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Magic Regulations

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1Magic Regulations  Empty Magic Regulations Tue Aug 12, 2014 2:12 am

Choehu

Choehu
Admin

Magic Regulations

These regulations are in place dictate to you the guidelines of your spells. Informing you as to what you will need to place into each spell you create.

For instance if two spells of equal rank clash with one another they will both cancel each other out, but if two spells of opposing elements clash the stronger element will win such as  a C Rank Fire Spell VS a C Rank Water Spell, the water spell will win. This is also true in the case of a higher ranked spell versus a weaker ranked spell such as an A rank Fire Spell VS a C rank Water Spell the A rank will naturally win. If a spell is 3 ranks lower than another spell it has no effect this is especially true with defensive spells. If your foe uses an A rank spell and you attack with a D rank offensive spell your spell isn't going to do anything no matter how many you fire.

Spells are primarily categorised into six ranks:


  • D Ranks:Spells of this level are quite basics, they are easy to use and consume the least amount of magic. D ranks however barely cause any damage to an opponent.
  • C Ranks:These spells are a step above your C rank spells and are always handy to have in ones arsenal.
  • B Ranks:These class of spells are slowly more complicated in execution and require a higher level of concentration compared to C and D level spells
  • A Ranks: These level of spells are rather deadly and are good to have in any arsenal. While they consume a healthy amount of magic it is important to use them when necessary
  • S Ranks: These level of spells are often incredibly powerful no matter what type of spell they are used in whether it be offensive, defensive or even healing. They use a large amount of magic to be used and require the utmost control.
  • X Ranks: These spells are said to be used only as a last resort as they are on a higher level an S rank spells and are incredibly violent in their use consuming a large chunk of ones magical reserves.


Spells while they are ranked are also placed into different types. Each spell has its own typing that it falls into from offensive type spells to sensory type spells.


  • Offensive Spells: As the name states offensive spells are spells purely used for combat. Offensive spells are designed to inflict damage to your opponents.
  • Defensive Spells: Like the name states defensive spells are spells that focus on defence. Defensive spells are used to create a barrier, armour or even a shield depending on the wielders magic. A defensive spell is capable of blocking two spells of equal rank or one spell one rank higher than its own.
  • Supplementary Spells: These spells are important to any arsenal as they are designed to enhance the user or designed as support spells. These can be spells designed to create distractions, buffing, de-buffing, sensory and healing spells also fall under this type.
  • Buffing Spells: Spells labelled as 'buffing spells' are spells designed to enhance the targets natural abilities whether its increasing their speed, strength, vitality, reaction time or reflexes.
  • De-Buffing Spells: These spells are the opposite of 'buffing spells' and are used to lower the targets natural abilities whether its their speed, strength, vitality, reaction time or reflexes.
  • Healing Spells: Spells designed for the purpose of healing. Healing spells can only be utilised by magic designed to utilise healing spells and only healing spells.
  • Sensory Spells: Are spells used for detecting or locating of invisible or hidden targets human, animal or otherwise. These spells are often associated with eye magic but can also be used by releasing a pulse of magic to pick up magical signatures, kinda of like a sonar radar.


Offensive Spells


  • D Rank: So you've decided to become a mage and use magical spells. These are very simple spells that do not incorporate much damage since they are your very first and probably things you picked up when you first started. They are the basics of the magic you have learned. One could use these spells to inflict skin level cuts, bruises, or first degree burns in terms of damage depending on the spell type.
  • C Rank: Now you're a bit more powerful and using some tougher spells. These are the regular spells of your magic, and although they are still not as powerful as some higher tiered abilities they can be very useful. These spells can inflict deep bruises, severe first degree burns, and cuts down to the top level of muscle in terms of damage.
  • B Rank: These are the advanced spells of your magic utilizing more powerful forces than before. They are refined versions of your regular spells at times but some are brand new wells of power. These spells can inflict deep bruises, minor fractures, second degree burns, or cuts that tear down into the lower levels of muscle in terms of damage.
  • A Rank: When someone masters their magic well enough they are capable of using spells that seem more powerful than any other can conjure. These spells are said to be the peak of one's magic. These spells can inflict fractures, cuts into bone, or severe second degree burns in terms of damage.
  • S Rank: You have reached levels of power on an almost legendary scale. People know you all around simply by your ability to use these spells. Your flames now engulf entire streets, your lightning shatters buildings. These spells are able to inflict permanent damage in any kind of topic, things like scars and burns. 3rd degree burns, complete bone breakage, and cuts that can sever limbs are the damage that these spells can cause.
  • X Rank: These spells are only told of in whispers and legends, said to be of a power no mortal can reach. These spells can either harm or help, and in the former case they are beyond deadly. Instant death is the case with all of these spells, and in other scenarios they are powerful enough to completely incapacitate a person for a few days. The spells can cause various effects such as 4th degree burns, cuts that completely sever the body, and forces that shatter entire bodies.


Defensive Spells

Defensive class spells are designed for the purpose of defense, to protect oneself or a target from an incoming attack, whether it be a barrier, armor or a shield it all depends on the type of magic. A defensive spell is able to block two spells of equal rank, one spell of a higher rank or four spells of a lower rank. Spells three ranks lower than the defensive spell have no effect. Example:  If your foe uses an A rank defensive spell and you attack with a D rank offensive spell your spell isn't going to do anything no matter how many you fire.

  • D: 2D, 1C
  • C: 4D, 2C, 1B
  • B: 8D, 4C, 2B, 1A
  • A: 8C, 4B, 2A, 1S
  • S: 8B, 4A, 2S, 1X
  • X: 8A, 4S, 2X



Buffing Spells

Buffs are very special spells indeed. These spells function much like mode spells in which you have to pay a hefty sustain cost in order to keep them going. However, buffs increase one of your physical attributes in exchange for this hefty mana cost. These attributes, such as strength, speed, reaction time, or any others, are increased tremendously by buffs. But there is a catch. Unless you have a magic that specifically uses only buffs and de-buffs you may only have two buffs in your arsenal. Buffing percentages per rank are as follows.

  • D: 10%
  • C: 20%
  • B: 40%
  • A: 60%
  • S: 80%
  • X: 100%


De-Buffing Spells

Sometimes you need to create some kind of diversion or weaken your foe in order to beat them. De-buffs are just what you need at times, spells that weaken an enemy by lowering one of their natural abilities. These include speed, strength, reaction time, sight, smell, or anything else that might be feasible. De-buffs, like buffs, are limited unless you use a magic that focuses on debuffs and buffs only. You can only create two de-buffs and de-buffs only last one post at a time, but that limited area of time can really turn the tide of battle. The percentages for how much an ability is lowered per rank are as follows.

  • D: 10%
  • C: 20%
  • B: 40%
  • A: 60%
  • S: 80%
  • X: 100%


Healing Spells

Mage's who are skilled in the art of healing have the ability to utilize healing spells. These are mages who are able to use their magic to heal their own injuries or the injuries of other. When a healing spell is used if the injury requires two posts, mana must be paid each post. This means that if the healing of a D rank injury takes two posts with a D rank healing spell the cost is 10 mana each turn. The below list applies to healing other people and oneself.

  • D Rank: D rank injuries heal within 2 posts. Heals C rank injuries in 5 posts
  • C Rank: D rank injuries heal within 1 post. Heals C rank injuries in 2 posts. Heals B rank injuries in 5 posts
  • B Rank: C rank injuries heal within 1 post. Heals B rank injuries in 2 posts. Heals A rank injuries in 5 posts
  • A Rank: B rank injuries heal within 1 post. Heals A rank injuries in 2 posts. Heals S rank injuries in 5 posts
  • S Rank: A rank injuries heal within 1 post. Heals S rank injuries in 2 posts. Heals X rank injuries in 5 posts
  • X Rank: S rank injuries heal within 1 post. Heals X rank injuries in 2 posts. Able to resurrect an ally within 5 posts.


Sensory Spells

Sensory spells are a type of magic used for detecting or locating of invisible or hidden targets human, animal or otherwise. These spells are often associated with eye magic but can also be used by releasing a pulse of magic to pick up magical signatures, much like a sonar radar.

  • D Ranks: Capable of sensing up to 20 meters through D rank invisibility spells. 90 Degree vision
  • C Ranks: Capable of sensing up to 25 meters through C rank invisibility spells. 180 Degree vision
  • B Ranks: Capable of sensing up to 30 meters through B rank invisibility spells. 220 Degree vision
  • A Ranks: Capable of sensing up to 35 meters through A rank invisibility spells. 270 Degree vision
  • S Ranks: Capable of sensing up to 40 meters through S rank invisibility spells. 360 Degree vision
  • X Ranks: Capable of sensing up to 50 meters through X rank invisibility spells. 360 Degree vision. Able to perceive the world from an eagle view.


Spell Speed


  • D Ranks: 10 m/s
  • C Ranks: 15 m/s
  • B Ranks: 20 m/s
  • A Ranks: 25 m/s
  • S Ranks: 30 m/s
  • X Ranks: 40 m/s



Spell Range


  • D Ranks: 10 meters
  • C Ranks: 15 meters
  • B Ranks: 20 meters
  • A Ranks: 25 meters
  • S Ranks: 30 meters
  • X Ranks: 50 meters


Flying Spells

Flying type spells is any spell that keeps your feet off the ground longer than one post. These spells require a constant flow of magic, with the rank mana required at take off but only 10 mana per post afterwards. The higher ranked the spell the faster you are able to fly.

  • A Ranks: 10 m/s
  • S Ranks: 15 m/s
  • X Ranks: 25 m/s


Elemental Spells

All spells that have an element  have their various strengths and weaknesses that they must follow. These strengths and weaknesses are varied but each have the same effects upon users of the element. To keep it simple we'll use the example of two elemental mages. If one elemental mage uses an elemental type that is stronger than the elemental type of the other mage then the stronger elemental type prevails. What this means is that all of the stronger elemental damage types are one rank stronger, while all the weaker elemental type spells are one rank weaker. So, if a B ranked fire spell went up against a B ranked nature spell then the fire spell would be counted as an A rank spell while the nature spell would be counted as a C rank spell. This applies to all forms of elemental magics including slayer types.

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