Character Generation -
Human - +X AP every xth level
Elves - +1 Magic/-1 Strength
Hell Born - Must have Shadow/Fire Atunement +1 Strength/-1 Mind
Heaven Born - Must have light/wind attunement +1Mind/-1 Vitality
Base Stats - Max 10 at level 1, not inc racial bonues, but inc penalties
Strength - Affects Damage
Accuracy - Affects to hit
Def - affects AC
Vitality - Affects Health
Mind - Affects Int/Wis/Cha
Magic - Affects ability to cast magic/use magic items
45 Character points to go into base stats
Modifiers -
6+ is half stat rounded down
5 - 0
4 - -2
3 - -4
2 - -6
1 - -8
0 - -10
AC = 10+Def Mod+Armour+Misc
HP = D6+Vit mod per level
MP = Magic Mod x 2 per level (x 4 at lv1)
BAB = 1/Character level - can be traded for AP point/s but these points cannot go into Combat Tree
Saves -
Physical - base goes up every other level + vit mod
Mental - base goes up every other level + mind mod
Dodge Chance - D% DC depends on situation no mods
Ability Trees - Magic, Combat, Skills
Ability points - start with 10, then gain points = to level gained per level up to level 10 then gain 10 points per level up to lv 20, then 20 points etc
Anything with levels requires AP equal to next level to gain a level
Skill points - gain Mind mod per level and can convert Ability points (1 for 1)
Magic Tree
Where AP goes
Magic - Allows use of different types of magic (1 point per type) also reduces cost of any magic by number of AP put in.
Elemental, Force, White - Allows use of different sub-types of magic (1 point per sub-type) also reduces cost of that type of magic by n.o AP put in.
Elemental - atk, def sub-types then able to put points into different elements.

Force - Divination, Illusion, Status, Necromancy - sub types then able to learn different spells in each sub-type

White Magic - Healing, Status removal - subtypes then different spells and levels per sub-type.

Any spell involving Dice add Magic Modifier to results.
DCs for resitising Stauses are - Magic Mod + Extra AP + Any extra MP you burn
Combat Tree

Once AP put into specific weapon fumble reduced to 1 for that weapon
To Hit - D20 + BAB + Ap in weapon type + Acc Mod must beat AC.
Damage - Use weapon level table + Str Mod
Skills Tree
D&D list - no Ability Mods or synergies (yet).