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    Magic and Spell Rules

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    Rules Magic and Spell Rules

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



    Last edited by Admin on 29th June 2018, 6:11 pm; edited 1 time in total
    Admin
    Admin

    Lineage : Admin
    Posts : 544
    Guild : Staff
    Cosmic Coins : 100
    Dungeon Tokens : 100
    Mentor : Seijin
    Experience : 1,000,000

    Character Sheet
    First Magic: Admin Magic
    Second Magic: Mod Magic
    Third Magic:

    Rules Re: Magic and Spell Rules

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

    Magic and Spell Rules DxQIihJ


    Overview of Magic


    • Magic: Magic is the basis for a mage. Customizable in the extreme, magic holds almost no boundaries on what it can achieve. Typically, magic has a theme such as being based on fire, based on ice, or even based on food. Whatever form magic takes, it typically fits in a category such as Caster, Holder, Bond, Lost, Ancient, Requip, Takeover, Summoner, and Slayer. While magic can have different aspects that include other categories in them (such as caster having a couple summons etc.), it is always true to the original type it was and is typically centered around one concept. In Fiore there is truly no banned magic, though various regulations exist for the abilities a magic may have. Characters may have up to 3 magics.


    Magic and Spell Rules CC65JAI


    • Overview: The following encompasses the way magic is presented here on FTRP using the format for the template you will find when you go to make a magic:


    • Magic Name: The name of the magic in question.

    • Magic Type: Caster, Holder, Bond, Lost, Ancient, Requip, Summon, Takeover, or Slayer. This is also the section where one details the benefit level of a magic. Details on the types of magic and how different benefits work for them is listed later on in the rules.

    • Magic Description: This area is for describing how the magic functions, what its strengths and weaknesses are, how it conceptually interacts with the world, et cetera. Another good way to fill in space is describing how your character uses the magic. Try to be descriptive, but don’t worry about having to make this section too long.

    • Unique abilities: Highly customizable aspects of magic that are akin to strong abilities. Unique Abilities can have permanent effects on a character, can be passive abilities that can be turned on and off or activated at will, or be powerful active effects. Effects can include increases to stats, such as a 50% increase to strength, or other passive effects as well as plot abilities that come with the use of your magic and other things unique to the use of that specific magic. Note those are just examples, and Unique Abilities are very customizable, so this is where one should really attempt to be creative, however, all the effects should still follow the magic rules. If a Unique Ability does damage, it by default does user rank spell damage. Most unique Abilities will end up being passives, but some can be classified as actives, and in this case, the Unique Ability will follow the spell rules for and durations. The following is a list covering the number of Unique Abilities one receives at each rank for all of their magics:

      • D-Rank: 1 Unique Ability
      • B-Rank: 1 Unique Ability
      • S-Rank: 1 Unique Ability


    • Signature Spells: Spells which, in most cases, have no cost associated with them. Signature spells can be passives or actives, depending on the desire of the user. Further specifications of signature spells are covered in their own section later in the rules.

    • Spells: Spell are defined by different ranks, categories, and types. Spells come in all forms from simple fireballs to summoning to controlling time and space. Creativity and themes are the key ingredients to making fun and thoughtful spells, as the possibilities are almost endless. In-depth rules for spells will be found in later sections. Below are some properties of spells:

      • Name: The name of the spell.

      • Rank: The rank of the spell.

      • Category: The category of the spell. This can be either Offensive, Defensive, Supportive or Auxiliary.

      • Type: The type the spell falls under, Single Target, Multi Target, Area of Effect, or Burst. Details about these spell types are located further below in their own sections.

      • Range/Speed: The range and speed of the spell. This is determined by the spell type and rank. The ranges/speeds for spells are in the Tables and FAQ thread in the rule’s directory.

      • Duration/Downsides: Spells and some abilities have durations. Durations are how long a spell lasts for until one can cast it again in posts. Once the duration of a spell or ability ends then one can cast the spell again. Durations can range from instant to over several posts, depending on the rank of the spell/ability in question. Downsides are what allow a spell to have, for example, longer ranges or faster speeds, at the cost of something equal in exchange and tangible. A good example of a downside is 25% less range for 25% more speed to the spell. Downsides are highly customizable, however, and can be used creatively as long as the overall balance of the spell remains intact. Downsides always apply to a spell's base stats.

        Note: Range/Speed cannot be exchanged for an equal increase in damage. In these cases, a 2:1 trade-off is required.

      • Damage/Durability/Healing: Many times what defines a spell's damage is the amount of health the enemy loses from being hit, how much damage it can defend against or how much damage it can heal. Damage varies depending on the rank of the spell, applied increases, and applied decreases. As spells are very creative, there are many ways for a spell to deal damage, defend or heal, though all have a base value. In any single spell, base character melee damage may not be stacked on top of spell damage. If melee damage is used in a spell, the spell damage must be lowered, and the total amount of damage cannot exceed the number of spell damage for the spell's rank as specified in the tables.

      • Effects: The other aspect which defines spells. Effects are anything non-damage related from draining MP to paralyzing to teleporting. Effects have specified rules down below, but in general are still free form and creative and many mages will have mixes of both effects and damage in their magic.


    • Buying/Training Magic: The first Magic is free. To gain access to one's second and third magic, they may choose either to buy it from The Magic Shop for 200,000 Jewels, or train it for 2,000 words. If they choose to train it, the training may not be combined with any job, exam, or position sample. Lacrimas purchased via the VIP shop do not require Jewel purchase or training if used in a second or third magic.

    • Changing Magic: Should one wish to change their magic they are merely charged a small fee of 50,000 Jewels.

    • Statless Magic: If the player so wishes, statless magic, spells, or abilities can also be created. This is a choice that is best taken if one is planning on using magic for jobs and casual threads only - with a plot focus - as opposed to PvP or similar battle situations. Statless abilities are just what they sound like - spells, abilities, or even entire magics without any number-based statistics. There are naturally a few rules for these abilities, which will be listed below:

      ●  Any statless abilities, spells, or magic cannot be used in PvP situations unless it is a plot-based battle agreed upon by both parties.
      ● If a spell or ability is statless, it must be completely statless. That means you can’t have, for example, a value for damage or a buff, and not have speed or range as a number. The opposite is true - if you have a spell with stats, it must include all stats and cannot be lacking in any.
      ● Statless spells and abilities still have to include a duration and a category as well as a type.

    • Example of a Statless Ability: "The caster has a strong connection to lightning. As a result, whenever they are attacked with the element of electricity, the damage they take is decreased."



    Magic and Spell Rules Q8eKBP8


    • Overview: Each mage has a certain amount of magic power (MP) available to them. This energy can be tapped into in order for the user to cast spells and other abilities which would require MP. This power grows when the mage grows in rank. Each mage naturally starts off with their maximum MP in a well-rested condition, though this can be altered by many different factors. (i.e. casting spells, plot reasons, etc.) The stronger a mage becomes the more MP they gain.

      • MP Regeneration: A mage recovers 10% MP every 5 posts naturally. NOTE: this only applies if a mage doesn’t have a way to regenerate magic in their abilities and magic, and if they do they use that as a base for regeneration instead (The exception to this is slayers consumption as that is specific to a magic type). 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, under regular circumstances, max out at 5% per post.

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

        • 80% Base Movement Speed Reduction for D and C-Ranked Wizards

        • 60% Base Movement Speed Reduction for B and A-Ranked Wizards

        • 40% Base Movement Speed Reduction for S and H-Ranked Wizards

        • Inability to cast more spells for 10 posts from the moment you hit 0% Magic Power

        • Senses of Sight, Hearing, and Smell are in disarray






    Magic and Spell Rules LUw1M8o


    • Unique abilities: Highly customizable aspects of magic that are akin to strong abilities. Unique Abilities can have permanent effects on a character, can be passive abilities that can be turned on and off or activated at will, or be powerful active effects. Effects can include increases to stats, such as a 50% increase to strength, or other passive effects as well as plot abilities that come with the use of your magic and other things unique to the use of that specific magic. Note those are just examples, and Unique Abilities are very customizable, so this is where one should really attempt to be creative, however, all the effects should still follow the magic rules. If a Unique Ability does damage, it by default does user rank spell damage. Most unique Abilities will end up being passives, but some can be classified as actives, and in this case, the Unique Ability will follow the spell rules for and durations. The following is a list covering the number of Unique Abilities one receives at each rank for all of their magics:

      • D-Rank: 1 Unique Ability
      • B-Rank: 1 Unique Ability
      • S-Rank: 1 Unique Ability


    • Additional Information: Unique abilities rank up with your character but it is important to note that they cap at S-Rank. This means that by the time you've unlocked your third unique ability, they can no longer rank up with you and remain stagnant henceforth.



    Magic and Spell Rules OPJKg1b


    • Overview: Below are the different magic types, all of whom have different ways of manifesting and using magical power. These magic types have different, free, benefits depending on how much of a focus is placed on them in a character’s magic. To have a magic type associated with a magic, at least 1 spell from said magic must be from said type (so to have caster/summoner, at least 1 spell must be caster, or normal, and one spell must be summoner.)

      • levels of benefits: There are three levels of benefits for every magic type except slayers.

        • Solitary Benefit: if the magic only has 1 type associated with it, it has this benefit.
        • Primary Benefit: If the magic has 2 types associated with it, one of the types can have this benefit, while the other type would be auxiliary.
        • Auxiliary Benefit: If the magic has 3 types associated with it, all of the types must have this type associated with them.


      • Additional Information: Solitary, Primary and Auxiliary benefits apply to only the specific magic in question. A Solitary benefit is when a magic is of a single type of magic exclusively, e.g. Ancient or ReQuip magic. Should you wish to make a magic with more than one type, however, then one of the types would be classed as Primary and the other as Auxiliary, depending on which type of magic has the bigger influence on the magic. Let's say you wish to combine Caster and Summoning magic, but only have 2 summon-type spells and 6 caster-type spells, then your magic could be classed as Prevalent Caster and Auxiliary Summoning. How you classify your magic is up to the player, though.

        Benefits received from Caster, Ancient, Take Over and Slayer magic always apply to the character they belong to as a whole while Lost, Holder, Bond, Requip, and Summon type magics always apply to the magic in question only, not the character as a whole, and cannot be stacked. Benefits received still follow normal buff rules should there be a cap applied to a buff a benefit grant. Benefits for Summon and Requip magic do not stack, meaning that, e.g. a mage with a Solitary Requip magic and another Primary Requip magic does not gain the ability to have 7 Requips out at a time, but 4, both of these magic types working off the highest level of benefit applying to a character.




    Magic and Spell Rules C0YR2xM


    • Overview: The mage uses their own body as medium through which magic is expelled. This is the most common source/style of magic on Earthland and the easiest type of cast. The Caster magic type can’t be combined with the Lost magic type.

      • Solitary Benefit: +25% to MP Cost Reduction.
      • Primary Benefit: +15% to MP Cost Reduction.
      • Auxiliary Benefit: +10% to MP Cost Reduction.




    Magic and Spell Rules WF4XMpf


    • Overview: This category of magic requires the mage to use some form of equipment as a medium to utilize their magical power. A Holder magics equipment can be anything from a sword, to a piece of armor, to an everyday item. Regardless of form holder magic equipment cannot be broken or stolen from the character unless the player of said character agrees to it out of character. Holder magic equipment can’t take or reduce damage for their user beyond normal armor or weapon amounts (listed in another topic), so even though they can’t break, they don’t provide unlimited defenses.
      Only 1 piece of equipment can be used in a single holder magic, but it doesn’t count against the character's equipment total for that category and may be purchased or upgraded as normal. The piece of holder equipment has to be linked in the magic application itself. A character automatically receives a weak piece of equipment when they choose this magic type for a magic. One can change the holder equipment whenever they wish, though it may mean rewriting some spells etc.

      • Solitary Benefit: Holder Weapon/Armor/Item receives 3 additional abilities which are equal to the characters rank (up to S).
      • Primary Benefit: Holder Weapon/Armor/Item receives 2 additional abilities which are equal to the characters rank (up to S).
      • Auxiliary Benefit: Holder Weapon/Armor/Item receives 1 additional ability which are equal to the characters rank (up to S).




    Magic and Spell Rules Pp7gdaI


    • Overview: The Bond magic type has the user bonded to another creature, allowing the two to fight alongside each other with perfect synergy. It doesn't matter what species, shape, etc. the bonded creature has. The character's creature they have bonded with uses all the rules for pets with the addition of the benefits that are listed below. The pet can be upgraded in rank by purchasing the next level, just like with a piece of Holder equipment. Characters with this magic type automatically receive a weak pet for use with it, note this means a character could have more than 1 combat pet under regular circumstances. Pets can be used as origin points for spells of the same magic that has the bond magic benefit as at least primary level. The bond pet has to be linked in the magic application itself.

      • Solitary Benefit: Pet receives 3 additional abilities which are equal to the characters rank (up to S).
      • Primary Benefit: Pet receives 2 additional abilities which are equal to the characters rank (up to S).
      • Auxiliary Benefit: Pet receives 1 additional ability which is equal to the characters rank (up to S).




    Magic and Spell Rules 5TQcPPF


    • Overview: Lost magic is similar to caster magic in what it can accomplish and how flexible it is. However, the big difference between caster and lost is that Lost magic is stronger but also harder to cast. The Lost magic type can’t be combined with the Caster magic type.

      • Solitary Benefit: +3 posts to max spell durations, +25% to MP costs (increase to Durations/MP costs only applies to the lost magic itself, not the character).
      • Primary Benefit: +2 posts to max spell durations, +15% to MP costs (increase to Durations/MP costs only applies to the lost magic itself, not the character).
      • Auxiliary Benefit: +1 posts to max spell durations, +10% to MP costs (increase to Durations/MP costs only applies to the lost magic itself, not the character).




    Magic and Spell Rules NB9IYyM


    • Overview: Magic that dates back to the old times and even further back then that, ancient magic is old and powerful but still widely practiced as opposed to Lost which isn’t known beyond a few individuals. Ancient magic can be anything the user desires, however.

      • Solitary Benefit: +50% to Strength/Spell Damage/Spell Healing/Spell Durability (specify which in magic).
      • Primary Benefit: +30% to Strength/Spell Damage/Spell Healing/Spell Durability (specify which in magic).
      • Auxiliary Benefit: +15% to Strength/Spell Damage/Spell Healing/Spell Durability (specify which in magic).




    Magic and Spell Rules WEBfXq4


    • Overview: Requip is a form of magic 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. Characters can only normally use 1 non-signature/regular spell for Requip at once unless Requip is more dominant as the magic's type. These benefits are listed below:

      • Solitary Benefit: Character can have up to 4 Requip spells active at once.
      • Primary Benefit: Character can have up to 3 Requip spells active at once.
      • Auxiliary Benefit: Character can have up to 2 Requip spells active at once.

      • Spells: The weapons, armor, and items of Requip are all made in the same manner as spells with the addition that all Requips have the choice between having 2 active abilities, 2 passive abilities, or 1 active and 1 passive ability applied to each spell. Also, all spells used in Requip are channeled through the piece of equipment that is conjured by default. Requip passive abilities that grant buffs follow active buff rules. Requips themselves use burst ranges and speeds for attacks not associated with their active and passive abilities.

      • Spell Type: Requip weapons, items, and armor use the "Burst" spell type by default.

      • Passives: Requip magics can obtain passive spells just like other magics can, though in this case, the passive spell doesn’t receive the additional actives or passives that a normal Requip spell has.

      • Equipment: Requip spells should all focus on using some form of equipment, be it a weapon such as a sword, armor such as plate mail, or a magical item. If you purchase a piece of Equipment from the Armory to use in a Requip spell, you receive a set enhancement bonus depending on the type of equipment and Requip spell and the two abilities of the purchased piece of equipment on top of the Requip spell's original abilities. Please link the purchase proof in the spell. Weak equipment may not be used in Requip spells. Below are the benefits applied to pieces of purchased equipment that are being used as a part of a Requip spell:

        • Weapons: Have 2.5x the melee damage value of their Requips normal rank melee damage value.
        • Armors: Have 2.5x the HP value of their Requips normal rank HP value
        • Items: Can have 1 additional ability of spell rank, doesn’t apply to signature spells.


      • Signature Spells: Signature spells for Requip have only 1 active or passive in addition to the normal rules for signature spells. In order to have Requip Signature spells, you must at least have Requip at Auxiliary.


    • Refined Requip: Refined Requip is a term that applies to a perfected piece of equipment that a character has. Refined Requip is an extra Signature Spell that ranks with the player up to S rank. Refined Requip can 2 choices from actives or passives rather than just 1 choice that normal Requip signature spells have. In order to obtain a refined Requip in a magic a character must have Requip as a solitary or primary benefit for the magic in question. The character must also be at least B rank or higher.



    Magic and Spell Rules G2wYYeR


    • Overview: Summoning is the action of taking a being from another world, or somewhere else in the world, and manifesting it to help you in combat. There are different types of summoners, though they all follow mostly the same rules. A normal summoner is one who can summon forth a wide variety of different creatures or constructs to aid them. A Celestial summoner is someone who uses specialized items (typically keys) to summon entities from the Celestial world. All ranges in the tables/faq board are applied to the summons abilities, not the summons themselves (so they aren’t tethered to the character in question and can function autonomously). Melee damage is for the summons own natural physical/ranged attacks. Summons themselves use burst ranges and speeds for their natural melee attacks separate from their abilities. Characters can only normally use 1 non-signature/regular spell for summons at once unless Summoning is more dominant as the magic's type. These benefits are listed below:


      • Solitary Benefit: Character can have up to 4 Summon spells active at once.
      • Primary Benefit: Character can have up to 3 Summon spells active at once.
      • Auxiliary Benefit: Character can have up to 2 Summon spells active at once.

      • Spells: All summons / Celestial Keys take up 1 spell slot. The rank of the spell slot determines the base stats of the summon. All summoned creatures, Celestial Spirits included, have standard durations as “normal” spells. All Summons have the choice between having 2 actives, 2 passives, or 1 active and 1 passive ability for themselves. Summon passive abilities that grant buffs follow active buff rules.

      • Signature Spells: If a Summon/Celestial Spirit is used for a Signature Spell, it will have either choice of a singular active or passive ability. One can give up a spell of the same rank to provide a summon with an extra passive or active ability, however, this can only be done once per summon.

      • Grades of ‘normal’ summons for Summoners: Below is a list of the different grades of summons:

        • Normal Summons: These are standard creatures that have your average durability based on rank. There's nothing extraordinary about them and they can be used in any rank of spell.

        • Grand Summons: These are stronger, more powerful souls that all Summoners can use. Stronger than Normal Summons, but weaker than Immaculate summons. 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 that one without a Golden key can obtain. Immaculate summons can either have 1 extra passive, or 1 extra active ability. An immaculate Summon is obtained at A rank and can be made using any rank of spell, even using the H rank spell slot if you are inclined to do so. Naturally, as you rank up you can move the Immaculate summon to a higher level. You cannot own an immaculate summon if you own a Zodiac Key. You may only ever have 1 Immaculate Summons. To get an immaculate summon a character must have summoning as either a solitary or primary benefit.


      • Grades of summons for Celestial Summoners: Below is a list of the different grades of summons:

        • 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 meticulous as to the strength of their wizard, one can obtain Unknown Keys at B rank.

        • 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, which makes them highly sought after. Zodiac Keys can either have 1 extra passive, or 1 extra active ability. This is stacked with more durability, and higher damage than even Immaculate Summons makes the Zodiac keys potent allies. You cannot own a Zodiac key and an immaculate summon. To get a Zodiac Key a character must have summoning as either a solitary or primary benefit. Zodiac Keys are obtained by registering to own them in this thread.





      Magic and Spell Rules ZNY5t5s


      • Overview:Take over is a magic which involves the user having a beast they have tamed or that is inside them “take over” part or all of their body to grant them immense strength or abilities. It is like summoning, except that instead of summoning the monster, the person becomes the monster. Take Over oftentimes involves a specific theme, such as Beast Soul etc.

        • Solitary Benefit: +30% to HP and MP.
        • Primary Benefit: +25% to HP and MP.
        • Auxiliary Benefit: +15% to HP and MP.

        • Partial Take Overs: Are spells which take pieces of different animals or aspects 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. Partial Take Overs are given either 1 active or 1 passive ability, and 1 buff up to half of the normal buff percentage (use the rules for actives) for the spell's rank. An Advanced Partial Take Over Spell has 75% of a buff’s power of that rank. Partial Take Over passive abilities that grant buffs follow active buff rules.

        • Full Take Overs: A Full Take Over is when you combine 2-4 partial Take Overs. A Full Take Over takes up a single spell slot, and is given the choice of 2 actives, 2 passives, or 1 active and 1 passive, and 1 buff which can be up to the full buff percentage for that rank (use the rules for actives). However, a Full Take Over is also granted the actives and passives of all its corresponding Partial Take Overs, in addition to the % buff’s they possess. To activate a Full Take Over, all partials that make up the Full Take Over have to be activated first. When the full take over is activated, the partials become part of the full take over and follow the duration of the full take over. An Advanced Full Take Over Spell follows the Advanced rules for buffs. Full Take Over passive abilities that grant buffs follow active buff rules. Only one full take over may be active at a time.

        • Signature Spell Take Overs: Full Signature Spell Take Overs, as opposed to ReQuips or Summons, retain the ability to use all their associated abilities and buffs without having to give up an active or passive ability slot.

        • Additional Rules: Each Take Over--Partial or Full--takes up 1 Spell Slot. Only a maximum of four partials can be used at once. Take Overs themselves use burst ranges and speeds for attacks not associated with their abilities.

        • Melee Damage (Clarification): Takeover Spells use the corresponding summon melee damage tables of the same rank for the respective melee damage they deal. Full Take Over spells use the summon melee damage of their corresponding rank and multiply that value by 1.5x (e.g. a C Rank summon can deal 12 HP melee damage, so a Full C Rank Take Over deals 12 HP x 1.5 = 18 HP in melee damage).





      Magic and Spell Rules 60umE9j


      • Overview: Slayers are mages which have been gifted the power of an element (or potentially concept) from a dragon, god, demon, or some other aspect. This can be learning it directly from the being in question or through a lacrima left behind by them. There several different types of slayers and different generations of slayers are detailed after the slayer benefits.

        • Slayer benefits: Slayer magic overrides the possibility to get benefits from other types of magic for the particular magic in question. Instead, Slayer magic grants the following benefits to the character who has it.

          • +25% Strength, Speed, HP.
          • Greatly enhanced Hearing, Sight, and Smell.
          • Ability to Consume Magic of same element for MP as well as the Force Ability (See below)
          • Resistance to their slayer element based on strength of spell/ability as follows:

            • 2 Ranks Above Character: 0%
            • 1 Rank Above Character: 10%
            • Same Rank as Character: 25%
            • 1 Rank below Character: 35%
            • 2 Ranks below character: 50%






      • Magic Consumption: Slayers can consume their own element(s) and this allows them to recover magic power. If a spell has 20MP within it and they eat it, the slayer gains 20MP, etc. If the spell they consume is any higher in rank than they are they only consume MP equal to a quarter of a spell of their own rank, but they take full damage from the spell. Resistances do not affect this damage taken in any way.

        • Naturally Occurring Elements: Naturally occurring sources of the element can only restore MP equal to a quarter in MP of a spell of the users rank per post when eaten, no matter how much of it you eat.

        • Additional notes: Slayers cannot consume their own spells whether this is from their magic, a weapon, a summons/Take Over's spell. Slayers can’t eat their pet’s spells, or their pets if they are made of an elemental magic.


      • 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 are drained of 10% of their health.

        • Advantages: 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.

        • Disadvantages: Though Dragon Slayers get these benefits, 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 in a thread using a user-rank healing spell.


      • God/Demon Slayers: God/Demon Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God/Demon counterpart. The color of God/Demon Slayer Magic is a darker/white version of the element's natural color and usually appears as a black/white version of whatever element they're using.

        • Advantages: The form of elemental magic they use is darkness/light, on one end of the magical spectrum. The element of darkness/light 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. God Slayer deals double damage towards Holy, God, and Angel type non-human beings while Demon Slayers deal double damage towards Darkness, Demon, and Undead type non-human beings.

        • Disadvantages: Unable to consume Demon/God Slayer magic.




      First and Second Generation Slayers


      • First Generation: These Slayers have learned the magic directly from the Great Dragon/God/Demon of their respective element.
      • Second Generation: These Slayers have learned the magic from a lacrima produced by the Great Dragon/God/Demon of their respective element.

        • First and Second Generation Force: A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force (Max. H rank), but must have at least 50% of their total MP to be able to enter.

          • Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
          • The base spell damage is increased to 150%.
          • In 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.), which adds a base of 20 melee damage onto their strikes.
          • During force spells cost no MP to cast.
          • To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.






      Third Generation Slayers


      • Third Generation Slayers: These slayers have learned the magic from the Dragon/God/Demon of their respective element, as well as imbued themselves with Lacrima from the same Dragon/God/Demon. This means ones primary and secondary must be made up of the same element, the primary magic being learned from the dragon/god/demon of the element, and the secondary magic being learned from the same dragon/god/demon but from a lacrima they produced.

        • Third Generation Force: Can be activated at will, anytime providing they have at least 50% of their base magic power remaining.

          • Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
          • The base spell damage is increased to 150%.
          • In 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.), which adds a base of 20 melee damage onto their strikes.
          • During force spells cost no MP to cast.
          • To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.






      Hybrid Slayers


      • Hybrid Slayers: Hybrid Slayers have learned the magic from the Dragon/God/Demon of their respective element, as well as imbued themselves with Lacrima from another Slayer Element. These unique Slayers do not have normal Force, but instead, have Hybrid Mode. To be classed as a hybrid slayer, one must share between their first gen slayer magic and second gen slayer magic either an element (For example, Ice Dragon Slayer and Ice Demon Slayer) or a slayer type (For example, Fire God Slayer and Poison God Slayer)

        • Hybrid Mode: A Slayer must consume at least 3 spells of their rank in magical energy from his respective element to achieve hybrid mode (Max. H rank), but must have at least 50% of their total MP to be able to enter.

          • Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
          • The base spell damage is increased to 150%.
          • In 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.), which adds a base of 20 HP melee damage onto their strikes.
          • During force spells cost no MP to cast.
          • To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.






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    Rules Re: Magic and Spell Rules

    Post by Admin on 29th June 2018, 6:12 pm

    Magic and Spell Rules LeQgzrA


    Magic and Spell Rules EDoSf


    • Overview: Spells are one of the main ways which a mage expresses their magical power. There is a large variety of spells that one can cast, many of which are crafted by the mage who wields them.  In general, spells are labeled by different aspects, such as rank, category, and type. Stats such as damage, MP cost, range, speed, etc. will all be covered in the tables and FAQ topic located here. A character’s spells may only be equal to or lower than their own rank (so a C rank character can have D-C rank spells but not B-H). In total a character will receive 15 free normal spells, 3 free signature spells, 5 free advanced spells, 1 free normal H rank spell, and 1 free advanced H+ spell per magic; characters can purchase up to 15 additional normal spell slots total which can be applied to any of the characters magics and distributed between them at will.

      • Free Spells: The following is how many spell slots a character naturally unlocks (for free) upon achieving certain ranks per magic:

        • D-Rank: 3 free normal spell slots, 1 free advanced spell slot.
        • C-Rank: 3 free normal spell slots, 1 free advanced spell slot, 1 free signature spell slot.
        • B-Rank: 3 free normal spell slots, 1 free advanced spell slot.
        • A-Rank: 3 free normal spell slots, 1 free advanced spell slot, 1 free signature spell slot.
        • S-Rank: 3 free normal spell slots, 1 free advanced spell slot.
        • H-Rank: 1 free normal H rank spell slot, 1 free advanced H+ rank spell slot, 1 free signature spell slot.


      • Normal Spell Rank Limits: The following is the number cap for spell slots that can be allocated towards each rank of spell within a single magic:

        • D-Rank: 0-23
        • C-Rank: 0-18
        • B-Rank: 0-13
        • A-Rank: 0-8
        • S-Rank: 0-6
        • H-Rank: 1


      • Advanced Spell Rank Limits: The following is the number cap for advanced spell slots that can be allocated towards each rank of advanced spell within a single magic:  

        • D+-Rank: 0-2
        • C+-Rank: 0-2
        • B+-Rank: 0-2
        • A+-Rank: 0-2
        • S+-Rank: 0-1
        • H+-Rank: 1


      • Purchasing Spells: Characters may purchase up to 15 additional normal spells to be distributed through any magics of their magics in whatever way they wish. I.E. 7 additional spell slots can be placed into one magic and 8 for another etc.




    Magic and Spell Rules KolWtXo



    • Overview: This is what kind of broad category the spell will encompass. Spells can possess a second category, though the secondary category is classed as an effect. If a secondary category is used the spell may not use a secondary type. The categories for spells are as follows:

      • Offensive: Offensive spells are, as the name suggests, used to attack an enemy, using different spell types to deal varying levels of damage. Spells of this category generally deal damage to an enemy's HP or defenses directly.

      • Defensive: Defensive spells are used to block damage for the caster or even allies of the caster. These spells generally have a set durability in HP. Defenses can range across all spell types and can generally take up to 3 spells of their rank and type before breaking if purely based on defense. If a defensive spell is paired with another category or type of spell, it can take 2 spells of is rank and type max. Defensive signature spells and UA's are also limited to two spells of their rank and type in durability max.

      • Supportive: Support spells are spells that can heal a target instead of dealing damage, directly restoring the player's or even an ally's HP. These spells use the damage values for their spell rank and type, only reversed, healing the specified HP instead of dealing damage.

      • Auxiliary: Auxiliary spells are spells that neither deal damage, defend or heal the player or an ally, but instead rely solely on their effects. Harmful effects from Auxiliary spells automatically penetrate all manner of shields, even anti-piercing ones, and subject the enemy to their effects directly, but in turn, spells marked as auxiliary cannot be paired with offensive, defensive or supportive categories and cannot damage an opponent's HP directly, cannot create a shield spell to defend and cannot heal one's own or an ally's HP. Passive spells and abilities are, by default, of the Auxiliary category.





    Magic and Spell Rules KTKwVEY



    • Overview: Spell types specify the way a spell interacts with its environment and which shape it takes as it is manifested. Spells may possess a second type after their first one, though this secondary type is classed as an effect. If a secondary type is used in a spell, it may not use a secondary category. Below you will find the 4 different spell types applicable to spells.

      • Single Target: Tied for highest damage and speed, a single target spell can only cause damage to a single opponent per post, but has no decrease to damage and has the highest base maximum range of all spell categories. One single target spell may be fired once per post until the duration has ended.

      • Multi Target: This spell category is designed to hit multiple targets at the same time or the same target multiple times with decreased range and speed compared to single target spells. Multi target spells only have 75% the base power compared to a single target spell, but can hit more than just 1 target. Naturally, this applies to effects in the multi target and its damage as well. Multi target supportive spells, multi target defensive spells, and multi target auxiliary spells must specify a set number of allied targets that are affected by them. The maximum number of people that can be targeted by these specific multi target spells must be equal to or lower than the max duration for that rank of spell. The effects applied to the player or allies, in these cases, do not stack. Multiple targets have the second-highest range and speed of the spell categories, but can’t hit an entire area.

      • Area of Effect: This spell type is designed to hit everything within the area it is unleashed in. Having only 50% of the power that a single target spell has, area of effects makes up for this by having an additional base effect in addition to the damage it inflicts. An area of effect signature spell can still only have 1 effect. Effects that are within an area of effect spell are not half as effective, only other aspects of the spell have 50% power. Area of Effect type spells have the second-lowest range and speed of spells in addition to having the lowest base damage amount. The area of effect shockwave may happen once per post until the duration has ended, or alternatively, cover an area until the spell ends.

      • Burst: Burst spell types are the shortest range type, but are designed to deal full rank damage. These spells are generally defined as quick bursts of magic that cover a distance or an area. Concepts such as passive effects, buffs, and teleports are exclusively limited to the burst category. The burst shockwave may occur once per post until the duration has ended.





    Passive Abilities


    • Overview: Passive Abilities are abilities that generally cost zero MP and are, typically, always active. They are natural#y occurring things that come with the use of your magic, weapon, item, armor, pets, et cetera. Each one generally does 1-3 things only per ability depending on how much they do. Example: Having a 40% increase to strength, or a 20% increase to strength and speed or other passive effects. Below are further rules for passive abilities:

      • Acquisition: A mage can make 1/4th of their total regular (non-advanced, non-signature) spell slots passive abilities. So, a mage with 9 spells could make 2 of them passive abilities. This applies to the total number of spells owned excluding advanced spells and signature spells. Advanced spells in magic cannot be made passives, though signature spells can be without the need to worry about the 1/4th cap. When calculating the number of total spells owned, magics are mutually exclusive.





    Effects


    • Overview: Effects are anything that is not damage, healing, or defense/durability. Examples of effects include paralysis, sleep, drains, burns, absorption, buffs, de-buffs, lockdowns, counters, negations et cetera. If you have something that does not fall under one of these or anything else, you are welcome to ask a staff member what it would be considered. By default, effects occur once per post max if passive or on a spell with a duration. Below you'll find the chart specifying how many effects a spell can have per rank, type and category:

      • D Rank Spells: 1 base effect
      • C Rank Spells: 1 base effect
      • B Rank Spells: 1 base effect
      • A Rank Spells: 2 base effects
      • S Rank Spells: 2 base effects
      • H Rank Spells: 3 base effects
      • Advanced spells gain +1 additional base effect
      • H++ Rank Guild Spells: 5 base effects
      • AoE type offensive, defensive and supportive category spells gain +1 additional base effect
      • Active auxiliary category spells gain +1 additional base effect


      • Effect Guidelines:

        • Effects and ranks: By default, effects affect everyone, no matter their rank. However, whenever an effect from a spell or ability is a lower rank than the character who is hit/affected by it, that character can spend an equal amount of MP that it cost to cast the effect to automatically cancel the effect that applies to them.

        • Controlling effects: Mind/body control, pushing insanity, reading minds, or any kind of effect that controls a character may only be used on player characters with explicit OOC permission. Otherwise, this breaks the rules governing powerplay/metagaming.

        • Immobilization: Status effects that contain any form of immobilization, such as paralysis, sleep, or freezing, last for a maximum duration of 1 post. Immobilization can, by default, only happen once every other post to prevent stunlocking of characters. In order to immobilize a target after the duration of the initial post of immobilization has run out, targets must be hit again in order for the immobilization to take effect once more. Automatically immobilizing a target once every other post without hitting them again is considered a form of stunlocking/autohitting and thus not allowed.

        • Debuffs: When creating a de-buff effect one should use the amount they could receive in said ability/spell as a buff. This means if one makes a D rank de-buff they could decrease up to 50% of a stat on an opponent, etc. You may not drop somebody into the negatives below -50% of their base stat. Debuffs cannot be passive effects.

        • Damage over Time: Also known as DoT spells, these are spells where the damage occurs over several posts after one initial hit. The blow from a DoT spell can normally do, at maximum, 50% of its spell categories and ranks maximum damage in the initial post. It can then do the same damage per post for several posts thereafter until the damage has reached a maximum of 2.5x the damage specified for the spell's rank and type. This can potentially do a lot of damage if it can 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, the maximum damage that can be done is still capped at 2.5x, and the minimum duration for a DoT spell is 3 posts. The most common type of DoT is 50% of a spell's original damage spread out over 5 posts.

        • Burns/Drains: Effects that drain/burn away or directly destroy an opponent's HP or MP in any way or form separately from damaging spells. These types of effects are calculated by percentages of health or magic power. The max percentage for an HP or MP drain may not go over 5% for one ability or spell per opponent per post.

        • HP/MP Regen: Any single regen ability caps at 5% per post regardless of rank or type. By stacking abilities from passives, weapons, spells, lineages, abilities, and anything else on a character you are only allowed to max out at 15% every post for HP regen and 5% every post for MP regen.

        • Reclassifying: Users may not make abilities that “reclassify” what their own, or an opponent’s ability, spell, or effect is or does. Base rules supersede such effects entirely, and as such, they are not allowed.

        • Negations/Redirections: Negating or redirecting an opponent’s effect with an ability requires a drawback or the mana cost that the opponent paid in order to use the spell or effect on top of the cost of the spell that contains this negation effect. When using negations or redirections in signature spells, the user must still pay equal mana to negate another person's spell or effect, though naturally not the cost of the spell containing the negation effect as signature spells do not cost MP. When negating or redirecting a signature spell or an ability, rank mana cost must be paid regardless in order to negate or redirect the spell despite the fact the opponent paid no MP to cast it. With negation or redirection effects, you can only affect spells and abilities of the rank of spell that contain these effects or lower, and any single negation/redirection effect may be used once per post max. Negations/Redirections themselves cannot be negated/redirected.

        • Reflections: Reflecting an opponents spell or ability back at them or reflecting a spell or ability at another target requires the user to pay the original mana cost the opponent paid in order to cast said spell twice on top of the cost of the spell that contains the effect. You may reflect an opponents spells once per post per reflection effect. When using reflections in signature spells, the user must still pay twice the mana to reflect another person's spell or effect. When reflecting a signature spell or an ability, twice the original mana cost must be paid regardless in order to reflect the spell despite the fact you or the opponent paid no MP to cast it. With reflection effects, you can only affect spells and abilities of the rank of spell that contain these effects or lower. Reflections themselves cannot be reflected.

        • Multiplication/Copies: You may multiply one of your own or copy one of an opponents spells once per copy effect and up to once per round max. You will have to pay the original mana cost you or the opponent paid in order to cast said spell again on top of the cost of the spell that contains the effect. Durations still apply. When using copy effects in signature spells, the user must still pay the original mana cost to copy another person's or their own spell or effect. When multiplying or copying a signature spell or an ability, rank mana cost must be paid regardless in order to multiply or copy the spell despite the fact you or the opponent paid no MP to cast it. With multiplication or copy effects you can only affect spells and abilities of the rank of spell that contain these effects or lower. Copies themselves cannot be copied. A single spell may be copied once per its duration max.

        • Teleports: Instantaneous movement bursts, teleports, or anything that moves a user or an ally from point A to point B is known as a teleport. Spells must be Burst type when containing these effects or done within burst rank range if used in Unique Abilities. Any single teleport may only be used once per post max.

        • Mobility Spells: Any spell that makes the user move at a spell's speed is classed as a mobility spell. Mobility spells follow the rules for teleport effects as specified above. Spells containing these effects, similarly to teleports, must be burst type spells.

        • Piercing Effects: Effects that allow spells to pierce armors or shields are allowed but reduce the base damage of spells that include them by 50%.

        • Anti-Piercing Effects: An effect that can only be applied to defensive category spells. If an anti-piercing effect is applied to a shield spell, it's base durability is lowered to 1x rank damage (e.g. a single target S rank anti-piercing shield could take 120 HP before breaking), but cannot be pierced by spells with piercing effects, instead taking the full damage of the spell that hits it.

        • Counter-Effects: You can counter certain negative effects and thus reduce their potency by a maximum of up to 50%, but no further than that. While some effects can be countered like that you can, however, not counter counter-effects. Standard effects that can be countered are the following:

          • Immobilization Effects
          • Drain Effects
          • Debuff Effects
          • Piercing Effects
          • Sensory Effects









    Buffs


    • Overview: Buffs are anything that increases a character abilities based of a % and are classed as effects. The ‘Statistics’ that can be buffed are: Strength, Speed, Health Points (HP), Physical Resistance, Magical Resistance, Spell Damage, Spell Healing, Spell Durability, Spell Speed, Spell Range, and Magic Power (MP). Buff amounts are in the tables and FAQ rules thread. Unless otherwise stated in the description of the buff below, there is no cap on high a buff total applying to a character can go. Generally, buffs always apply to the character as a whole, not any specific spells. Below is a list which details each more, in addition to the rules and limitations of buffing yourself:

      • Strength: How physically strong your character is. Increases to strength allow your character to deal more melee damage.

      • Speed: How fast your character is. Increases to speed allow your character to move and react faster.

      • Health Points: How much punishment your character can take, increasing this makes your total HP pool larger. Note: HP increases can only be up to 25% per ability for D-B Ranks, and up to 30% per ability for A-H ranks, and cannot be active increases. In an ability where HP is buffed, nothing else may be buffed along with it. Advanced health buffs on items and other equipment can be up to 50% stronger than those not of advanced rank, meaning HP increases can be up to 37% for D+ - B+ ranks and up to 45% per ability for A+ and S+.

      • Physical/Magical Resistance: How much damage you can reduce, both physically and magically. This is a % from 0-50% at maximum, as it applies to damage after other modifiers have been calculated (such as all the opponent’s damage buffs etc.). Both physical and magical count as separate buff’s in an ability, so if you want to add both to one ability you will need to follow normal rules for multiple buffs in one ability. Both buffs and debuffs to resistances cap at 50% max. Resistances may apply to characters only and cannot affect summons, requips, other equipment or even shield spells.

      • Spell Damage: How damaging your magic is. Increases to Spell Damage allows your characters spells to deal more damage.

      • Magic Power: How much Magic Power you have. Increases to Magic Power allow your character to have more MP. Like with Health Points, Magic Power increases cannot be actives. The only way to attack/damage MP directly is drain/burn effects.

      • Cost reductions: How much your spells (or any other of your own spells and abilities that uses MP to cast) costs to use. This can be decreased up to 50%. Base decreases for cost reductions aren’t allowed.

      • Spell Healing: Healing works just like spell damage, only it heals a target instead of damaging. As such, they must be buffed separately from damage. Increasing healing allows your character’s healing spells to heal more damage.

      • Spell Durability: Barriers, shields, and forms of protection are defensive spells. Increases to defense or defensive spells allow you character’s shields and protection spells to be more durable.

      • Spell Speed/Range: How fast or far your spells can go. Increasing this increases the range and speed of your character's spells respectively.


    • Additional Buff rules: When making a passive ability that contains a buff the maximum % number you can have is -10% from the total possible buff, example: D rank passive buff would be 40% instead of 50%. For each additional type of buff (such as buffing strength and speed) added cut the number equally between them, example: A D-rank Passive buff with two buffs would be 20% strength and 20% speed, etc.

      • Flat increases/Base buffs: Typically you can increase a stat by a flat amount only with a significant, severe and impactful drawback, such as increasing spell damage by a flat amount but decreasing all melee damage by a flat amount as well, or increase melee damage but lower the base amount of damage your spells do or the total MP you have, and only under certain circumstances. Base increases can never go past a 50% additional base increase to a spell in an ability AND in total (excluding spell downsides and the slayer force mechanic), meaning that on an S rank spell, for example, the total base increase may not exceed an additional 60 points of damage, or on an S rank shield the total base increase may not exceed 180 points in durability. Should a base increase exceed more than half of the base stat of a spell (Healing, Durability, Damage) the increase will automatically be scaled down to half of the spells base stat.




    Advanced Spells


    • Overview: Advanced spells function just like normal spells except they are slightly stronger than normal. In general, they are 50% more powerful with 50% more range and speed. This means they typically deal 50% more damage or have a stronger effect within them etc. Advanced spells have a higher duration cap than a normal spell of its rank. They also cost more MP to use than a normal spell.

      • Creation: In terms of making an advanced spell the rank is considered "+" so D+, C+, B+ etc. In terms of classification, "+" spells are considered spells of one rank higher than their own rank, so D+ spells can affect C rank spells et cetera.




    Unison Raids


    • Overview: Unison raids are spells which are combined from one or more mages to make an incredibly powerful spell. Unison raids have the following rules:

      • Performing a Unison Raid: Unison raids are combined spells from two or more mages which form into one spell that has additional benefits. Unison Raids combine the base values of the spells used in them, and are then affected by the combined buffs applying to the mages performing the Unison Raid. To function, Unison Raids must be of both the same category of spell (Offensive, Defensive, Supportive, Auxiliary) and the same type of spell (Single Target, Multi Target, AoE, Burst). Unison Raids centered around granting their benefit to a single player still function normally, applying their effects to a single chosen player. Individuals can only perform/participate in a single Unison Raid per thread max.

      • Rank: All spells used in a unison raid must be of the same rank.

      • Durations: All spells used in the unison raid will use the baseline spells durations as specified in the tables.

      • Effects: Effects don’t have their strengths increased for being apart of a unison raid and do not stack when capped by certain factors (like base rules), however effects are all applied together, so a spell could poison, paralyze, debuff, etc. if enough spells with said effects were added.




    Magic and Spell Rules Wn7XDWS


    • Overview: Signature spells are single simplistic effect spells that cost the user 0 MP to use. These spells are not supposed to have anything like a Damage over Time effect on them but are usually instant spells like shooting a blast of magical energy or a quick magically enhanced melee strike. Signature spells can be made into passives, without infringing on the 1/4th restriction applied to normal spells.  

      • Unlocking Signature spells: When a mage reaches C-rank they unlock the ability to use signature spells. Without any cost, they gain one signature spell for their magic. Below are the ranks at which one gains them. Signature spells scale with the rank of your character up to S.

        • C-Rank: 1 Free signature spell
        • A-Rank: 1 Free signature spell
        • H-Rank: 1 Free signature spell






    Magic and Spell Rules QFQtoF8


    • Overview: These are H++ class spells that are only usable by Guild masters and guild aces that do not take up a spell slot. However, to be utilized by the ace or guild master they must have reached S rank. A guild gets three free guild spells upon creation and can purchase up to 4 more. If a member no longer belongs to the guild they will lose all memory of how to use the spell. These will be registered in the guild info section. Guild Spells follow the Advanced Spell rules with the exception that they are twice as strong as an H+ spell in base spell values. Guild spells follow advanced spell rules for durations. All H++ guild spells must be classed as "Caster" type spells. There are three types of Guild Spells, Offensive, Defensive, and Supportive.

      • Offensive: Offensive Guild Spells are Guild Spells that are centered around, for example, attacking an enemy. Though they may have secondary effects, their main purpose is to cause damage to a target. A single person may only use one offensive guild spell per a thread.

      • Defensive: Defensive Guild Spells are Guild Spells that are centered on, for example, defending yourself or a group from an enemy attack. Though they may have secondary effects, their main purpose is to defend against damage to a target or a group of targets. A single person may only use one defensive guild spell per a thread.

      • Supportive: Supportive Guild Spells are Guild Spells that are centered on, for example, buffing or healing yourself or a group. The main purpose of this type of guild spell is to enhance aspects of one's self or their target(s), or to heal the said targets from status effects or from bodily harm etc. A single person may only use one supportive guild spell per a thread.

      • MP Cost: Guild Spells still require MP to cast but are only as expensive as an H+ rank Spell. Naturally, if you are out of Magic Power, you cannot cast guild spells.



      Current date/time is 19th November 2019, 6:57 pm