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
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    Rules Re: Magic and Spell Rules

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



    Overview of Magic


    • Magic: Magic is the basis for a mage. Customizable in the extreme, magic hold almost no boundaries on what it can achieve. Typically, magic has a theme such as being, based in fire, based in ice, or even based in food. Whatever form magic takes, it typically fits in a category such as, Caster, Holder, Bonded, Lost, Ancient, Requip, Takeover, Summoner, and Slayer’s. While magic can have different aspects of other categories put into it (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.




    • 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, Bonded, Lost, Ancient, Requip, Summon, Takeover, or Slayer. This is also the section where how primary a magic type is to the overall 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 it’s strengths and weaknesses are, how it conceptually interacts with the world etc. 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 incredibly strong spells. 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. Unique Abilities typically have 1 very strong effect in them, 2 majorly strong effects, or 3 minorly strong effects. A very strong effect would be +50% to strength, while a major effect would be creating a shield around yourself, and a minor effect would be breathing underwater or flying. 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 spell damage. Most unique Abilities will end up being passives, but some can be classified as actives, in this case the Unique Ability will follow the spell rules for and durations. The following is a list covering the amount 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.

      • Type: The type the spell falls under, Single Target, Multiple 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. 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. Once the duration of a spell or ability ends then one can cast the spell again etc. 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 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.

      • Damage: Many times what defines a spell damage is the amount of health the enemy loses from being hit. 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, though all have a base damage amount that shouldn’t be modified purely in a spell except under very special circumstances. In spells, 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.

      • 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.





    • Overview: Each mage has a certain amount of magic power (MP) available to them. This energy that can be tapped into, so the user can 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, aura control, active curses, etc.) The stronger a mage becomes the more MP they gain, and the less MP is needed to cast spells.

      • Recovery: A mage recovers 10% MP every 5 posts naturally. NOTE: this only applies if one doesn’t have a way to regenerate magic in their abilities, if they do they use that instead. (The exception to this is slayers consumption as that is specific and they most likely won’t always face down their element in the first place) 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 5% per post.

      • Running out of MP: 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








    • Overview : Highly customizable aspects of magic that are akin to incredibly strong spells. 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. Unique Abilities typically have 1 very strong effect in them, 2 majorly strong effects, or 3 minorly strong effects. A very strong effect would be +50% to strength, while a major effect would be creating a shield around yourself, and a minor effect would be breathing underwater or flying. 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 spell damage. Most unique Abilities will end up being passives, but some can be classified as actives, in this case the Unique Ability will follow the spell rules for and durations. The following is a list covering the amount 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 are stagnant henceforth.





    • 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 or more types associated with it, one of the types can have this benefit.
        • Auxiliary Benefit: If the magic has 2 or more types associated with it, one of the types can have this benefit.


      • Additional Information: Solitary, Primary and Auxiliary benefits apply to only one 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 wanna combine Caster and Summoning magic, but only have 2 summons spells and 6 Caster spells, then your magic could be classed as Prevalent Caster and Auxiliary Summoning. How you classify your magic is up to you, though.

        All benefits apply to the character in question, with the exception being the MP cost increase on spells for lost magic, that only applies to the lost magic in question, and not to other aspects of the character. Benefits received still follow normal buff rules should there be a cap applied to a buff a benefit grant.






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






    • 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. Holder magic grants benefits depending on if the holder equipment in question is categorized as a weapon, armor, or item. While one could theoretically make a piece of equipment that is multiple types, (such as changing from sword to shield etc.) only one benefit is gained. Only 1 piece of equipment can be used in holder magic, but it doesn’t count against the characters equipment total for that category and may be purchased or upgraded as normal. A character starts with a weak equipment piece 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: See below

        • Weapon Benefit: +30% Magical or Physical Damage (note which one in your magic).
        • Armor Benefit: +30% Damage Reduction (physical or magical, note which one in your magic).
        • Item Benefit: +30% MP.


      • Primary Benefit: See below

        • Weapon Benefit: +20% Magical or Physical Damage (note which one in your magic).
        • Armor Benefit: +20% Damage Reduction (physical or magical note, which one in your magic).
        • Item Benefit: +20% MP.


      • Auxiliary Benefit:See Below

        • Weapon Benefit: +10% Magical or Physical Damage (note which one in your magic).
        • Armor Benefit: +10% Damage Reduction (physical or magical, note which one in your magic).
        • Item Benefit: +10% MP.








    • Overview: The Bond magic type has the user bonded to another creature, allowing the two to fight alongside each other with perfect synergy. The creatures one has bonded with aren’t important in species, shape, etc. instead the characters 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 then 1 combat pet, which can only be done through this magic or a lineage. Pets can be used as origin points from spells of the same magic that has this magic as at least a primary.


      • 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 are equal to the characters rank (up to S).






    • 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 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 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 spell Durations, +10% to MP costs (increase to Durations/MP costs only applies to the lost magic itself not the character).






    • Overview: Magic that dates back to the age of the dragon war 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, however the lore should reflect old history with the spells and abilities.


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






    • 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/passive spell for Requip unless Requip is more dominant as the magics type. These benefits are listed below:

      • Solitary Benefit: Can have up to 4 Requip spells active at once.
      • Primary Benefit: Can have up to 3 Requip spells active at once.
      • Auxiliary Benefit: 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 actives, 2 passives, or 1 active and 1 passive ability applied to each spell. The active and passive abilities of the spell don’t require a strength and weakness section written for them. Also, all spells used in Requip are channeled through the piece of equipment conjured by default.

      • Spell Type: As Requip spells are the burst type by default, though one could make Requip spells a different type they will have to consider the limitations of the other types.

      • Passives: Requip can have spells turned into passives just like other magics can, 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 for a spell, you receive enhancement bonuses and the two abilities of the purchased item as well the requip spells original abilities. Please link the purchase proof in the spell.  Below are the standard benefits applied to pieces of purchased equipment for being used as a part of Requip:

        • Weapons: Have 2.5x the HP of their spells normal rank in damage.
        • Armors: Have 3x the HP of their spells normal rank in damage.
        • Items: Can have 1 additional ability, doesn’t apply to signature spells or refined.


      • 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 a character must have Requip as solitary or primary for the magic type. The character must also be at least B rank or higher.




    • Overview: Summoning is the action of taking a being from another world, or somewhere else in the world and manifesting it forth to help you. 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 them (so they aren’t tethered to the character in question and can function autonomously), all speeds apply to both the abilities and the summon themselves, damage is also for both the abilities and summons own natural physical/ranged attacks.


      • Solitary Benefit: Can have up to 4 summons out.
      • Primary Benefit: Can have up to 3 summons out.
      • Auxiliary Benefit: Can have up to 2 Summons out.

      • Spells: All summons, and 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. The active and passive abilities of the spell don’t require a strength and weakness section written for them.

      • Signature Spells: If a Summon/Celestial Spirit is used for a Signature Spell, it will can 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. Nothing extra 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 Summons are 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 ether a primary or auxiliary 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 C 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 ether a primary or auxiliary benefit. Zodiac Keys are obtained by registering to own them in this thread.











      • 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 to % up to half the normal amount (use the rules for actives) for the spells rank. An Advanced Partial Take Over Spell has 75% of a buff’s power of that rank.

        • 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 to % which can be up to the full amount (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. An Advanced Full Take Over Spell follows the Advanced rules for buffs.

        • Additional Rules: Each Take Over--Partial or Full--takes up 1 Spell Slot. Only a maximum of four partials can be used at once. When making a takeover spell (of any type) you only need to make strengths and weaknesses for the spell itself, and not the active and passive abilities within the spell.

        • Melee Damage (Clarification): Takeover melee damage is calculated based on your base melee damage for your rank on top of "normal summon" melee damage. For example: you're using a D-Rank takeover as a D-Rank mage, your base melee damage (as a D-Rank) is 20HP. Additionally the normal summon melee damage is 5 HP so while in this takeover form, you'd be capable of doing 25HP of melee damage (20 +5) etc.







      • 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. 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 magic is any higher than they are they 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 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 damage will be done to them.

        • 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 per thread using a status effect healing spell. They cannot consume God or Demon Slayer magic.


      • 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, 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 spell power of each rank 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.) This adds a base of 5 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 spell power of each rank 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.) This adds a base of 5 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.

        • Hybrid Mode: A Slayer must consume at least 3 spells of their rank in magical energy from his respective element to achieve hybrid mode, 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 spell power of each rank 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.) This adds a base of 5 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





    • 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. Damage, MP cost, range, and 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; characters can purchase up to 5 additional normal spell slots. This applies per magic the character has.

      • Free Spells: The following is how many spells a character receives for free upon achieving certain ranks:

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


      • Normal Spell Rank Limits: The following is the number of spells that can be of each rank:

        • 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 of spells that can be of each rank:

        • 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.






    • Overview: This is what broad category the spell with encompass, spells can only be of one category. The categories are as follows:

      • Single Target: Tied for highest damage and speed, a single target spell can only cause damage to 1 thing it hits, but has no decrease to damage and has the highest base maximum range of all spell categories. In addition to damage single target spells typically only have up to 1 effect. One single target spell may be fired once per post until the duration has ended.

      • Multiple Target: This spell category is designed to hit multiple targets as decreased range from single target. Multiple Target spells only have 75% base power that a single target has but can hit more than just 1 target. Naturally this applies to effects given to the multiple target in addition to the damage. In addition to damage Multiple Target spells typically only have up to 1 effect. Multiple targets have the second highest range and speed of the spell categories, but can’t hit an entire area that’s reserved for…

      • Area of Effect: This spell type is designed to hit everything within the area is it unleashed in. Having only 50% of the power that a single target spell has, area of effects makes up for this by having 2 effects allowed instead of just 1, 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 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.

      • Burst: Burst spell types are the shortest range type, but are designed to give full single target damage levels and effects. All passives and Unique Abilities naturally use burst ranges should they have a range applied to them. Concepts such as passive effects, buffs, and teleports are also exclusively limited to the burst category. In addition to damage burst spells can only have up to 1 effect. The burst shockwave may occur once per post until the duration has ended.






    • Overview: Spell types encompass everything from how long a spell will last, to what kind of damage or effects it will have. Below is the list of spell types:


    Instant


    • Overview: These spells will typically do one rank’s worth of damage instantly or one effect and then fade away. Signature spells are often once per post by default.


    Healing


    • Overview: Instead of dealing damage a spell can heal the target instead. Healing can only be increased by using a healing buff to increase, it can’t stack with damage dealing increases or effects.


    Damage Over Time


    • Overview: Also known as DOT spells, are spells where the effect takes place over several posts after one initial hit. These generally have bigger drawbacks as they can dish out a lot of damage. Specifics described below:

      • Damage: 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 up to 50% of this same damage per post for several posts until the damage has reached a maximum of 2.5x the damage. 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 2.5x.




    Defensive Spells


    • Overview: 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


    • Overview: Passive Abilities are abilities that generally cost zero MP and are, typically, always active. They are natural occurring things that come with the use of your magic, weapon, item, armor, and pets. Each one generally does 1-3 things only per ability depending on how much they do. Example: Fire Magic- Does not get burned by any sort of fire, can see through their own fire, and can breathe in smoke, or having a 40% increase to strength, or 20% increase to strength and speed etc. Below are further rules for passive abilities:

      • Acquisition: A mage can make 1/4th of their total normal spell slots passive abilities. So, a mage 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 cannot be made passives, though signature spells can without the need to worry about the 1/4th cap. When calculating the amount of total spells owned, magics are mutually exclusive.




    Effects


    • Overview: Effects are anything that is not damage, healing, defense, or buffs. Examples of effects include paralysis, sleep, drains, burns, absorption, de-buffs, seals, lockdowns, counters, and negation. 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 if passive or on a spell with a duration.

      • 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 cancel the effect upon 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 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 of 1 post. When they are in passives, long duration spells, or Unique Abilities, the immobilization effect must be every other post.

        • 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% on an opponent, etc. You may not drop somebody into the negatives below -50% of their base stat.

        • Burns/Drains/Absorption: These types of effects are calculated by percent’s of rank damage, health, or magic power. If they are calculated by heath or magic power, the percentage may not go over 5% for one ability or spell.

        • Negation: Negating 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. When using negations in signature spells, the user must still pay equal mana to negate another person's spell or effect.

        • Reclassifying: Users may not make abilities that “reclassify” what their own, or an opponent’s ability, spell, or effect is. Base rules supersede such effects, making them worthless.

        • Teleports: Movement bursts, dashes, teleports, or anything that moves a user or an ally from point A to point B is known as a teleport. These must be done within burst rank range of the spell or UA. A single teleport may only be used once per post.






    Buffs


    • Overview: Buffs are anything that increases a character abilities based of a %.  The ‘Statistics’ that can be buffed are: Strength, Speed, Health Points (HP), Physical Resistance, Magical Resistance, Spell Damage,  Healng, Defensive Spells, 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 (or low) a buff can go. Buffs are exclusively limited to burst range. 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 allows you character to deal more melee damage.

      • Speed: How fast your character is. Increases to speed allows 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.

      • 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.

      • 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.

      • Cost reductions: How much your spells (or anything that costs MP really) costs to use. This can be decreased up to 50%. Base decreases for cost reductions aren’t allowed.

      • 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.

      • Defensive Spells: 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.


    • Additional Buff rules: When making a passive ability have a buff -10% from the total possible buff, example: D rank passive 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. A single buff source (aside from an advanced spell) can never push someone of equal rank into the next rank’s bracket (100%+) for a stat.

      • Flat increases: Typically you can increase your damage by a flat amount only with a significant drawback, such as increasing spell damage by a flat amount but decreasing melee damage by a flat amount as well, or increase melee damage but lower the total amount of damage your spells do or the total MP you have.




    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. Unlike normal spells advanced Spells can affect the rank higher as if they were that rank (so D+ can affect C ranks fully etc.) In terms of H rank it is just merely a stronger of the already formidable H rank.




    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. As a baseline Unison Raids use normal spell rules for damage, ranges, and speeds. When considering any buffs to the baseline spell only count the baseline spells user’s buffs unless an exception is stated in another mages magic/spell etc. One spell out of all the spells is considered the baseline spell, this means all limitations of that spell will be used and applied to all the other spells, but the other spells weaknesses and strengths shall be ignored. Unison raids whose spell is centered around one person still function normally, view it as gifting that individual the power of your spell etc. Individuals can only perform/participate in one Unison Raid per topic/battle (if the battle takes place over multiple topics).

      • Rank and Type:All spells must be the same rank in a unison raid, and advanced spells and guild spells cannot be used in unison raids. All spells must be the same type (Single Target, Multi Hit, Area of Effect, or Burst) as the baseline spell to be applied to the unison raid.

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

      • Strength, Speed, and Range: Unison raids are 50% more powerful than the spells normally would be. For each mage after the second the spell’s power is further increased by 25%. Unison raids are 50% faster than the spells normally would be. For each mage after the second the spell’s power is further increased by 25%. Unison raids have 50% more range than the spells normally would have. For each mage after the second the spell’s power is further increased by 25%.

      • Effects: Effects don’t have their strengths increased for being apart of a unison raid, however effects are all applied together, so a spell could poison, paralyze, and bind if enough spells with said effects were added.






    • Overview: Signature spells are single simplistic effect spells that cost the user 0MP 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 your rank, up to S.

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








    • Overview: These are H rank+ 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 they must have reached S rank.  A guild is entitled to have three of these spells gained upon creation for free and can purchase up to four more, such as how Fairy Tail have Law, Glitter, and Sphere. However, a member is only able to use one of these per thread. 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 100% more powerful! There are three types of Guild Spells. Offensive, Defensive, and Supportive.

      • Offensive: Offensive Guild Spells are Guild Spells that are centered to attacking an enemy. Though they may have secondary effects, they're main purpose is to cause damage to a target. Because of the outstanding attack power that a spell of this type can have, the duration of these spells should range from 1 post to four posts. A duration of one post is the most common for an offensive styled Guild Spell. You can only use one guild spell per a thread.

      • Defensive: Defensive Guild Spells are Guild Spells that are centered on defending yourself or a group from an enemy attack. Though they may have secondary effects, they're main purpose is to block out all form of damage to a target(s). Because of the tremendous defensive capabilities that a spell of this type can have, the duration of these spells should range from 1 post to five posts. A duration of two posts is the most common for a defensive styled Guild Spell. You can only use one defensive guild spell per a thread.

      • Supporting: Supporting Guild Spells are Guild Spells that are centered on buffing and/healing yourself or a group. The main purpose of this type of guild spell is to enhance any physical or magical aspect of one's self or their target(s), or to heal the said targets from status effects or from bodily harm. Because of the advantages that a spell of this type can have, the duration of these spells should range from eight posts to fifteen posts. You can only use one supportive guild spell per a thread.




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      Current date/time is 18th January 2019, 12:49 am