wall:
Version 1: the lore people know
Roughly 55,000 years ago, before everyone had magic, and the mystic beast were still around, there appeared 12 beings, nine human and three beasts, that wielded strange and powerful abilities. These...
I have an google sheet with percentage chances of all the magics. It'd also laid out much better in the world build doc, but for some reason it didn't work here, and was much more disorganized. Its annoys me.
...and my magic has a ghost sword. I am humbled, my good sir or ma'am(Or both or neither), and I humbly request your feedback on my system, if you would be so kind.
That is cool and very unique. so if you were left there as a baby for some reason, you couldn't use the magic of wherever you were left? or would you be close enough if the tribe raised you?