Remember how I said earlier that I wouldn't type this up tonight? And it's still tonight?

Fricking insomnia. Anyway…
So you've decided that you don't want to give a magic-capable character a template. Maybe it's because their Linker Core is a AA or AAA in rank and they have a useful Rare Skill. Maybe it's because they're a cape with a potent ability. Regardless, what are the options left to you?
Deviceless mage
This is, as the title says, a mage who has to cast their spells without the assistance of a Device. If you have a cape who wants to keep their power, this is probably their best choice since, once again, Devices will burn out a parahuman's corona and gemma. They are also easiest type of mage to do character generation on.
Simply put, a Deviceless mage gets to learn one spell per the rank of their Linker Core. For example, a D-rank mage can learn 1 spell, a C-rank mage can learn 2 spells, on up to the AAA-rank mage who can learn 6 spells. Like I said, easy. They start with 1 spells at chargen, and afterwards will learn more spells similarly to their Device-carrying cousins.
There are some caveats to be aware of:
- If you teach a D-rank mage to cast Guardian Beast, they only have enough mana to support a Beast of the Gear. This also does not count as a random generation of their Beast, so the Gear will not have the exclusive ability given to those generated randomly.
- These mages can learn the Barrier Jacket spell, but it will count against their spell slots whereas a mage with a Device gets it for free.
- Recursion Field or other variations on dimensional barriers are too complex to use without a Device. These mages can use spatial barriers, which still work to cut off an area from the rest of the world, but they are visible and do not remove damage done to the area within unlike the battlefields created by a true dimensional barrier.
- The Basic Flight and Teleport spells are restricted to mages of B-rank and above. This is weaker than the Aerial Combat and Spatial Translocation spells available to Device mages, but that's because they are said to be difficult even for normal Nanoha mages.
- Buster spells and other spells of this rank (see next section for details) are restricted to AA+ mages.
- Spells on the level of Breakers? Don't make me laugh.
Device mage
Maybe after reading those restrictions, you've decided going Deviceless just isn't in the cards for you. Get out of here, shard! (Or maybe lucky you, you aren't a cape in the first place.) I'm going to assume you've already familiarized yourself with
this post about Device specialties.
Mages with non-template Devices are in the Wild West in terms of development. Instead of having pre-built skill trees like the templates, you get to make your own. How exciting, right? Sadly, once again Linker Core rank becomes important because it will determine both how many spells you get to pick out on chargen and how many spells that mage can know in total.
LINKER CORE RANK | STARTING SPELLS | TOTAL SPELLS |
---|
D | 1 | 6 |
C | 2 | 9 |
B | 3 | 12 |
A | 4 | 14 |
AA | 4 | 15 |
AAA | 4 | 16 |
If you're looking at this table and thinking to yourself, "Wait a minute, does a D-rank mage with a Device really have as many spells as a AAA-ranker without one?", congratulations! You made the right choice giving up that crappy bug-controlling power to go full magic.
Anyway, back on track. The way this works is that once you pick out a character's starting spells, they will gain XP to use towards new spells. This can be done one of two ways. #1, every time a character is involved in an on-screen fight, either by fighting alongside Taylor, in an interlude, or a canonized omake, they will earn 1 XP. #2, they will earn 1 XP for every week that they are regularly using magic. (Which means that if you have someone who goes into mana poisoning, they won't earn XP until that heals.) This means the more we see of a mage character, the faster they are going to grow.
Spells themselves cost different amount of XP to learn.
- 2 XP for Modifications to known spells. This can affect how a spell acts, but it isn't enough to be a new spell on its own. Homing Bullet and Burst are the stereotypes of this tier, but I'm sure we'll find more together.
- Something very special in the modification tier is spell masteries. Because non-template mages don't have centuries of cumulative memories to fall back on, all their spells are comparable to the "Adept level" for a template mage. Learning a mastery spell improves a collection of related spells to the "Master level". For example, spending 2 XP on Movement Mastery would improve Blitz Action and Aerial Combat; Boost Mastery would improve Strike Boost, Barret Boost, and Cape Boost; etc.
- 4 XP for the Basic tier of spells. Most of your spells are going to be in this group, such as Telekinesis, Wide Area Search, Ring Bind, Blitz Action, and Guardian Beast.
- 6 XP for the Advanced tier of spells. These spells are by and large going to be those that are restricted to B-rank and above. Aerial Combat, Spatial Translocation, Champion-level summons, and Busters fit here.
- 8 XP for the WTF tier of spells. These are the spells that are limited to the most powerful of mages, the AA and AAA rankers. They are also the abilities that will make that mage famous or infamous on Earth Bet. Examples are Dimensional Transfer, Giant-level summons, Mistilteinn, Diabolic Emission, and the Breakers.
If you can't figure out where a spell goes, here's a general rule of thumb. If a spell by itself would be a lower-rated cape power, no more than a 5 in whatever category, it's basic tier. If it would be a high-rated cape power that gets that cape noticed all on its lonesome, it's an advanced tier. If it is so powerful that even Nanoha-verse characters would sit up and pay attention, it's in the WTF tier. Or you can check
this list, organized by tier.
While we are talking about XP, this
technically applies to character generation. Characters start off with 4 XP for every starting spell slot, which will be spent making their list. Most of the time, this doesn't matter because you start off with basic spells and they start their mage life with 0 XP. If you have characters who are capable of flight and give them Aerial Combat to start, or start them off with a Buster, or something else along those lines, that's 6 XP being spent and they may wind up in XP debt where they have a negative XP value they have to make up. Or, if you wind up using some of their spell slots for modifications, they may start with "extra" XP. It all depends on how chargen goes.
Once you have your starting spells and have started earning XP, you can add skills to a character's tree two ways. The most common is going to be adding a spell that is either derived or at least related to another spell they already know. That extends that spell branch, and it's the only way to add on the advanced and WTF tiers. The other way is to pick a basic spell (or Aerial Combat because who doesn't want to fly?) that is not related to another spell in that character's tree and set it down as a new base spell for more spells to come off of. Don't be surprised when no characters' trees look exactly alike.
Should you decide later on that you don't like a character having a specific spell, either because it was a bad purchase or you've done or built something that renders it redundant, do not fret! You can refund learned spells for half their purchase price and free up that spell slot for a different spell entirely.
Sadly, there are a few more rules to be added here, just like with Deviceless mages.
- D-rank mages are still limited to Beasts of the Gear. That one has nothing to do with the Device and everything to do with the fact that they don't have the mana to support one of the more costly Beasts.
- Only Armed Devices can give their mages the fabled Knight Armor. All other Devices have to deal with the normal Barrier Jacket.
- Cartridges are by and large limited to Armed Devices unless the mage is on the higher end of the power scale.
- I don't need to go into rank restrictions of the fan-favorite spells because they are already mentioned above.
One last thing before I forget. At A-rank and above, mages can cross-specialize. That means that they can use spells that technically they shouldn't be able to cast with their specific Devices, like using cartridges with a Boost Device or casting a ranged Buster with an Armed Device. If a character is using a Storage Device, they don't have this option because Storage Devices can't cast any of the advanced spells, but why would you give an A-ranker a Storage Device in the first place?
I could not have come up with this system alone. Everyone give
@LancerisDead a round of applause, mostly because he is responsible for at least half of this new and improved system.