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    Magic and Spell Rules

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    Admin

    Lineage : Admin
    Position : Between
    Posts : 435
    Guild : Staff
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    Character Sheet
    Character Name: Admin
    Primary Magic: Admin Magic
    Secondary Magic: Mod Magic

    Rules Magic and Spell Rules

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



    Notes on creating magic and abilities

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

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

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

      • Auto Hits: Abilities which can affect the inside of a Player character or profiled NPC aren’t allowed, you cannot spawn your attacks inside of another, you can manifest them outside and have them enter of course, but you can’t just hit them from the inside without even touching them. You also may not automatically reflect damage to an opponent. You may reflect a spell off of a shield or armor to change its direction, which gives the original caster the ability to dodge.

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

      • Compounding Buffs: Buff’s cannot increase other buff’s by the total amount, for instance you can’t have a 200% increase that is then affected by a 50% increase to become 300%, it would be 250%. You can negatively affect or reverse buff’s in this way, however such abilities will have to have a cooldown/duration, other styles of debuff are just case by case.




    • Spells (like characters) are separated in different ranks: D - C - B - A - S - H - X  (lowest -> highest), X is however only for event characters. You will note that Y-Z ranks aren’t included that is because for player characters all ability progression stops at H rank, and all ranks above H are considered H for the purposes of effects, effecting them, the exception are event enemies, who typically have story based weaknesses anyway.

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


    Guideline Base HP Effect Done by a Spell:
    RanksDamage
    D-Rank40HP
    C-Rank60HP
    B-Rank80HP
    A-Rank100HP
    S-Rank120HP
    H-Rank140HP

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


    Duration and Cooldown

    • Durations and cooldowns: Below is a table showing the maximum durations and minimum cooldowns for spells. This maximum for the duration is for spells without a drawback, as with a significant drawback you can extend the duration by a post or two, however the cooldown, in all cases, must be one post longer than the duration.


    Guideline for Durations and Cooldowns:
    RanksMax DurationMin Cooldown
    D-Rank32
    C-Rank53
    B-Rank64
    A-Rank75
    S-Rank108
    H-Rank2010

    Signature Spell

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

    Spell Ranges and Speed

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


    Guideline for Maximum Spell Range:
    RanksSingle Target Max RangeMulti Target Max RangeArea of Effect Max RangeBurst Max Range
    D-Rank60 Meters45 Meters30 Meters15 Meters
    C-Rank120 Meters90 Meters60 Meters30 Meters
    B-Rank200 Meters150 Meters100 Meters50 Meters
    A-Rank300 Meters225 Meters150 Meters75 Meters
    S-Rank400 Meters300 Meters200Meters100 Meters
    H-RankCase By Case: +/- 600 baselineCase By Case: +/- 500 baselineCase By Case: +/- 400 baselineCase By Case: +/- 300 baseline

    Guideline for Maximum Spell Speeds in Meters per Second:
    RanksSingle Target Max SpeedMulti Target Max SpeedArea of Effect Max SpeedBurst Max Speed
    D-Rank60 Meters30 Meters15 Meters15 Meters
    C-Rank120 Meters65 Meters30 Meters30 Meters
    B-Rank200 Meters110 Meters50 Meters50 Meters
    A-Rank300 Meters165 Meters75 Meters75 Meters
    S-Rank400 Meters225 Meters100 Meters100 Meters
    H-RankCase By Case: +/- 450 baselineCase By Case: +/- 350 baselineCase By Case: +/- 250 baselineCase By Case: +/- 150 baseline


    • The mage uses his own body as medium through which magic is expelled. This is the most common source/style of magic on Earthland.


    • This category of magic requires the mage to use an item as medium to produce magic. A Holder's Item can be anything from a weapon to a flower. These items cannot be broken or stolen unless the player agrees to it out of character. Holder items can’t take or reduce damage for their user beyond normal armor or weapon amounts, so even though they can’t break, they don’t provide unlimited defenses.



    • A type of magic whose teachings have been obliterated from the history of the world and thus have become incredibly difficult to obtain. Users of such magic still exist but are very rare. Lost magic follows the same rules as other magic types, such as caster, holder etc. it’s mostly a lore aspect for the character.


    Requip Rules:


    • This form of magic is based on the usage, summoning and/or creation of many different magical items, weapons and armor that are pulled from and stored in a magical pocket space. The items, weapons and armor a Requip mage uses are listed as spells.

      • Requip magic is a Holder Type magic
      • All Requips have 1 passive ability
      • All Requips also have 1 Active Ability
      • All Weapon Requips have 2.5x the HP of rank spell damage
      • All Armor Requips have 3x the HP of rank spell damage
      • If a Requip is used as a Signature spell, it can have either an active or a passive, but not both
      • Requip mages A Rank or higher may own 1 Refined Requip spell
      • There are 4 types of spells for Requip Magic
      • When making Requip spells you only need to make strengths and weaknesses for the spell proper, and not the active and passives

        • Support
        • Spell Armor
        • Spell Weapons
        • Special






    Support

    • Support Spells are spells that aid in combat. An example would be a passive HP Regen, or a boost to damage. It can also be something that provides a special skill, such as the ability to walk on water.

    • There's 2 ways to cast a support spell for a Requip mage.

      • Casting the spell by channeling it through an already existing requip

      • Having a separate requip with the support spell as its active ability

      • If a Support Spell is cast from its own Requip item, it will follow the rules of Spell Armor for its Durability and Dissipation




    Spell Armor

    • Spell Armors are magical pieces of armor that the user can cast a defensive spell from.

      • The active ability of the armor must be defensive.

      • Spell Armor works in the exact same way as armor bought in the store, but with the following durability and damage dissipation tables.




    Durability of Spell Armor


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

    Damage Dissipation of Spell Armor


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

    Spell Weapons

    • Spell Weapons are magical pieces of weaponry that the use can cast Offensive spells from.

      • The Active Ability for Spell Weapons must be Offensive.

      • Much like non-magical weapons, these weapons do deal damage and can take a certain amount of damage.

      • Weapons can be used to block attacks from other weapons, and small-scale spells.

      • Weapons cannot be used to block an AoE.




    Durability of Spell Weapons


    RanksNormalRefined
    D-Rank50HPN/A
    C-Rank90HPN/A
    B-Rank150HPN/A
    A-Rank200HP220HP
    S-Rank250HP270HP
    H-Rank500HP525HP

    Damage for Spell weapons

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

    Special

    • Special Spells are spells that may be cast through a pre-existing Requip. These require the user to have a Requip item out that's the same type as the Special.

      • An Offensive Special Spell will require a Spell Weapon to be cast.

      • A Defensive Special Spell will require a piece of Spell Armor to be Present.

      • Support Special Spells may be cast through either Spell Weapons or Spell Armors.




    Refined Requip

    • Refined Requip items are specialized items that the player themselves craft, and stores with the rest of their Requips for later use. These are stronger than other Requips, as they're much closer to the wizard and thus have a stronger concentration of magic power, without costing more MP than a normal Requip.

      • Refined Requip CANNOT be a Signature Spell
      • Refined Requip may have either 1 extra passive, OR 1 extra Active Ability

        To Obtain a Refined Requip:

      • The Player must be A Rank or higher

      • The Player must make a thread where they make their item

      • The thread must be 20 posts minimum, and 200 words per post



    Summoning Rules:


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

        Standard Summoning Rules:
      • All summons, and Celestial Keys take up 1 spell slot.

      • The rank of the spell slot determines the base stats of the summon.

      • All summoned creatures, Celestial Spirits included, have standard durations as “normal” spells.

      • All summoned creatures, Celestial Spirits included, have standard cooldowns as “normal” spells.

      • All Summons/Celestial Spirits have 1 Active Ability, and 1 passive ability. You do not need to write strengths and weaknesses for these abilities, only for the spell itself.

      • If a Summon/Celestial Spirit is used for a Signature Spell, it will have either 1 Passive, OR 1 Active ability but not both.

      • Like with requip and Take Over users of summoning magic can use spell slots to provide extra active abilities for their summons. Each ability must be bound to a single summon and cannot exceed the rank of that summon. This cannot be used to provide extra slots for signature spell summons.




    Multiple Summons and Key Usage

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

      • D Rank- May have up to 1 Summon/Celestial Spirit on the field without any consequences.

      • C Rank – May have up to 1 Summon/Celestial Spirit on the field without any consequences.

      • B Rank - May have up to 2 Summons/Celestial Spirits on the field. If the character just has 1 out, there are no consequences, but if the character has 2 out they suffer a 25% movement penalty.

      • A Rank - May have up to 2 Summons/Celestial Spirits on the field without any consequences.

      • S Rank - May have up to 2 Summons/Celestial Spirits on the field without any consequences. If the character has 2 out there are no consequences, but a character may summon a third and suffer a 25% movement penalty.

      • H Rank - May have up to 3 Summons/Celestial Spirits on the field without any consequences.




    Grades of Summons

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

    Special

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

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

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

    Celestial Keys

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

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

    • Zodiac Keys: These are the fabled, Golden Keys of the 12 Zodiac Spirits. As the title implies, there's only 12 of them in the entire world. What puts them above the rest? Zodiac Keys are given the option of either 1 additional passive, OR 1 additional Active ability. This is stacked with more durability, and higher damage than even Immaculate Summons. Zodiac Keys are obtained by registering to own them on This Thread. Zodiac Spirits rank up with their player, and take up 1 spell slot, so please bear this in mind when pursuing one.

    • Note: Gemini cannot transform into, or use the magic of anyone above their rank If you obtain a Zodiac Key, you will forfeit any "immaculate summon" you currently own. Provided a member with a Zodiac Key forfeits it, they do have the option of handing it over to another player with Celestial Spirit magic. Only up to two Zodiac keys can be owned per player if this happens.


    Summon/ HP


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

    Summon

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

    Steller Spirits

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

    Summon and Steller Spirit damage


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

    Summon

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

    Steller Spirits

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

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

    Take Over Rules:


    • Take Over is a complex Magic that involves the user "Taking Over" the beast that they have tamed or are within them. 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, Satan Soul, Animal Soul, etc. and the Take Overs involving them usually fall under that category or theme.

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

    • When making a take over 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.

    Partial Take Over

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

    Full Take Over

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

    • A person can have 2 to 4 Partial Take Overs, which all create one Full Take Over; the Partial Take Overs take up one spell slot, and so does the Full Take Over. When using a Full Take Over, the person is granted to all the actives and passives of the Partial Take Over, as well as one more active and passive for the Full Take Over.


    Spells

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


    Passive Stats

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

      • Two partials: 10%

      • Three partials: 25%

      • Four partials: 50%


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

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

      • C: 100%

      • B: 125%

      • A: 150%

      • S: 175%

      • H: 200%


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


    Durability

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


    Universal takeover rules and important notes

    • When a Partial Take Over is in cooldown, its assigned Full Take Over cannot be activated.

    • When a Full Take Over enters its cooldown, all its Partial Take Overs enter cooldown as well.

    • Every Full Take Over must be at least 1 Rank higher than its highest ranked Partial Take Over; which means D ranks cannot use Full Take Overs.

    • Spells belonging to a certain Form cannot be used by a Partial or Full Take Over of another Form.

    • Each Take Over--Partial or Full--takes up 1 Spell Slot.

    • Each regular Spell must be assigned to a Form and can only be used in the Full Take Over or with the appropriate Partial Take Over of that Full Take Overs.

    • Partials of different Full Take Over may be used simultaneously, but they cannot produce another Full Take Over.

    • Only a maximum of four partials can be used at once.

    • Takeover active abilities must function like normal spells with durations and cooldowns. Partial and Full Take Overs must also have durations and cooldowns.

    • Takeover active abilities do not cost the user MP. Instead, activating the Partial or Full Take Over costs Magic Power corresponding to its rank, but the granted Active Abilities does not.

    • Activating 4 Partials is not equivalent to entering a Full Take Over.

    Slayer Rules:

    General Rules on Slayers

    All slayers receive the following:

    10% Buff to physical stats (strength, speed etc.)

    10% Buff to senses (hearing, smell etc.)

    The ability to enter force after consuming enough of the element

    The ability to consume their element to regain MP

    A resistance to their element shown by the following chart:

    2 ranks above: 0%
    1 rank above: 10%
    Same rank: 25%
    1 rank below: 30%
    2 ranks below: 50%

    Magic Consumption

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

    • There is an exception to consumption and that is known as plot elements. Now as we all know this is a site that focuses on plot and likes to encourage personal plots. Therefore, in non-pvp (player vs players) situations it is possible for a mage to consume 'special' plot related versions of their element that can trigger force. This is also generally not allowed in jobs unless the job has a specific natural occurring source of the element or you get permission from staff. An example of a 'plot element' might be a water slayer consuming water from the fountain of youth or a metal slayer eating Excalibur.


    Naturally Occurring Elements

    • There are plenty of times when a mage is going to find their element naturally be it a campfire, eating a boulder, or drinking a glass of water. However, these items are not imbued inherently with magic power and as such they provide a limited amount of magic power. Naturally occurring sources of the element can only restore 5% MP per post no matter how much of it you eat.


    Magic of Your Element

    • The amount of magic returned is equivalent to the amount of magic power used to fuel the spell. Of course, mages can consume spells of greater rank their own. How much? Well, that is shown in the below table.

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

    • NOTE: Slayers cannot consume their own spells whether this be 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.

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



    RanksDCBASH
    D-Rank101520202020
    C-Rank101520252525
    B-Rank51015253030
    A-Rank51015203035
    S-Rank3510152030
    SS-Rank138131825
    H-Rank115101520

    Dragon Slayers

    • Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. (Ex.: Ice DS cannot eat Dark Ice) If they do, they get incredibly sick and damage will be done to them.

    • The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.

    • Though Dragon Slayers get these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However, they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread using a status effect healing spell.


    God Slayers

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

    • The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.


    Demon Slayers

    • Demon Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God Slayer counterpart. The color of Demon Slayer Magic is a white version of the element's natural color.

    • The form of elemental magic they use is light, on the other end of the magical spectrum. The element of light is being mixed with the other elements to alter their properties slightly. The Hell Demon Slayer uses a blessed form of darkness that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Darkness, Demon, and Undead type non-human beings.


    First Generation


    • These Slayers have learned the magic directly from the Great Dragon/God/Demon of their respective element.

    Spoiler:

    Force

    • A Slayer must consume at least 70% magical energy from his respective element to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.

    • Force highly increases the power of the Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%.  

    • The spell power of each rank is increased to 150%.

    • In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.)

    • During Force the Slayer does not lose any MP from casting spells, but after it wears off is left with 5% MP.

    • Force lasts for 7 posts.

    Second Generation

    • These are Slayers who have obtained the magic through one or two Lacrima produced from the Dragon/God/Demon of their respective element. In the case of those who have differing elements they are known as hybrid second generation slayers.

    Spoiler:

    Force

    • A Slayer must consume at least 70% magical energy from his respective element to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.

    • Force highly increases the power of the Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%.  

    • The spell power of each rank is increased to 150%.

    • In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.)

    • During Force the Slayer does not lose any MP from casting spells, but after it wears off is left with 5% MP.

    • Force lasts for 7 posts.


    Third Generation

    • Third Gen. 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.

    Spoiler:

    Force

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

    • Force highly increases the power of the Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%.

    • The spell power of each rank is increased to 150%.

    • In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.)

    • During Force the Slayer does not lose any MP from casting spells, but after it wears off is left with 10% MP.

    • Force lasts 7 posts.

    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:

    Spoiler:

    Hybrid Mode

    • Hybrid Mode: A Slayer must consume at least 35% magical energy from his respective element to achieve hybrid mode, however, their total magical energy must equal to 120% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 120% magical energy after consuming 35% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.

    • Hybrid mode highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.

      • Whilst in this state, the slayer has both of their elements visible in some form on their body or aura. It puts all stats into the next range on the character scaling.

      • The spell power of each rank is increased to 150%.

      • In Hybrid mode, all their spells contain both of their elements.

      • During Hybrid Mode the Slayer does not lose any MP from casting spells, but after it wears off is left with 10% MP.

      • Force lasts 7 posts.



    avatar
    Admin

    Lineage : Admin
    Position : Between
    Posts : 435
    Guild : Staff
    Cosmic Coins : 100
    Dungeon Tokens : 100
    Mentor : Seijin
    Experience : 1,000,000

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

    Rules Re: Magic and Spell Rules

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


    • Each mage has a certain amount of magic power 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.


    RanksMagic Power
    D-Rank200MP
    C-Rank300MP
    B-Rank400MP
    A-Rank500MP
    S-Rank600MP
    H-Rank700MP
    X-Rank800MP
    Y-Rank900MP
    Z-Rank1000MP

    • 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 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



    Spell MP Costs
    RanksMagic Power
    D-Rank20MP
    C-Rank30MP
    B-Rank40MP
    A-Rank50MP
    S-Rank60MP
    H-Rank70MP


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


    Single Target

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

    Multi Target

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

    Area of Effect

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

    Burst

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



    Instant

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

    Damage over Time

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

    • The initial blow from a DoT spell can normally do at maximum 50% of its rank in damage. It can then do up to 50% of its rank in damage per post for several posts until the damage has reached 2.5 the damage of that rank. 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, this will also shorten the duration.

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

    Charge up Spells

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

    • Charged Spells will typically deal extra damage as they can potentially put the caster in a dangerous situation. The more dangerous the spell puts the caster in the more potent in damage it is(It can do more damage). Also, if balanced correctly an additional affect can be added to the spell.

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


    Defensive Spells

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


    Passive Abilities

    • Passive Abilities are abilities that generally cost zero MP and are, 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.

      • However, once a mage hits S rank they can transfer some of their D rank spells to passives. In exchange for this they sacrifice 5% of their max MP.

      • When a mage hits H Rank D rank spells can be exchanged for 2%MP.

      • Also, at H rank they can sacrifice 5% MP to turn a C rank spell into a passive spell.

      • These are essentially ranked unique abilities (D and C) and thus do not require strengths and weaknesses. However, as they are ranked things like buff will scale like normal buffs do. Up to a maximum of 20% MP can be exchanged this way.



    Effects

    • Status Effects are anything that is not damage, healing, defense, or buffs. Examples of effects include paralysis, sleep, drains, burns, absorption, debuffs, 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.

      Effect Guidelines:
      • 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.

      • 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.

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

      • Debuffs scale with the Buff Rules. If you as a D-rank try to debuff a B-rank, it will have a smaller percentage due to the scaling. (e.x. A D-rank debuffs an S-rank’s speed by 50%. Because of the scaling, the S-Rank’s speed is debuffed only by 10%).

      • Burns/Drains/Absorptions are calculated by percents of rank damage, or health. If they are calculated by heath, the percentage may not go over 5% for one ability or spell.

      • 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.

      • Users may not make abilities that “reclassify” what their own, or an opponent’s ability, spell, or effect is.


    Buff Rules

    • “Stats” that can be buffed: Strength, Speed, Health Points (HP), Resistances (physical and magical), Spell Damage, Magic Power (MP).

      • Strength: How physically strong your character is. Increases to strength allows you character to deal more melee damage. See the melee damage chart under character rules for details.

      • Speed: How fast your character is. Increases to speed allows your character to move faster, see the speed chart under character rules for details.

      • 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.

      • Resistances: How much damage you can reduce, both physically and magically. This is a % from 0-75% 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, see spell damage chart for details under magic rules.

      • Magic Power: How much Magic Power you have. Increases to Magic Power allow your character to have more MP, see the MP chart under magic rules for details.


    • D-C Rank: For passives character can have up to 50% from one source for buffs. For actives characters can have up to 60% from one source for buffs. For each additional type of buff added cut the number in equally between them, so a speed and strength buff in the same UA would be 25-25 for D-C rank and 30-30 for B-H.

    • B-H Rank: For passives character can have up to 60% from one source for buffs. For actives characters can have up to 70% from one source for buffs. For each additional type of buff added cut the number in equally between them, so a speed and strength buff in the same Spell would be 30-30 for D-C rank and 35-35 for B-H.

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

    • A single buff source can never push someone of equal rank into the next rank’s bracket (100%+) for a stat.

    • Regarding 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

    • 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 it’s rank, however they also have longer cooldowns due to it. They also cost more MP to use than a normal spell.

    • One gains an advanced spell for free per rank, including H rank.

    • 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.

    • Below are the modified Charts for Advanced Spells:

    Advanced Spell Charts:


    Advanced Spell HP Damage:
    RanksDamage
    D+ Rank60HP
    C+ Rank90HP
    B+ Rank120HP
    A+ Rank150HP
    S+ Rank180HP
    H+ Rank210HP
    Advanced Spell MP Costs
    RanksMagic Power
    D+ Rank30MP
    C+ Rank45MP
    B+ Rank60MP
    A+ Rank75MP
    S+ Rank90MP
    H+ Rank105MP

    Advanced Spells Durations and Cooldowns:
    RanksMax DurationMin Cooldown
    D-Rank53
    C-Rank63
    B-Rank85
    A-Rank96
    S-Rank1210
    H-Rank2515
    Advanced Spells Maximum Range:
    RanksSingle Target Max RangeMulti Target Max RangeArea of Effect Max RangeBurst Max Range
    D-Rank90 Meters67.5 Meters45 Meters22.5 Meters
    C-Rank180 Meters135 Meters90 Meters45 Meters
    B-Rank300 Meters225 Meters150 Meters75 Meters
    A-Rank450 Meters337.5 Meters225 Meters112.5 Meters
    S-Rank600 Meters450 Meters300 Meters150 Meters
    H-RankCase By Case: +/- 800 baselineCase By Case: +/- 700 baselineCase By Case: +/- 600 baselineCase By Case: +/- 500 baseline
    Advanced Spells Maximum Speeds in Meters per Second:
    RanksSingle Target Max SpeedMulti Target Max SpeedArea of Effect Max SpeedBurst Max Speed
    D-Rank90 Meters45 Meters25 Meters25 Meters
    C-Rank180 Meters100 Meters45 Meters45 Meters
    B-Rank300 Meters165 Meters75 Meters75 Meters
    A-Rank675 Meters250 Meters110 Meters110 Meters
    S-Rank600 Meters340 Meters150 Meters150 Meters
    H-RankCase By Case: +/- 800 baselineCase By Case: +/- 600 baselineCase By Case: +/- 400 baselineCase By Case: +/- 400 baseline

    Unison Raids

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

      • 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, cooldowns, 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 of the spell 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.

      • 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.

      • All spells used in the unison raid will use the baseline spells duration and cooldown.

      • 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 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.

      • Unison raids whose spell is centered around one person still function normally, view it as gifting that individual the power of your spell etc.

      • Regardless, individuals can only perform/participate in one Unison Raid per topic/battle (if the battle takes place over multiple topics).



    • The main magic a mage uses and typically the first magic he/she learned, known as the Primary Magic. If one wants to change their primary magic into something different, they can do so for free by giving up their secondary magic.

    • Unique Abilities: Mages gain abilities from their magic, these are unique abilities. There is a limit to how many abilities you have as a mage.

      • 3 for D

      • 4 for C

      • 5 for B through A

      • 6 for S rank

      • 7 for H.


    • Abilities can be passive or active. If the ability is active, it will be judged on a case by case basis if the ability is required to be a spell or not.

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



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

    • Unique abilities: Mages who have a secondary magic can have two abilities for this magic. Like with primary magic this can be active or passive. Active abilities will be judged on a case by case basis to decide whether they must be a spell or not.

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


    • The ability to change one's magic to another one is something that few mages choose to do. However, there is a process that one can go through to change one's primary, secondary or both. These costs a significant number of jewels.

      • To change your primary: 50k

      • To change your secondary: 50k

      • To change both entirely: 75k

      • To swap your primary and secondary: 50k


    • However, should you wish to avoid paying to change your primary magic you can (once) choose to give up the ability to have a secondary magic. This can only be done once. Should you wish to gain a secondary magic in the future then you will have to pay 75k rather than the traditional 50k. Once you have done a secondary magic training, you do not have to do it again. You can just pay to change it.



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

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

    • The following magic is NOT allowed:

      • Offensive Magic

      • Defensive Magic

      • Buff Magic

      • Debuff Magic

      • Lacrima based magic (Slayers, Custom Lacrima magic, etc.)

      • Healing Magic




    • Signature spells are single simplistic effect spells that cost the user 0MP to use and generally have no cooldown. These spells are not supposed to have anything like a DoT (Damage over Time) to them but are usually instant spells like shooting a blast of magical energy or a quick magically enhanced melee strike. Signature spells cannot be passives. A signature spell can be one with a duration, but the cooldown will have to be equal to or greater than that duration. Duration spells for signature spells can be something like summoning a requip weapon for a limited time with a single passive/active or a strength buff to the user for a limited time.

    • A signature spell that forms fire over a user's arm for extra damage to a melee attack is fine but a spell that forms that fire for extra damage and then deals a burning DoT effect is not. This would be considered two separate effects.

    • When a mage reaches C rank they unlock the ability to use signature spells. Without any cost they gain one 'user ranked' signature spell for their primary magic. This ranks with the user and maxes out at S rank. They also gain one D rank signature spell. The next 'free' signature spell they receive is at S rank and this is for the user's secondary magic and this is S ranked.

    • But how do I gain more signature spells I hear you cry and the answer to this is simple. You can trade PURCHASED weapon and/or armor slots for signature spell slots for either magic. You can only change one slot.

      • Strong rank weapon/armor - B rank sig spell, 1 normal C rank slot

      • Legendary rank weapon/armor - A rank sig spell, 1 normal B rank slot

      • Artifact rank weapon/armor - S rank sig spell, 1 normal A rank slot


    • However, trade wisely young mage because a weapon signature spell must be offensive, and an armor signature spell must be defensive. Also, you can only have one signature spell per slot much like you can only have 1 weapon/armor per slot. Thus, you can gain an extra five signature spell for either your primary or secondary magic. Plus, an extra spell slot for either your primary or secondary magic.



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

    • More Primary Spell slots can be bought from the Official Magic Shop. You cannot increase the number of H rank spell slots you get.


    RanksDCBASH
    D-Rank4-----
    C-Rank43----
    B-Rank433---
    A-Rank4333--
    S-Rank43332-
    H-Rank544431

    In total, Mages can have:
    6 Additional D Ranks
    5 Additional C Ranks
    4 Additional B Ranks
    3 Additional A Ranks
    2 Additional S Ranks

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

    • Members can trade in spell slots they no longer want/need for spell slots of their rank or below if the price of the spell slots they are trading in are equivalent to that of the spell slot they want. This means that all a moderator/admin would need to do is approve the trade and the user can then get on with their magic. Now obviously there are a few rules to go along with this:

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

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

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



    • 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. Unlike a normal H rank spell which will only be usable once a thread, a guild spell will have a cooldown that varies with its type. A guild is entitled to have three of these spells, 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 should not be incredibly overwhelming to the point where it is an instant win. If we feel that your guild spell needs adjusting, it will be pulled.

    • Guild Spells will have their durations and cooldowns changed via their type. 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 a 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.


      Current date/time is 26th April 2018, 2:17 pm