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Magic Regulations

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1 Magic Regulations on Wed Aug 13, 2014 5:37 pm

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In the world there are those who can use magic and those who cannot. Those who can are commonly referred to by many titles including mage, wizard, witch, sorcerers, and more. Magic defines a person, and it is their source of power and ability. Spells ranch from the magic as the person's main form of both offense and defense in the world of magic. Magic itself takes on two forms.


  • Caster Magic: This is Magic that is expelled from the body as opposed to Magic done through the use of a weapon or outside source.
  • Holder Magic: This is Magic that requires a Mage to use an external source to produce the Magic. It usually requires the use of Magic Power, though there are some exceptions such as Edolas Items that are powered by Lacrima.


In case you do not see a mana bar in your profile you should activate your character sheet. The number represents the amount of mana you have to spend on spells. The basic amount of magic per rank is as follows and increases as your character grows in strength.


  • D- 100 Mana
  • C- 200 Mana
  • B- 300 Mana
  • A- 400 Mana
  • S- 500 Mana
  • X- 600 Mana


So of course you need mana in order to cast spells. Spells also increase in cost for every rank that they increase.


  • D- 10 Mana
  • C- 20 Mana
  • B- 30 Mana
  • A- 40 Mana
  • S- 50 Mana
  • X- 75 Mana


Modes: Modes are transformations that a mage will undergo. These transformations don't have to be visible, they can be increases in strength, speed, or even a different body form. A mode will remove mana gradually from the user, similar to the way a celestial spirit summon drains magic from its master. The amount of magic lost depends on the level of the spell. Due to the fact that these spells require the mage to devote mana to the spell each post that they continually use it, mode spells will drain magic each post equal to 50% of that ranks regular magic cost. For example, an S ranked mode spell would drain 25 mana for each turn that it is used.

Too keep Mode spells and normal duration spells apart, some points are given to identify each type of spell. Mode spells give constant strong bonus to the caster, like a physical strength bonus, resistances to certain damage types, size increase and mostly effects that cannot be removed from the caster. Duration spells are relatively weaker to mode spells, but will give a certain bonus for a longer time, making it cheaper in use and still useful, for example summoning a sort of weapon, spell shields or anything than can be destroyed, like summoned creatures. All mode spells have a cooldown of at least six posts regardless of the spells rank.

Sustained Attacks: Offensive sustained spells are continuously damaging spells. They are extremely powerful and hard to deal with. However, they have a big weakness. They are half as effective against defensive spells. So it will take twice as much damage from the sustained spell to break a defensive spell or even something else with durability, such as items, summons, and armors. For instance, if you have an A-rank sustained fire spell and your opponent casts an A-rank defensive barrier, it will only deal B-rank damage to the barrier.

Elemental Embodiment: When an elemental mage gets really powerful they are able to become the physical embodiment of their element, meaning their body literally becomes the element they wield. These spells are always powerful and must be a minimum of B rank to be used. By transforming their body into the element they use an elemental mage becomes almost like a defensive spell, being able to take the same punishment of a defensive spell of the rank of their elemental embodiment. Or, some elemental embodiment spells add certain effects like by turning yourself into fire anyone who touches you will be burned. Your elemental embodiment can only have one of these effects, so choose wisely.

Flight: Spells that allow one to fly are very rare and very powerful. These spells are a minimum of A rank to mark their power. Unlike regular mode spells such as elemental embodiment or others flight spells use their rank mana the first post but then only cost 10 mana for each post they are used. Only spells that allow the caster to remain in the air indefinitely can be classed as a flying spell. Like modes, these have a mandatory cool down of at least six posts regardless of the spells rank.

Holder Magic: Holder Magic is magic that uses a magical item as a vessel to cast magic. This can range from anything, from a sword, a book, to a bag of marbles! Holder Magic relies on these weapons, and without them, they cannot cast their magic. There are two different categories of Holder Items, which are the items used to cast Holder Magic.

Non-Weapon Holders: Non weapon holders are any holder item that is not, as the name suggests, a weapon. This form of holder item can be anything that will not deal any damage when hitting someone. These items can range from being a book used to cast spells, or coins used as a medium to summon beings, for example. Celestial Keys fall under this category as well. These items are basic holder items, and have lots of freedom in what they can do. Non-Weapon Holders may not provide any passive defenses.

Weapon Holders: Weapon Holders are holder items that are weapons. These weapons are capable of dealing passive damage, as well as be used to cast spells. These can range from a simple sword, or maybe a fancy pair of gauntlets. Spells from holder weapons must involve the weapon in some significant way.

Weapon Rules: Weapon Holders are incredibly strong, due to the fact that they are capable of dealing damage by themselves, without costing any MP. Here are the rules about Holder Weapons:


  • Holder Weapons must be just that, weapons. These weapons in themselves cannot be anything that is magical without magic poured into it. That means no holders that passively change form, no holder animals or other living beings. Additionally, all holder weapons must have some way of being removed. Holder Weapons are not allowed to be implanted into one’s body, or have no way of being removed without killing someone. The only exception to this are gauntlets, which must be able to be loose enough to be pulled off.
  • They are indestructible, however, this does not allow them to protect the user by means of using it to block attacks. If there is a clash between two holder weapons, then the lower ranked one will be deflected. If they are the same rank, both will be deflected.
  • Holder Weapons deal damage equal to it’s rank, which corresponds with the user’s rank until S rank, in which it stays at A rank. When the mage reaches X rank, the holder’s rank will be boosted to S.
  • Holder Weapons with multiple parts have damage split amongst them. For example, if one were to have gauntlet holders at A rank, each would deal B rank damage. If someone had 4 swords at A rank, each one would deal C rank damage.
  • Holder Weapons may deal no damage to spells of any sorts, unless they are modified by a spell. However, they may damage summons, takeover forms, humans, animals, and non-magical objects.
  • Spells that manipulate holder weapons (make them larger or make them float around) take precedence over the item’s rank. That means if you use a D rank spell to make an A rank holder 10 meters long, it will deal D rank damage instead of A rank damage. This carries over to spells involving telepathic control, but know that if an object is not in your hands, telepathically controlling it is the only spell you can use.
  • Mages are only allowed to have one Holder Weapon Magic, this does not apply to Non-Holder Items.


Multi-Elemental Magics: There are rare magics in the world that incorporate two elements in a single magic. While these may be powerful they also hold their own downfalls. Multi-elemental magics cannot be primary magics, they may only be secondary. This also incorporates the second downfall, multi-elemental magics take up two magic slots instead of one. This means your secondary and tertiary slot will be taken over by the magic, so the only way to unlock a third magic would be to gain a fourth magic slot from an event.

Secondary, Tertiary, and Quaternary Magics: Some people are able to expand their magical knowledge to new heights and attain a second magic of some kind. For you getting a secondary magic is as simple as either buying one from the shop when you get enough money, or by making your own in the custom shop and then buying it. Tertiary magics require that you buy the tertiary slot and then buy the magic. Quaternary slots are only available through certain events. All three of these non-primary magics grant you thirty spell slots to use for them, but this includes your starters for the magic so in essence it's twenty five spells plus your starters.

Magic Registration and Spells: So you've gotten things squared away and you're ready to make your spells. Here's how things should go. First, put up your first magic topic in the Magic Workshop, for myself it would be titled "Faye's Starter Spells". Once you've got the topic you should paste your magic from your character application at the top of your post so that staff has a clear notice of what your magic entails. Then you can proceed to make your spells, and there's good news in this. You are allowed to make five spells for free at first, 3 D rank spells and 2 C rank spells. These spells are your starters and are what you put in your topic. After that a staff member will pop along to grade the magic and soon enough you'll be approved. You can condense this list of things to do once you make more spells in a similar manner, but with your non-starter spells you don't have to post your magic at the top like before.

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