Welcome Guest! You last visited . You have 99 posts! Please welcome the newest player Cables

Patch Notes:URL.
For all new members:URL.
Halloween Events:Night of Eternal Darkness.
Check Here After Completeing Jobs: URL.

    HP Magic and Damage Rules

    Share
    avatar
    Admin

    Administrator- 1 Year Anniversary- Player -
    Lineage : Admin
    Position : None
    Posts : 428
    Guild : Admins
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Seijin
    Experience : 0

    Character Sheet
    Character Name: Admin
    Primary Magic: Admin Magic
    Secondary Magic: Mod Magic

    HP Magic and Damage Rules

    Post by Admin on 5th August 2016, 9:24 pm





    All characters have a set amount of HP based on their rank. Abilities, lineages, and items can alter these.

    D-class: 100 HP
    C-class: 200 HP
    B-class: 300 HP
    A-class: 400 HP
    S-class: 500 HP
    SS-class: 600 HP
    H-class: 700 HP
    X-class: 800 HP
    Y-class: 900 HP
    Z-class: 1000 HP

    Effect of hitting 0HP = unconsciousness for player mages unless otherwise agreed i.e. no player killing without permission

    Damage Resistance: Across all of your magics, abilities, and equipment, your Damage Resistance may only cap out at 50% maximum. Only in special cases, such as with good drawbacks, long cooldowns, IoTM/Event rewards, custom lineages, etc. could one potentially get away with up to 75%. Mods are careful to check all of your abilities and equipment to make sure you do not exceed the cap.



    All mages in Earthland possess an inner source of magic that can be tapped into to cast spells.

    This is your Magic Power.

    Mp is expressed in a percentage in order to measure how much power spells require, and how much energy is left to cast them.

    In a normal, well-rested and unaffected state, a mage's mp percentage is 100%.

    This number can be altered by lineages, abilities, and items.



    Spells are separated in different ranks: D - C - B - A - S - H - X  (lowest -> highest)

    X is however only for event characters.

    However, within each rank spells differ as well. Some spells deal repetitive damage over a duration while others hit hard instantly. The power of spells within each rank fluctuates and follows certain scaling.


    Guideline Base HP effect done by a spell:

    D-rank: 20 hp
    C-rank: 40hp
    B-rank: 60hp
    A-rank: 80hp
    S-rank: 100hp
    H-rank: 140hp
    X-rank: 200hp


    This list is also used to calculate when one spell overpowers another. When spells clash, each mage takes into account the  power level of the spell and any other effect e.g. element with the stronger spell winning.

    DURATION AND COOLDOWN:

    The following durations and cooldowns, you can go higher on the duration than the numbers listed here however the cooldown must always be one post greater than the cooldown by at least one post. In most cases going beyond the max duration means the spell has some kind of drawback, or works slightly differently.


    RanksMax DurationMin Cooldown
    D-Rank32
    C-Rank53
    B-Rank64
    A-Rank75
    S-Rank108
    H-Rank2010

    SIGNATURE SPELL:

    A signature spell does not have to have a cooldown, however if a Moderator who is grading the spell deems that the signature spell must have a cooldown, the cooldown can be significantly lower than the ones deemed above.

    SPELL RANGES AND SPEED:

    In general, one may have a longer range on a spell per drawback, typically increasing the spells range by 25%, as a rough guideline per drawback. The drawback must be unique to the spell/ability itself however and not just a copy/paste weakness to the magic; the same applies to increasing the speed of a spell as well. The increase in speed is typically 25% of the spells range. Drawbacks placed within a spell are exclusive to each other, so you can’t just put in one drawback and expect it to cover both speed and range, there must be one drawback per increase you wish to add.

    RanksMax Range in radius
    D-RankSingle Target: 60 MetersMulti-target: 45 MetersArea of Effect: 30 MetersBurst: 15 Meters
    C-RankSingle Target: 120 MetersMulti-target: 90 MetersArea of Effect: 60 MetersBurst: 30 Meters
    B-RankSingle Target: 200 MetersMulti-target: 150 MetersArea of Effect: 100 MetersBurst: 50 Meters
    A-RankSingle Target: 300 MetersMulti-target: 225 MetersArea of Effect: 150 MetersBurst: 75 Meters
    S-RankSingle Target: 400 MetersMulti-target: 300 MetersArea of Effect: 200MetersBurst: 100 Meters
    H-RankCase By Case: +/- 600 baseline
    RanksMax Speed in meters per second
    D-RankSingle Target: 45 MetersMulti-target: 33.75 MetersArea of Effect: 22.5 MetersBurst: 11.25 Meters
    C-RankSingle Target: 90 MetersMulti-target: 67.5 MetersArea of Effect: 45 MetersBurst: 22.5 Meters
    B-RankSingle Target: 150 MetersMulti-target: 112.5 MetersArea of Effect: 75 MetersBurst: 35 Meters
    A-RankSingle Target: 225 MetersMulti-target: 168.75 MetersArea of Effect: 112.5 MetersBurst: 56.25 Meters
    S-RankSingle Target: 300 MetersMulti-target: 225 MetersArea of Effect: 150 MetersBurst: 75 Meters
    H-RankCase By Case: +/- 450 baseline





    There are a variety of different spells, but in general all of them fall under 4 different categories. Single target, multi target, Area of effect (AOE) and burst. These four categories have different types within them, such as damage over time, instant, charge up, chained, hold back, defensive, healing, buff spells etc. This means to make spells all you need to do is think of what type of category it is, and then what type it is.

    ”CATEGORIES”:

    ”SINGLE TARGET”:

    Single target spells are very simple, they can only hit one thing, and stop once they hit something unless they are powerful enough to blow through it (such as a bullet going through a wall). Typically spells such as single target don’t have an area of effect and are launched from the user or some point in the environment they are using. This applies to both damage and non-conventional spells, such as the fireball or a single target heal.
    ”MULTI TARGET”:

    A spell that can hit multiple targets. The key guideline to this spell type is that they are 75% less powerful than single target spells of their rank. This damage applies to each projectile/punch etc. used, however it is per hit that is 75% of the effeteness, not all the hits combined. This works for both damaging and supplementary skills. Multi-hit spells can’t hit an entire area like an AOE can, but they can hit a single target or multiple targets, multiple times depending on how they are worded. Spells such as giant laser beams, Multiple punches, large amounts of fireballs etc.
    ”AREA OF EFFECT”:

    Area of effect spells hit an entire area and everything within it. They can be either launched or focused around the user, and typically are fire and forget. Area of effect spells are typically 50% less power than a single target spells of the same rank, however area of effects can be launched, centered around the user etc. Area of effects have the flexibility to have multiple effects applied to them (except in the case of signature spells), allowing them to be fairly devastating just in a different way than single and multi target.
    ”BURST”:

    Fast, passive, and short ranged compared to every other type of spell, burst spells encompass things such as teleports, aura’s, instant defense spells, instant offensive spells, etc. Burst are useful as they are 100% effective as the spell of their rank, but are hindered by their range typically, making them good mobility or last resort spells.
    ”TYPES”:


    INSTANT:

    These spells will typically do one rank’s worth of damage instantly unless buffs from outside objects are added in.

    DAMAGE OVER TIME:

    These are spells where the effect takes place over a number of posts. These generally have longer cooldowns and bigger drawbacks as they can dish out a lot of damage.

    The initial blow from a DoT spell can normally do at maximum 50% of its rank in damage. It can then do up to 50% of its rank in damage per post for a number of posts until the damage has reached 2.5 the damage of that rank. This can potentially do a lot of damage if it is allowed to continue. If the user decided to do less damage in the initial blow then they can add this removed amount to the damage per post. However, this will also shorten the duration.

    Channelled Damage Over Time Spells: Spells where the user has to continue to focus on that target thus leaving them open and a single attack can be enough to stop the spell. These can go up to 40% per post in damage, but otherwise follow DoT Spell rules.

    CHARGE UP SPELLS:

    Charge up spells are quite rare because they put the mage at risk. This is because generally whilst charging they are unable to defend themselves(In some cases can’t even move).

    Charged Spells will typically deal extra damage as they can potentially put the caster in a dangerous situation. The more dangerous the spell puts the caster in the more potent in damage it is(It can do more damage).

    Also, if balanced correctly an additional affect can be added to the spell.

    Furthermore, if the attack is launched without a charge it will generally do less damage than a normal spell of its rank.

    CHAINED SPELLS:

    These are spells that allow their cooldown to be delayed in order to recast the spell multiple times in succession. These spells either fire off immediately one after the other or are somewhat delayed until all fire off simultaneously.

    ♦ Each spell in a chain can only deal up to full rank damage, not exceeding it in the manner that normal spells can go up to +25%.  
    ♦ They are limited to one simple effect such as firing a singular arrow or creating a single boulder,  or so on,  meaning the spell encourages the player to recast it in order to gain full effect.
    Each casting of the chained spell costs full MP to use.  Meaning to chain a spell that costs 10% MP 3 times would consume 30% MP.
    ♦ Once the chained spell is released or the chain broken it goes on cooldown as normal. However, the chained spell’s cooldown is normally the number of times that the spell has been used by the cooldown of the spell.
    ♦ A reviewing staff member can decide if a spell is too complicated or "Large" in general to be used as a chained spell.
    ♦ A chained spell needs to have notable delay if it is charging up several casts to be used all at once,  similar to a charged spell.

    HOLD BACK SPELLS:

    These are spells that do less damage than their base rank of damage and as such can have reduced cooldowns. This is like bringing a spell up a rank without increasing its power or not increasing its power enough to meet a normal spell of that rank.  Spells of this type can only do 75% or less damage of their rank.

    Because of the lack of damage the cooldown on this spell can be shorter than normal.

    DEFENSIVE SPELLS:

    Defensive spells can generally take a maximum of three spells of their rank. If a defensive spell takes three spells of their rank, the magic must be purely based on defense, or must be efficiently balanced, otherwise it will generally take two spells of their rank.

    PASSIVE ABILITIES:

    Passive Abilities are abilities that generally cost zero mp and are always active. They are natural occurring things that come with the use of your magic, weapon, item, armour, and pets. Each one generally does 1-3 things only per ability depending on how much they do.

    Eg: Fire Magic- Does not get burned by any sort of fire, can see through their own fire, and can breathe in smoke.

    ♦ However, once a mage hits S rank they can transfer some of their D rank spells to passives. In exchange for this they sacrifice 5% of their max MP.
    ♦ When a mage hits SS rank this is reduced to 3%.
    ♦ When a mage hits H rank D rank spells can be exchanged for 2%MP.
    ♦Also, at H rank they can sacrifice 5% MP to turn a C rank spell into a passive spell.
    ♦ These are essentially ranked unique abilities (D and C) and thus do not require strengths and weaknesses. However, as they are ranked things like buff will scale like normal buffs do.

    IMMOBILIZATION:

    Status effects that contain any form of immobilization, such as paralysis or freezing, last for a maximum of 1 post. On rare occasions, 2 posts. When they are Unique Abilities, they must have a cooldown of at least 2-5 posts.

    BUFF RULES:

    ♦ A Buff is when you amplify a spell or some statistic of your body such as speed or agility or strength.

    ♦ When initially Buffing something the buff will stay the same to a person or a spell of the same rank. For every rank the target is above the spell’s rank the effect is reduced by 10% of the base value.For every rank the target is below the spell’s rank the effect is increased by 10% of the base value

    A single buff can never push someone of equal rank into the next rank’s bracket for damage.

    BONUS HP:

    Endurance buffs will add a 'Secondary HP' amount to your base HP. HP Percentage regen is based off of your base HP and not the endurance boosted kind.

    Permanent secondary HP caused by endurance buffs, such as slayers, does regen. However, the HP percentage regen is based off of the base HP for a user of the rank(unless they have some lineage/other ability that boosts HP in which case it is based off of that amount).
    Temporary secondary HP caused by spells does not regen and as such if this temporary HP reaches 0 then the effect ends.
    Each 2% boosted endurance is equal to 1% boosted HP.


    There are different main categories of magic, some of which have their own special set of rules.

    CASTER:

    The mage uses his own body as medium through which magic is expelled.

    HOLDER MAGIC:

    This category of magic requires the mage to use an item as medium to produce magic.

    A Holder's Item can be anything from a weapon to a flower. These items cannot be broken or stolen unless the player agrees to it out of character.

    LOST MAGIC:

    A type of magic who's teachings have been obliterated from the history of the world and thus have become incredibly difficult to obtain. User's of such magic still exist, but are very rare.

    REQUIP MAGIC:

    This form of magic is based on the usage, summoning and/or creation of many different magical items, weapons and armor that are pulled from and stored in a magical pocket space. The items, weapons and armor a Requip mage uses are listed as spells.
    ♦ Requip magic is a Holder Type magic
    ♦ All Requips have 1 passive ability
    ♦ All Requips also have 1 Active Ability
    ♦ All Weapon Requips have 2.5x the HP of rank spell damage
    ♦ All Armour Requips have 3x the HP of rank spell damage
    ♦ If a Requip is used as a Signature spell, it can have either an active or a passive, but not both
    ♦ Requip mages A Rank or higher may own 1 Refined Requip spell
    ♦ There are 4 types of spells for Requip Magic
           ♦ Support
           ♦ Spell Armour
           ♦ Spell Weapons
           ♦ Special

    SUPPORT MAGIC:

    Support Spells are spells that aid in combat. An example would be a passive HP Regen, or a boost to damage. It can also be something that provides a special skill, such as the ability to walk on water.
    There's 2 ways to cast a support spell for a Requip mage.
    ♦ Casting the spell by channeling it through an already existing requip
    ♦ Having a separate requip with the support spell as its active ability
    ♦ If a Support Spell is cast from its own Requip item, it will follow the rules of Spell Armour for its Durability and Dissipation

    SPELL AMROUR:
    Spell Armours are magical pieces of armour that the user can cast a defensive spell from.
    ♦ The active ability of the armour must be defensive.
    ♦ Spell Armour works in the exact same way as armor bought in the store, but with the following durability and damage dissipation tables.

    DURABILITY OF SPELL ARMOUR:

    RanksNormalRefines
    D-Rank60HPN/A
    C-Rank120HPN/A
    B-Rank180HPN/A
    A-Rank240HP280HP
    S-Rank300HP355HP
    H-Rank600HP670HP

    DAMAGE DISSIPATION OF SPELL ARMOUR:

    RanksNormalRefined
    D-Rank3HPN/A
    C-Rank6HPN/A
    B-Rank9HPN/A
    A-Rank15HP18HP
    S-Rank21HP25HP
    H-Rank30HP40HP


    SPELL WEAPONS:
    Spell Weapons are magical pieces of weaponry that the use can cast Offensive spells from.
    ♦ The Active Ability for Spell Weapons must be Offensive
    ♦ Much like non-magical weapons, these weapons do deal damage and can take a certain amount of damage
    ♦ Weapons can be used to block attacks from other weapons, and small scale spells
    ♦ Weapons cannot be used to block an AoE

    DURABILITY OF SPELL WEAPONS:

    RanksNormalRefined
    D-Rank50HPN/A
    C-Rank90HPN/A
    B-Rank150HPN/A
    A-Rank200HP160HP
    S-Rank250HP200HP
    H-Rank500HP300HP

    DAMAGE FOR SPELL WEAPONS:

    RanksNormalRefined
    D-Rank7N/A
    C-Rank14N/A
    B-Rank21N/A
    A-Rank3041
    S-Rank4155
    H-Rank5570

    SPECIAL:

    Special Spells are spells that may be cast through a pre-existing Requip. These require the user to have a Requip item out that's the same type as the Special.
    ♦ An Offensive Special Spell will require a Spell Weapon to be cast.
    ♦ A Defensive Special Spell will require a piece of Spell Armour to be Present.
    ♦ Support Special Spells may be cast through either Spell Weapons or Spell Armours.

    REFINED REQUIP:

    Refined Requip items are specialized items that the player themselves craft, and stores with the rest of their Requips for later use. These are stronger than other Requips, as they're much closer to the wizard and thus have a stronger concentration of magic power, without costing more MP than a normal Requip.
    ♦ Refined Requip CANNOT be a Signature Spell
    ♦ Refined Requip may have either 1 extra passive, OR 1 extra Active Ability

    To Obtain a Refined Requip:
    ♦ The Player must be A Rank or higher
    ♦ The Player must make a thread where they make their item
    ♦ The thread must be 20 posts minimum, and 200 words per post

    SUMMONS:

    Summoning:
    Summoning is the action of taking a creature from one world, and manifesting it on our world to aid us. A normal summoner, is someone who summons standard creatures and is often times classified as Caster Magic, but in some instances the player may have it be Holder. A Celestial summoner is someone who uses specialized keys to summon entities from the Celestial world, and is classified as a Holder Magic, and never Caster. The reason Celestial Spirit magic can never be caster is because the wizard cannot use his/her spirits without the keys.

    Standard Summoning Rules:
    ♦ All summons, and Celestial Keys take up 1 spell slot
    ♦ The rank of the spell slot determines the base stats of the creature
    ♦ All summoned creatures, Celestial Spirits included, have a limited time it can remain in our world, known as a Duration
    ♦ All summoned creatures, Celestial Spirits included, require time to rest in their world, before returning to ours, known as the Cooldown
    ♦ All Summons/Celestial Spirits have 1 Active Ability, this is a spell unique to that entity that it can cast. An example would be teleporting.
    ♦ All Summons/Celestial Spirits ALSO have 1 Passive Ability, this is an ability that the entity has active 100% of the time and requires no activation. An example would be that it regenerates HP, or grants you MP regen.
    ♦ If a Summon/Celestial Spirit is used for a Signature Spell, it will have either 1 Passive, OR 1 Active ability but not both.
    ♦ Like with requip and Take Over users of summoning magic are able to use spell slots to provide extra active abilities for their summons. Each ability must be bound to a single summon and cannot exceed the rank of that summon. This cannot be used to provide extra slots for signature spell summons.


    MULTIPLE SUMMONS AND MULTIPLE KEY USAGE:


    The act of binding another being across the fabric of space and time, placing it in our world for any period of time requires a great deal of power. For this reason, your body will require time before it can support doing this to multiples.

    D Rank - May have 1 Summon/Celestial Spirit on the field without any consequences. During Limit Transcendence, they may have a second on the field but will lose 10% of their max HP every post while this is occurring. The player will also be unable to move during this time.

    C Rank - Also can only support 1 Summon/Celestial Spirit, but will only lose 5% their max HP per post for having a second summon on the field. The player will also suffer a 50% movement speed penalty, as the strain is still massive but not as terrible as before.

    B Rank - Your body is more accustomed to having multiple summons/Celestials in this world, and as such you don't lose any health for doing so. You also will find that your body can move much faster than before, only suffering a 10% movement speed penalty.

    A Rank - For having 2 Summons/Celestial Spirits on the field, you suffer no penalties at all. However, you may also put a 3rd on the field for a dire cost. During Limit Transcendence, you may summon a 3rd Summon/Celestial Spirit for the cost of 15% of your max HP per post. During the time you have the 3rd entity out, you will be unable to move. This means you can't block, or attack.

    S Rank - As with A Rank, you can have 2 entities on the field just fine. During Limit Transcendence, you will lose 5% of your max HP per post for having a 3rd Summon/Celestial Spirit on the field. Also like before, you will be 100% paralyzed, being unable to attack, defend, or evade attacks.

    SS/H Rank - The pinnacle of summoning ability, you can summon 2 entities with no issues. You may summon a 3rd when not in Limit Transcendence, but will be unable to move due to the stress on your body from the usage of so much MP. However... During Limit Transcendence, you may summon a 4th Summon/Celestial Spirit, but will lose 15% of your max HP every post and the 4th entity will cost double MP to cast. That and you'll be 100% paralyzed, being unable to attack, defend, or evade attacks.

    GRADES OF SUMMONS:

    There are 3 types of summoning familiars, and 3 types of Celestial Keys.

    SUMMONING FAMILIARS:

    ♦ Normal Summons - These are standard creatures that have your average durability based on rank. They're about equal to Silver Key spirits for the Celestials.

    ♦ Grand Summons - These are stronger, more powerful souls that all Summoners can use, and are far easier to obtain. They're much stronger than Normal Summons, but weaker than the Golden Zodiac Keys for Celestial Wizards. A Grand summon can only be summoned by a B Rank or stronger wizard. You can only have one Grand Summon for each rank, B-S.

    ♦ Immaculate Summons - These are the strongest of summoning creatures. They have less durability and damage than Zodiac Key Celestial Spirits, but can still hold their own. These require a 25 post, 250 word per post (solo) thread on the player seeking out, and taming the spirit. This can be performed at any rank they desire. Immaculate summons can either have 1 extra passive, or 1 extra active ability. Immaculate Summons rank up with their player, and take up 1 spell slot, so please bear this in mind when pursuing one. You cannot own an immaculate summon if you own a Zodiac Key. You may only ever have 1 Immaculate Summons.

    CELESTIAL KEYS:
    ♦ Stellar Keys - These are your run of the mill keys, they hold normal Celestial Spirits that are equal to Normal Summons in terms of Base Durability and Damage.

    ♦ Unknown Keys - These are keys that are slightly stronger than Normal Summons, but slightly weaker than Grand Summons. Each Celestial Wizard may own 2 of these, and they boast more damage and durability than Silver Keys. Since the spirit isn't so picky as to the strength of their wizard, it isn't as powerful as a Grand Summon Familiar, but is more powerful than a Normal Summon Familiar.

    ♦ Zodiac Keys - These are the fabled, Golden Keys of the 12 Zodiac Spirits. As the title implies, there's only 12 of them in the entire world. What puts them above the rest? Zodiac Keys are given the option of either 1 additional passive, OR 1 additional Active ability. This is stacked with more durability, and higher damage than even Immaculate Summons. Zodiac Keys are obtained by registering to own them on This Thread. Zodiac Spirits rank up with their player, and take up 1 spell slot, so please bear this in mind when pursuing one.
    Note: Gemini cannot transform into, or use the magic of anyone above their rank If you obtain a Zodiac Key, you will forfeit any "immaculate summon" you currently own. Provided a member with a Zodiac Key forfeits it, they do have the option of handing it over to another player with Celestial Spirit magic. Only up to two Zodiac keys can be owned per player if this happens.

    HEALTH OF SUMMONS:

    SUMMONS:

    RanksNormalGrandeImmaculate
    D-Rank50N/A70
    C-Rank100N/A140
    B-Rank150180210
    A-Rank200240280
    S-Rank250300350
    H-Rank350420490

    STELLAR SPIRITS:

    RanksStellarUnknownZodiacs
    D-Rank505575
    C-Rank100110150
    B-Rank150165225
    A-Rank200220300
    S-Rank300275375
    H-Rank350385525

    Please note that these are the Base Values. Summons/Celestial Spirits may have higher, or lower HP depending on the balance. EX: A Summon/Celestial Spirit with +20% HP, but has -20% damage output.

    SUMMON AND CELESTIAL SPIRIT BASIC ATTACK DAMAGE:

    SUMMONS:

    RanksNormalGrandeImmaculate
    D-Rank5810
    C-Rank121315
    B-Rank192125
    A-Rank283135
    S-Rank354350
    H-Rank475060

    STELLAR SPIRITS:

    RanksStellarUnknownZodiacs
    D-Rank5719
    C-Rank121228
    B-Rank192035
    A-Rank282947
    S-Rank353960
    H-Rank474975

    Note that these are base values, and Summon/Celestial Spirits could deal more or less than these depending on the balance. EX: Normal Summon Deals 25% more damage, but takes 25% more damage from attacks.

    TAKE OVER:

    Take Over is a complex Magic that involves the user "Taking Over" the beast that they have tamed or are within them. It is similar to summoning, except that instead of summoning the monster, the person becomes the monster. Take Over oftentimes involves a specific theme, such as Beast Soul, Satan Soul, Animal Soul, etc. and the Take Overs involving them usually fall under that category or theme.

    Take Overs consist of three parts: Partial Take Overs, Full Take Overs, and Spells. Each of these take up a single spell slot and have their own functions.

    PARTIAL TAKE OVERS:

    Partial Take Overs are the part of a Full Take Over; they are the pieces of the puzzle. Arms, legs, wings, head, anything that is a part of the Full Take Over is a Partial Take Over. A Partial Take Over takes up one spell slot, but is given a little bit more than ordinary mages within that single spell slot because of how limited Take Over can be. Partial Take Overs are given: 1 active ability equivalent to its rank and functions like a normal spell, one passive ability equivalent to its rank, and one reasonably numbered stat passive that gives the user a small boost to a stat of their choice. Note that this stat does not necessarily change the course of battle, and can not be an excessively high number, but is all dependent on its rank. I.e. a D rank Partial Take Over will not double a person's strength. The maximum number of Partial Take Overs one can have is 16.

    FULL TAKE OVERS:

    Full Take Overs are when all of the Partial Take Overs are combined into what is called a "Form"; an example would be Elfman's Beast Soul or Mirajane's Satan Soul. Partial Take Overs each take up a single spell slot, and they all work towards creating a Full Take Over. There can be AT LEAST 2 Partial Take Overs for a Full Take Over, and the maximum is 4. A Full Take Over takes up a single spell slot, and is given an active, a passive, and a stat passive all regarding to its rank. However, a Full Take Over is also granted the actives and passives of all of its corresponding Partial Take Overs. The stat passives are also granted, but there is a cap for the amount that a single stat within a Full Take Over that can be buffed listed below. A Full Take Over must be one rank higher than its highest partials.

    It may seem like a lot to take in, but it is quite simple. A person can have 2 to 4 Partial Take Overs, which all create one Full Take Over; the Partial Take Overs take up one spell slot, and so does the Full Take Over. When using a Full Take Over, the person is granted to all of the actives and passives of the Partial Take Over, as well as one more active and passive for the Full Take Over.

    SPELLS:

    When a Take Over Mage reaches the point to where he has enough Partial and Full Take Overs they want or need, they can use the rest of their spell slots to create normal spells. These function exactly like every other Mage's spell with a duration, cool down, strengths, weaknesses, etc. but can only be assigned/used in a certain Partial or Full Take Over.

    STAT PASSIVES:

    For the passives in Take Overs that give boosts to stats, there are certain guidelines to follow. These passives are given a boost in a Full Take Over corresponding to how many Partial Take Overs there are:

    Two partials: 10%
    Three partials: 25%
    Four partials: 50%

    This means that in a Full Take Over, if you have 2 Partials, your 20% boost in strength from a Partial Take Over now becomes 22%, if you had 3 Partials its 25%, and if you had 4 Partials, your 20% boost is now 30%. So this gives the player some choice: do you want more Full Take Overs that are less powerful, or less Full Take Overs that are much more powerful? It is up to you.

    And here are the stat caps for a Full Body Take Over. Note that these stat caps are for the Partials combined, plus their bonus, as well as the Full Take Over itself. If you enter a Full Take Over, depending on its rank, it cannot go above these numbers:

    C: 100%
    B: 125%
    A: 150%
    S: 175%
    H: 200%

    This means that if you have 4 Partials, each giving their own strength boost, which add up to about 150%, and you enter a B rank Full Take Over, you will only get a maximum of 125%. Chose your numbers carefully.

    DURABILITY:

    Another important note on Take Over is both Partials and Full Take Overs have a set Durability Threshold that must be listed for every one. A Durability Threshold is simple: if you take a certain amount of damage while in that Take Over, then it immediately deactivates and goes on Cool Down. If you have a Partial Take Over that has a 25% Durability Threshold, if you lose 25% of your health, then that Partial Take Over goes on Cool Down. These can either be done in percentages, or health numbers, whichever you prefer. Just know that a D rank Partial Take Over isn't going to have a huge threshold like 75%.

    UNIVERSAL RULES/IMPORTANT NOTES:

    ♦ When a Partial Take Over is in cooldown, its assigned Full Take Over cannot be activated.
    ♦ When a Full Take Over enters its cooldown, all of its Partial Take Overs enter cooldown as well.
    ♦ Every Full Take Over must be at least 1 Rank higher than its highest ranked Partial Take Over; which means D ranks cannot use Full Take Overs.
    ♦ Spells belonging to a certain Form cannot be used by a Partial or Full Take Over of another Form.
    ♦ Each Take Over--Partial or Full--takes up 1 Spell Slot.
    ♦ Each regular Spell has to be assigned to a Form and can only be used in the Full Take Over or with the appropriate Partial Take Over of that Full Take Overs
    ♦ Partials of different Full Take Over may be used simultaneously, but they cannot produce another Full Take Over
    ♦ Only a maximum of four partials can be used at once
    ♦ Takeover active abilities must function like normal spells with durations and cooldowns. Partial and Full Take Overs must also have durations and cooldowns.
    ♦ Strengths and Weaknesses are needed for the active and passive ability.
    ♦ Takeover active abilities do not cost the user MP. Instead, activating the Partial or Full Take Over costs Magic Power corresponding to its rank, but the granted Active Abilities does not.
    ♦ Activating 4 Partials is not equivalent to entering a Full Take Over.

    SLAYERS:


    General rule on slayers:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    DRAGON SLAYERS:

    ♦Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. ( Ex.: Ice DS cannot eat Dark Ice ) If they do, they get incredibly sick and damage will be done to them.
    ♦The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
    ♦Though Dragon Slayers get all of these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread by the use of a status effect healing spell.

    FIRST GENERATION:

    ♦First Gen. Dragon Slayers have learned the magic from the Great Dragon of their respective element.
    ♦Dragon Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%. (Dragon Skin: Body is covered in scales of their respective element)
    The spell power of each rank is increased to 150%.
    In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc.)
    During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.

    SECOND GENERATION:

    ♦These are dragon Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.
    ♦Dragon Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%.
    The spell power of each rank is increased to 150%.
    In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc.)
    During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts 7 posts.

    THIRD GENERATION:

    ♦ Third Gen. Dragon Slayers have learned the magic from the Great Dragon of their respective element, as well as imbued themselves with Lacrima from the same Great Dragon.
    ♦ Dragon Force:
    Can be activated at will, anytime providing they have at least 50% magic power remaining.
    Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%.
    The spell power of each rank is increased to 150%.
    In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc.)
    During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    HYBRID DRAGON SLAYERS:

    ♦ Hybrid Dragon Slayers have learned the magic from the Great Dragon of their respective element, as well as imbued themselves with Lacrima from another Slayer Element. These unique Slayers do not have Dragon Force, but instead have Hybrid Mode:

    ♦ Hybrid Mode: A Slayer must consume at least 35% magical energy from his respective element in order to achieve hybrid mode, however, their total magical energy must equal to 120% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 120% magical energy after consuming 35% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Hybrid mode highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
       ♦Whilst in this state, the slayer has both of their elements visible in some form on their body or aura. It puts all stats into the next range on the character scaling.
       ♦The spell power of each rank is increased to 150%.
       ♦In Hybrid mode, All of their spells contain both of their elements.
       ♦During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
       ♦Lasts 7 posts.

    GOD SLAYERS:

    ♦ God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.
    ♦ The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.

    FIRST GENERATION:

    ♦ First Gen. God Slayers have learned the magic from the God of their respective element.
    ♦ God Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.

    SECOND GENERATION:

    ♦ These are god Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.
    ♦ God Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts 7 posts.

    THIRD GENERATION:

    ♦ Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God.
    ♦ God Force:
    Can be activated at will, anytime providing they have at least 50% magic power remaining.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    HYBRID GOD SLAYERS:

    ♦ Hybrid Dragon Slayers have learned the magic from a god of their respective element, as well as imbued themselves with Lacrima from another Slayer Element. These Slayers do not have God Force, but instead have their own Hybrid Mode.
    ♦ Hybrid Mode:
    A Slayer must consume at least 35% magical energy from his respective element in order to achieve hybrid mode, however, their total magical energy must equal to 120% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 120% magical energy after consuming 35% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Hybrid mode highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    Whilst in this state, the slayer has both of their elements visible in some form on their body or aura. It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Hybrid mode, All of their spells contain both of their elements,
    During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    DEMON SLAYERS:

    Demon Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God Slayer counterpart. The colour of Demon Slayer Magic is a white version of the element's natural color.
    The form of elemental magic they use is light, on the other end of the magical spectrum. The element of light is being mixed with the other elements to alter their properties slightly. The Hell Demon Slayer uses an blessed form of darkness that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Darkness, Demon, and Undead type non-human beings.

    FIRST GENERATION:

    ♦ First Gen. Demon Slayers have learned the magic from the Demon of their respective element.
    ♦ Demon Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    The spell power of each rank is increased to 150%.
    In Demon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc.)
    During Demon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.

    SECOND GENERATION:

    ♦ These are demon Slayers who have obtained the magic through one or two Lacrima produced from the Great Dragon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.
    ♦ Demon Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    The spell power of each rank is increased to 150%.
    In Demon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc.)
    During Demon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts 7 posts.

    THIRD GENERATION:

    ♦ Third Gen. Demon Slayers have learned the magic from the Demon of their respective element, as well as imbued themselves with Lacrima from the same Demon.
    ♦ Demon Force:
    Can be activated at will, anytime providing they have at least 50% magic power remaining.
    Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    The spell power of each rank is increased to 150%.
    In Demon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc.)
    During Demon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    HYBRID DEMON SLAYERS:

    ♦ Hybrid Demon Slayers have learned the magic from a demon of their respective element, as well as imbued themselves with Lacrima from another Slayer Element. These Slayers do not have Demon Force, but instead have their own Hybrid Mode.
    ♦ Hybrid Mode:
    A Slayer must consume at least 35% magical energy from his respective element in order to achieve hybrid mode, however, their total magical energy must equal to 120% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 120% magical energy after consuming 35% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Hybrid mode highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
    Whilst in this state, the slayer has both of their elements visible in some form on their body or aura. It puts all stats into the next range on the character scaling.
    The spell power of each rank is increased to 150%.
    In Hybrid mode, All of their spells contain both of their elements,
    During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
    Lasts 7 posts.

    MAGIC CONSUMPTION:

    Slayers are able to consume their own element(s) and this allows them to recover magic power. However, how much magic power they can regain varies and depends on the amount of magical energy within the item is consumed.

    NATURALLY OCCURING ELEMENTS:

    There are plenty of times when a mage is going to find their element naturally be it a campfire, eating a boulder, or drinking a glass of water. However, these items are not imbued inherently with magic power and as such they provide a limited amount of magic power.

    Naturally occurring sources of the element can only restore 5% mp per post no matter how much of it you eat.

    MAGIC OF YOUR ELEMENTS:

    This is where things get a lot more interesting as naturally magic spells imbue the elements with magic power. However, this amount of magic power of course varies. The amount of magic returned is equivalent to the amount of magic power used to fuel the spell. Of course, mages are able to consume spells of greater rank their own. How much? Well, that is shown in the below table.

    Furthermore, mages are limited to consuming the full amount of magic from those of equal rank to them. If the magic is any higher than they consume the full amount of the spell, but their body cannot handle it and thus rejects it causing internal damage equal to a percentage of the spell's power. This is not affected by resistances.

    One rank above: 25% of the damage
    Two ranks above: 50% of the damage
    Three ranks above: 75% of the damage
    Four or more above: 100% damage

    RanksDCBASH
    D-Rank101520202020
    C-Rank101520252525
    B-Rank51015253030
    A-Rank51015203035
    S-Rank3510152030
    SS-Rank138131825
    H-Rank115101520
    A note: Slayers cannot consume their own spells whether this be from their magic, a weapon, a summon's/Take Over's spell.
    PLOT ELEMENTS:

    Now as we all know this is a site that focuses on plot and likes to encourage personal plots. Therefore in non-pvp situations it is possible for a mage to consume 'special' plot related versions of their element that can trigger force. This is also generally not allowed in jobs unless the job has a specific natural occurring source of the element or you get permission from staff.

    An example of a 'plot element' might be a water slayer consuming water from the fountain of youth or a metal slayer eating excalibur.

    CLARIFICATION ON PETS:
    Slayers are able to eat their pets spells.

    They are also able to consume their pet if it is made of their element. However, for each % of mp drained they also are damage by that amount x 2. This multiple is increased by 1 for every rank below the rank of the user. If your pet's HP reaches zero then they are killed. Due to the risk this puts on your pet it is likely that your pet will respond negatively to you trying to eat them though this is just a suggestion.

    Notes on creating magic and abilities
    Here on FTRP quite a bit is allowed, from time manipulation to fire magic you can make a wide variety of concepts and abilities, however, there are a few things which aren’t allowed anymore within applications. They are as follows:

    1. Immunities: One cannot make themselves 100% immune to everything/anything, you can be resistant to it, but you can’t be completely immune to effects or damage. The only exceptions to this are your own magic (such as being immune to your own spells hurting you). Otherwise please only put that you are resistant to something if you wish to try and decrease its effects.  

    2. Counter chains: With the banning of Immunities, counters are going the way of the dodo too. You can have an ability which states “if the enemy hits me with X type of spell, Y will happen to it/them” but you cannot have an ability which states that “if the enemy hits me with X type of spell, Y happens and X doesn’t affect me, and if Y can’t happen due to X having an ability preventing Y, Z happens, ignoring all their stuff.” This is considered a counter/counter chain and possession of one will result in the application being pulled.

    3. Auto hits: Abilities which can affect the inside of a Player character or profiled NPC aren’t allowed, you cannot spawn your attacks inside of another, you can manifest them outside and have them enter of course, but you can’t just hit them from the inside without even touching them.  

    4. Nullifying magic: You cannot have abilities which can nullify an entire magic, you could negate spells or abilities, but you cannot shut down a person’s entire magic. Not only is this concept not fun, but it also is one of the things which promoted immunities in the first place.  The only exception to this is the Truth Lineage, (and only the Truth lineage, not custom lineages with Truths wording in it).

    avatar
    Admin

    Administrator- 1 Year Anniversary- Player -
    Lineage : Admin
    Position : None
    Posts : 428
    Guild : Admins
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Seijin
    Experience : 0

    Character Sheet
    Character Name: Admin
    Primary Magic: Admin Magic
    Secondary Magic: Mod Magic

    Re: HP Magic and Damage Rules

    Post by Admin on 5th August 2016, 9:25 pm



    Each mage has a certain amount of magic power available, energy that can be tapped into in order to cast spells and use magic. This power grows when the mage grows in rank. Each mage naturally starts off with 100% mp in a well-rested condition, though this can be altered by many different factors. (i.e. casting spells, aura control, active curses, ect.) The stronger a mage becomes the less mp it costs to cast spells of a certain power.

    A mage recovers 10% mp every 5 posts naturally.

    This can be increased through items, but it can never exceed a total of 25% every five posts. It can also be altered to return MP every post, but in this case it can only max out at 4% per post.

    Running out of magical energy and hitting 0% has the following consequences:

    ♦  80% Movement Speed Reduction for D and C-Ranked Wizards
    ♦ 70% Movement Speed Reduction for B and A-Ranked Wizards
    ♦ 40% Movement Speed Reduction for S and H-Ranked Wizards
    ♦ Inability to Use Magic for 10 posts from the moment you hit 0% Magic Power
    ♦ Senses of Sight, Hearing, and Smell are in disarray
    Below is the list of how much magic power a spell of each rank costs for a mage of each rank.
    Rank of spell is shown along the top row and rank of user is shown along the first column. These are percentages of the mage's total MP

    RanksDCBASH
    D-Rank10-----
    C-Rank1015----
    B-Rank51015---
    A-Rank5101520--
    S-Rank35101520-
    SS-Rank035815-
    H-Rank00351020



    The main magic a mage uses and the first magic he or she learned, known as the Primary Magic.

    If one wants to change their primary magic into something different, they can do so for free by giving up their secondary magic.


    Unique Abilities: Mages gain abilities from their magic, these are unique abilities. There is a limit to how many abilities you have as a mage.
    ♦3 for D
    ♦4 for C
    ♦5 for B through A
    ♦6 for S rank
    ♦7 for H.
    Abilities can be passive or active. If the ability is active, it will be judged on a case by case basis if the ability is required to be a spell or not.

    Health Regen: Health regen abilities can only cap out to 5% every other post of HP regardless of rank or type. Health regen has to MAKE SENSE with your magic. Meaning that if you have healing magic, of course you're going to have regen. By stacking weapons/etc to your character for regen you are only allowed to max out at 15% every other post. Lineages do count towards this limit.



    The second magic a mage learns and is used to complement the primary mage or add more variety to the mage. Secondary magic spells can be either only secondary magic or a mix of primary and secondary. You can only have 1 secondary spell of each rank up to your own rank. ( max. S Rank )

    Unique abilities: Mages who have a secondary magic can have two abilities for this magic. Like with primary magic this can be active or passive. Active abilities will be judged on a case by case basis to decide whether they have to be a spell or not. The exception to this are H ranks who gain a third ability slot.

    Health Regen: Secondary magic used with Health regen abilities can only cap out to 2% of HP every other post regardless of rank or type. Health regen has to MAKE SENSE with your magic. Meaning that if you have healing magic, of course you're going to have regen. By stacking weapons/etc to your character for regen you are only allowed to max out at 15% every other post.



    The ability to change one's magic to another one is something that few mage's choose to do. However, there is a process that one can go through in order to change one's primary, secondary or both. This costs a significant amount of jewels.

    To change your primary: 50k
    To change your secondary: 50k
    To change both entirely: 75k
    To swap your primary and secondary: 50k

    However, should you wish to avoid paying to change your primary magic you can (once) choose to give up the ability to have a secondary magic. This can only be done once. Should you wish to gain a secondary magic in the future then you will have to pay 75k rather than the traditional 50k

    Once you have done a secondary magic training, you do not have to do it again. You can just pay to change it.



    Is only obtainable for mages of B Rank and higher. This magic is complementary magic that only has a amusing role in all aspects. It is highly recommended to use this magic for Guild Symbol spells. Tertiary magic has 1 spell of each rank, up to your own rank (max. S Rank), and is also registered in the Secondary Magic section. There are no Unique Abilities NOR Signature spells!

    Tertiary magic is not usable in combat. It is a magic purely for fun/plot/socials and should not be used in combat unless between two people in a private thread that is previously agreed upon.

    The following magic is NOT allowed:
    - Offensive Magic
    - Defensive Magic
    - Buff Magic
    - Debuff Magic
    - Lacrima based magic (Slayers, Custom Lacrima magic, etc)
    - Healing Magic
    - Debuff Magic



    Signature spell details can be found in the character perks section of the rules.  



    A Mage has only a limited amount of free Spell slots, depending on his or her rank. Once you have obtained secondary magic you get one slot of each rank up to S. You cannot use these until you are the relevant rank.

    D-RANK MAGE:

    Primary:
    - 4 D Rank Spells

    C-RANK MAGE:

    Primary:
    - 4 D Rank Spells
    - 3 C Rank Spells

    B-RANK MAGE:

    Primary:
    - 4 D Rank Spells
    - 3 C Rank Spells
    - 3 B Rank Spells

    A-RANK MAGE:

    Primary:
    - 4 D Rank Spells
    - 3 C Rank Spells
    - 3 B Rank Spells
    - 3 A Rank Spells

    S-RANK MAGE:

    Primary:
    - 4 D Rank Spells
    - 3 C Rank Spells
    - 3 B Rank Spells
    - 3 A Rank Spells
    - 2 S Rank Spells

    SS-RANK MAGE:

    Primary:
    - 5 D Rank Spells
    - 4 C Rank Spells
    - 4 B Rank Spells
    - 4 A Rank Spells
    - 3 S Rank Spells

    H-RANK MAGE:

    Primary:
    - 5 D Ranks
    - 4 C Ranks
    - 4 B Ranks
    - 4 A Ranks
    - 3 S Ranks
    - 1 H Ranks


    More Primary Spell slots can be bought from the Official Magic Shop.
    In total, Mages can have:
    6 Additional D Ranks
    5 Additional C Ranks
    4 Additional B Ranks
    3 Additional A Ranks
    2 Additional S Ranks

    When ranking up, a mage grows in power and so do their spells. When acquiring a new rank and new spell slots, mages can upgrade their current spells into the next rank if they want to until all spell slots are occupied. However, they can only do so when they rank up. If a spell is upgraded, the old spell slot it used to be in is now free again and can be filled up with a new spell.

    Members are able to trade in spell slots they no longer want/need for spell slots of their rank or below as long as the price of the spell slots they are trading in are equivalent to that of the spell slot they want. This means that all a moderator/admin would need to do is approve the trade and the user can then get on with their magic.

    Now obviously there are a few rules to go along with this:

    1. You may not go under the default amount of spell slots for that rank

    2. You may not do part exchanges (No trading a spell slot + Jewels for a new spell slot).

    3. You may not exceed the maximum number of spell slots by exchanging in this way.

      Current date/time is 22nd November 2017, 3:10 pm