Experience and Training
Favoured or Caste/Not Favoured or Out-of-Caste
New Trait: (Xp Cost)+(Training Time)
Ability: 2/3 - Immediate/6 days (3+ hours for day)
Specialty: 1/2 - Immediate/6 days (3+ hours for day)
Charm: 8/10 - (Min. Ability) days (3+ hours for day)/(Min. Ability + Min. Essence) days (3+ hours for day)
Sorcery Spell: 8 - (spell circle) weeks (6 days, 3+ hours for day)
Improve Trait: (Xp Cost)+(Training Time)
Attribute: 6/7/8* - 1 month (30 days, 3+ hours for day)
Ability: 3/4 - Immediate/6 days (3+ hours for day)
Specialty: 2/3 - Immediate/6 days (3+ hours for day)
Essence: (current rating)x8 - (current rating) months (30 days, 3+ hours for day)
Virtue: 3 - Immediate
Willpower: 3 - Immediate
*(6 Xp to improve it from 1 to 3, 7 Xp to improve it from 4 to 7, 8 Xp to improve it from 8+)
Spells and Abilities from DxD don't follow this scheme and don't require Xp. They require a teacher and training time, that can be shortened with enough dots in an ability/abilities that resonate with them.
Bright and Ddraig are very good tutors, so they can reduce the time to train the stuff they knew best in life.
Bright can use a spell to transfer knowledge directly from mind to mind, so the training time for (Attributes, Abilities, Specialties, Spells, Charms, Essence) is shortened to 1 hour per dot. Bright's rating in that trait must be greater than Issei.
Things you do during the game can count as training to related things. For example spending a week crafting things count as 7 days of training Craft Charms. Spending a day chatting with your friends counts as training for Socialize. Etc...
You can stunt your pure training actions, which will reduce the time needed for something to count as your day of training. Same goes for having a good teacher.
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DxD World's Magic Systems
Every Magic System follow a Paradigm: a core concept that define it. Spells that resonate with this concept are easier to cast (+1 to Casting roll and Target roll for every Proficiency Rank in it).
-Sacred Gear. "Wish" Paradigm. Component allowed: all of them. Only available to those possessing a Sacred Gear.
-Norse Magic. "War" Paradigm. Component allowed: Conjure, Damage, Divination, Energy, Enhance, Heal, Movement, New Power, Protect.
-Devil Magic. "Destruction" Paradigm. Components allowed: Control, Damage, Energy, Enhance, Metaspell, Movement, New Power, Protect.
-Angel Magic. "Blessing" Paradigm. Components allowed: Conjure, Damage, Divination, Energy, Enhance, Heal, Movement, New Power, Protect.
-Fallen Angel Magic. "Glamour". Components allowed: Conjure, Control, Damage, Divination, Energy, Illusion, Metaspell, Movement, New Power, Protect.
-Black Magic. "Curse" Paradigm. Components allowed: Control, Damage, Energy, Illusion, Metaspell, Movement.
-White Magic. "Cure" Paradigm. Components allowed: Conjure, Divination, Energy, Enhance, Heal, New Power, Protect.
-Fairy Magic. "Nature" Paradigm. Components allowed: Conjure, Control, Divination, Energy, Enhance, Heal, Illusion, New Power, Protect.
-Summoning Magic. "Travel" Paradigm. Components allowed: Control, Divination, Metaspell, Movement.
-Spirit Magic. "Harmony" Paradigm. Components allowed: Conjure, Control, Divination, Enhance, Metaspell, Movement, New Power.
-Dragon Magic. "Might" Paradigm. Components allowed: Damage, Energy, Enhance, Movement, New Power, Protect.
-Runes. "Symbol" Paradigm. Components allowed: Conjure, Control, Damage, Divination, Energy, Enhance, Heal, Illusion, Metaspell, Movement, New, Power, Protect.
-Onmyouji Arts. "Purification" Paradigm. Components allowed: Conjure, Control, Damage, Divination, Energy, Enhance, Heal, Illusion, Movement, Protect.
The following arts are not considered magic systems, but they follow the same rules:
-Ki Manipulation. "Life" Paradigm. Components allowed: Control, Damage, Divination, Energy, Enhance, Heal, Illusion, Movement, Protect.
-Touki. "Determination" Paradigm. Components allowed: Damage, Enhance, Movement, Protect.
-Senjutsu. "Balance" Paradigm. Components allowed: Control, Damage, Divination, Enhance, Heal, Illusion, Movement, New Power, Protect.
-Reversal Magic. "Reverse" Paradigm. Components allowed: Metaspell.
Spells
Spells of every Magic System are divided into Ranks. The Rank of a Spell is determined by the number of its Components:
001 - 025 Rank 1: kill a person, destroy a motorcycle
026 - 050 Rank 2: Kill a Low-Class Devil
051 - 100 Rank 3: Kill an inexperienced Middle-Class Devil
101 - 150 Rank 4: Kill an experienced Middle-Class Devil
151 - 200 Rank 5: Kill a High-Class Devil
201 - 250 Rank 6: Kill an Ultimate-Class Devil, decimate an army, destroy a city
251 - 300+ Rank 7: vaporize a big army, kill a weak god, wreak a region the size of Saitama's prefecture (every 50 Components after 300 add +1 to Casting Difficulty)
-The roll to see if a Spell Casting is successful is: [Int + Lore + Occult + Essence]. The Difficulty is the Rank of the Spell, Casting is an automatic success if the Difficulty of the Spell is less than half of [Int + Lore + Occult + Essence].
-If successful there is another roll to see if it hits: the roll is Dexterity+[Attribute](it varies depending on the Magic System)
-To learn a spell of a certain rank one must possess an equal or higher rank in Essence.
-When casting a spell you take one level of Exhaustion Damage (-1 penalty to all actions. Internal Penalty) per Rank of that Spell. The is reduced for each Proficiency gained: IE Rank 3 casting with Rank 1 Proficiency inflicts 2 levels of Exhaustion damage.
-This damage heals at a rate of 1 level per day resting for mortals, 1 level per hour for Characters with Essence of 2 or more, and 1 Level per minute for Characters with Essence of 6+.
-Motes can be spend to reduce Exhaustion. The motes cost must be spent separately for every Level:
-First Level: 2m
-Second Level: 4m
-Third Level: 6m
-Fourth Level: 8m
-Fifth Level: 10m
-Sixth Level: 12m
-7+ Level: 14m
Learning Spells
Extended Roll measured in days (3+hours for Exalt Issei):
Rank One. Requirements (Int+Lore+Occult+Essence) = 2, Successes 10
Rank Two. Requirements (Int+Lore+Occul+Essence) = 3, Successes 15
Rank Three. Requirements (Int+Lore+Occult+Essence) = 4, Successes 30
Rank Four. Requirements (Int+Lore+Occult+Essence) = 5, Successes 50
Rank Five. Requirements (Int+Lore+Occult+Essnece) = 6, Successes 75
Rank Six. Requirements (Int+Lore+Occult+Essence) = 7, Successes 100
Rank Seven. Requirements (Int+Lore+Occult+Essence) = 8, Successes 130
Proficiency
Extended Roll measured in days (3+hours for Exalt Issei):
Rank One Proficiency. requirements (Int+Lore+Occult+Essence+Speciality) = 3, Successes 10
Rank Two Proficiency. Requirements (Int+Lore+Occult+Essence+Speciality) = 6, Successes 30
Rank Three Proficiency. Requirements (Int+Lore+Occult+Essence+Speciality) = 9, Successes 60
Rank Four Proficiency. Requirements (Int+Lore+Occult+Essence+Speciality) = 12, Successes 100
Rank Five Proficiency. Requirements (Int+Lore+Occult+Essnece+Speciality) = 15, Successes 150
Rank Six Proficiency. Requirements (Int+Lore+Occult+Essence+Speciality) = 18, Successes 200
Rank Seven Proficiency. Requirements (Int+Lore+Occult+Essence+Speciality) = 22, Successes 250
-Specialties are, for example: Norse Magic, Angelic Magic, Devil Magic Etc.
Components
List
Create Spells
Ask the GM. If you have a spell, and he approves, the GM will tell you the details of the Dramatic Action necessary to learn it.