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102. Magic Rules Empty 02. Magic Rules Sun May 05, 2013 8:59 am

Naga


Mana: We've decided to use a simple mana system on the forum using one bar. Every spell costs a certain amount of mana. After using a spell you deplete the amount of mana you've used from your total underneath your post. Mana is mainly obtained through ranking up. When you begin you only have 100 mana. With every rank up you get 50 additional mana to your total amount.

  • D-spell: 10 mp
  • C-spell: 20 mp
  • B-spell: 30 mp
  • A-spell: 40 mp
  • S-spell: 50 mp


Range: The range starts from where you're standing, not from where the spell activates.

  • D-class Spell: The max range is five meters (it could be extended with 2 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.)
  • C-class Spell: The max range is ten meters (it could be extended with 5 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.).
  • B-class Spell: The max range is twenty meters (it could be extended with 7 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.).
  • A-class Spell: The max range is thirty meters (it could be extended with 10 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.).
  • S-class Spell: The max range is fifty meters (it could be extended with 15 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc. The stronger the spell the bigger the drawback has to be to increase its range.).

Damage: This is a great indicator for a damage a spell can deliver.

  • D-class Spell: The spell could causes a bruises on impact.
  • C-class Spell: The spell could cause deep bruises on impact.
  • B-class Spell: The spell could cause minor internal bruises and minor fractures to the bones on impact.
  • A-class Spell: The spell could cause deep internal bruising and serious bone fractures.
  • S-class Spell: The spell could cause severe internal bruising, break bones and tear limbs. Often used used as a powerful finisher. It can't be abused against weaker mages.


Old Buffing System:

Secondary Magic: It is possible to unlock a slot for secondary magic. This can be done by PMing Seishin. It costs 1,000,000 jewels to unlock this slot. When you unlock this slot you can purchase one of the magics posted in the Magic Shop for your character. Upon purchasing this secondary magic you'll receive new spell slots, which can only be used for your secondary magic. The amount of spells you have for your secondary is lower, because it's a less specialized magic. The amount of slots you get for your secondary depends on the rank of your character:

  • D-class: Max 3 Spells
  • C-class: Max 6 Spells
  • B-class: Max 9 Spells
  • A-class: Max 12 Spells (Max 2 A-class spells)
  • S-class: Max 15 Spells (Max 3 A class spells and 1 S-class spells)

Spells:

Name: (The name of your spell)
Rank: (The rank of your spell)
Magic Cost: (The amount of mana it costs to use this spell)
Requirements: (The magic required to use this spell)
Class: (Offensive, defensive or supplementary)
Element: (Self-explanatory)
Cooldown: (The amount of turns it takes before it can be used again)
Duration: (The duration of the spell, in case it only happens that moment put 'Instant')
Effect: (Description of your spell)

Code:

[b]Name:[/b] (The name of your spell)
[b]Rank:[/b] (The rank of your spell)
[b]Magic Cost:[/b] (The amount of mana it costs to use this spell)
[b]Requirements:[/b] (The magic required to use this spell)
[b]Class:[/b] (Offensive, defensive or supplementary)
[b]Element:[/b] (Self-explanatory)
[b]Cooldown:[/b] (The amount of turns it takes before it can be used again)
[b]Duration:[/b] (The duration of the spell, in case it only happens that moment put 'Instant')
[b]Effect:[/b] (Description of your spell)



Last edited by Seishin on Sat Apr 12, 2014 4:15 pm; edited 10 times in total

202. Magic Rules Empty Re: 02. Magic Rules Fri May 10, 2013 5:53 am

Naga


Take Over Magic: Take Over allows the user to, essentially, "take over" the power (or the body, in the case of a Vulcan) of a creature and use it to fight. It can increase the power, strength, and speed of the Caster, sometimes adding a new skill, such as flying, or swimming. One can only "take over" the power of beings that they truly "know".

  • D-rank Spell: Minor Take-Over
    The lowest rank of Take Over magic spells only allow the caster to alter their body slightly. I.E. Nails turning into claws. Teeth turning into fangs.
  • C-rank Spell: Moderate Take-Over
    At this point the Take Over user has managed to understand the creature a little bit better. They're now capable of changing a limb as well. I.E. Changing arm into that of a bear's.
  • B-rank Spell: Major Take-Over
    Take Over users are now capable of changing two limbs.
  • A-rank Spell: Incomplete Full Take-Over
    Once the user has reached this level they are capable of changing their entire body into that of their creature. It's still incomplete though so while the body is heavily altered the powers aren't at its peak.
  • S-rank Spell: Complete Full Take-Over
    The peak of Take Over magic caster. While changing their entire body they gain tremendous power.


Take Over in Combat: The lower ranked Take Over spells could be use instantly. In that case it would only cost MP for an one turn duration. Though, the caster is also capable of maintaining a lower ranked Take Over spell for an extended period of time. In that case it would cost half of the exact amount of magic for that spell every turn.

  • In the first scenario our Take Over mage uses his C-rank spell which turns his arm into that of a bear for only a single post. He leaps to his opponent while changing his arm and tries to deliver a stronger punch. After that he changes his arm back to normal. In that case the Take Over mage pays 20 magic for that turn which is the cost for a C-rank spell.
  • In the second scenario our Take Over mage uses his C-rank spell which turns his arm into that of a bear for six posts. His first post is going to cost 20 magic for that turn which is the cost for a C-rank spell. The following posts will only cost 10 magic per turn to maintain the C-rank spell (1/2 of original spell cost to maintain per turn). If the Take Over mage decides to stop using the C-rank spell and then casts it again several posts later it'll cost 20 magic again for the first post and not 10 magic because the spell was canceled for a brief period.


Requip Magic: Requip is a Caster-Type Magic related to the summoning of various types of equipment.

This Magic allows users to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat.

The amount of spells you have can be distributed over items that you create for you requip. It is up to you how you distribute them. Since you start out with 5 starter spells you can decide to either have a single item with 5 spells, 5 items with 1 spell or any other combination.

Requip Magic Costs: To actually switch items Requipers have to pay mana. This only costs for changing items depends on the item you're going to bring out.

  • D: 5 Magic
  • C: 10 Magic
  • B: 15 Magic
  • A: 20 Magic
  • S: 25 Magic


Besides that you only have to pay MP for the spells you're using with your items. Every item can have spells attached to it. The price of an item is therefore determined by the item and by the spells attached to it.

302. Magic Rules Empty Buffing Magic Sun Aug 03, 2014 7:06 am

Kazuki Kobayashi

Kazuki Kobayashi
There are some spells that buff the abilities of the user. Below is a chart of how the buffs scale. We don't use percents, or numbers here to define them and instead use a clear cut version of damage for everyone to follow.

Strength

D Rank: Able to cause light bruises on impact.
C Rank: Able to cause deep bruising on impact.
B Rank: Able to cause internal bruising up to 1 inch deep on impact.
A Rank: Able to cause bruising of bone on impact.
S Rank: Able to cause simple fractures on impact.

Endurance:

D Rank: User can take blunt damage (punches, clubs etc) and shrug off the pain.
C Rank: User can take cutting damage and blunt damage and shrug off the pain.
B Rank: User can take cutting damage, blunt damage, and broken bones and shrug off the pain.
A Rank: User can take aforementioned damage, as well as 3rd degree burns and shrug off the pain.
S Rank: User is nearly unstoppable, short of decapitation and can shrug off pain from burning to the bones, removed limbs, impalement, shattered bones, and 4th degree burns

Speed:

D Rank: Run 10 m/s, Dash 12 m/s. Can only dash once per post.
C Rank: Run 12 m/s, Dash 14 m/s. Can only dash once per post.
B Rank: Run 14 m/s, Dash 16 m/s. Can only dash once per post.
A Rank: Run 16 m/s, Dash 18 m/s. Can only dash once per post.
S Rank: Run 18 m/s, Dash 20 m/s. Can only dash once per post.

Sight:

D Rank: Can see clearly up to 30 meters so long as view is unobstructed.
C Rank: Can see clearly up to 50 meters so long as view is unobstructed.
B Rank: Can see clearly up to 70 meters so long as view is unobstructed.
A Rank: Can see clearly up to 90 meters so long as view is unobstructed.
S Rank: Can see clearly up to 150 meters so long as view is unobstructed.

Hearing:

D Rank: Can hear obvious noises up to 50 meters away.
C Rank: Can hear breathing up to 50 meters away.
B Rank: Can hear normal talking tones up to 50 meters away.
A Rank: Can hear whispers up to 50 meters away.
S Rank: Can hear heartbeats up to 50 meters away.

Smell:

D Rank: Can detect familiar scents from 50 meters away, but not people.
C Rank: Can detect unfamiliar scents from 50 meters away, but not people.
B Rank: Can detect scents of persons one is familiar with up to 50 meters away.
A Rank: Can detect all personal and item specific scents up to 50 meters away.
S Rank: Can detect emotional range of scents such as fear, anger, etc up to 50 meters away.

Buffing Limits


Magics designated as multipurpose magics (magics that can cast offensive, defensive, and supplementary spells) can only have 3 Buff spells in their list. This includes those extra spells granted by the Mystic skill line. All buffs can only be sustained for a set amount of posts before they fade away and the cooldown for the spell begins.


  • D Rank: 2 posts
  • C Rank: 3 posts
  • B Rank: 4 Posts
  • A Rank: 5 Posts
  • S Rank: 6 posts


These numbers also apply to ANY sustained spell, which is defined as a spell with a duration longer than 'Instant'.

Flight

Flight is possible. Flight spells, however, are only possible as an A Rank spell and above. They work just like other sustainable spells in that they have a duration and sustained MP cost. Each flight spell, based on rank, has a max height that someone can fly as well as speed. Both of these can be increased by spending an additional 5 MP, but only one can be increased at a time. So, if you spend an additional 5 MP for an extra 1 meter of height, you can spend another 5 MP for an additional 1 m/s for speed.


  • A Rank: Fly up to 5 meters high in the air, and move at 10 m/s. Additional 5 MP can be spent to increase these by 1 meter.
  • S Rank: Fly up to 10 meters high in the air, and move at 20 m/s. Additional 5 MP can be spent to increase these by 1 meter.



Last edited by Kazuki Kobayashi on Tue Nov 04, 2014 8:12 am; edited 2 times in total

402. Magic Rules Empty Re: 02. Magic Rules Sun Aug 03, 2014 2:08 pm

Kazuki Kobayashi

Kazuki Kobayashi
Strength


D Class: Target has no reduced physical strength.
C Class: Target is only able to do bruising damage with physical attacks.
B Class: Target is only capable of doing superficial damage (red marks) with physical attacks.
A Class: Target is only capable of dealing half damage with physical attacks.
S Class: Target is no longer able to inflict physical damage upon contact (spells that require physical contact, such as a sword swing, are not affected)

Endurance


D Class: Target's endurance isn't affected.
C Class: Target begins to weaken, causing additional D Rank damage (Bruises) when struck.
B Class: Target has been moderately weakened, and takes additional C Rank damage (welts) when struck.
A Class: Target has been severely weakened, and all physical attacks result in bruises to the bone.
S Class: Targets bones are very brittle and all melee attacks result in fractures. Additionally, they also take double damage from melee attacks.

Speed


D Rank: Target's speed isn't affected.
C Rank: Target now moves at half speed.
B Rank: Target's speed is now reduced to a maximum of 10 m/s.
A Rank: Target's speed is now reduced to a maximum of 5 m/s.
S Rank: Target is paralyzed.

Sight

D Rank: Target's sight is not affected.
C Rank: Target can now only see up to 10 meters away.
B Rank: Target can now only see up to 5 meters away.
A Rank: Target is nearly blind, only able to see blurs and mass of colors.
S Rank: Target is blind.

Hearing

D Rank: Target's hearing is not affected.
C Rank: Target's hearing has started to fail, only able to hear up to 10 meters away.
B Rank: Target's hearing is failing, only able to hear someone shouting at them up to 5 meters away.
A Rank: Target's hearing has failed to the point that even shouting from one meter away sounds entirely muffled.
S Rank: Target is deaf.

Smell

D Rank: Target's sense of smell is not affected.
C Rank: Target's sense of smell has become warped, making everything smell like chicken.
B Rank: Target's sense of smell now only detects wet dog.
A Rank: Target's sense of smell has distorted to only being able to smell putrid fumes.
S Rank: Target's sense of smell has failed entirely.

Debuff Limits

Debuffs, like buffs, only last for a short period of time before fading away. Because of their potency, their limits are far reduced to that of regular buffing spells. Below is a chart for how many posts a debuff lasts based on rank.


  • D Rank: No Debuff
  • C Rank: 2 Posts
  • B Rank: 2 Posts
  • A Rank: 1 Post
  • S Rank: 1 Post

502. Magic Rules Empty Re: 02. Magic Rules Sat Aug 09, 2014 4:31 pm

Kazuki Kobayashi

Kazuki Kobayashi
Summoning magic




Description: Summoners of any kind are allowed to summon up creatures, warriors, anything within the scope of their magic parameters, but are however given the opportunity to overcome more aspects of combat than others with reinforcements of these summons. Summoners are allowed a summon and a spell to be attached to the summon, or one summon with 5 spells. Summons do not take up spell slots, only the spells attached to them, but that does not mean that you can make an army of summons without a spell to it. Therefore, all summons made must have at least 1 spell attatched to it. Summons can also have spells added to it over time, but must be trained like any other spell. Summons can be made to have any rank equal to or less than the summoner of the magic, but the spells to be attached follow the same guideline overall. The spells must not be over the summons own rank, they MUST be the same rank as the summon or lower. Summoning the creatures themselves will cost the same as a normal spell of that rank, and it will need to be sustained for the same cost as well. The same goes for any spells used by that summon. However, summons are not required to have a set number of posts for its duration like a normal spell, but spells it uses are.

Summon Mana Guide:

Summons are given a set amount of magic based on their rank to use their spells. Once the mana is gone from their reserves, it can no longer use any spells of its own, but can continue to attack physcially as long as its summoner wishes to sustain the creature.

D-class: 50 magic
C-class: 100 magic
B-class: 150 magic
A-class: 200 magic
S-class: 250 magic


Lifeline distance:

Summons are a product of their caster, and in such should be treated like it has a teathered lifeline to the summoner. When a summon gets out of this zone, they break a teather with their summoner and are immediately dispelled, as well as if they run out of MP or are destroyed. The range of this lifeline zone is the same as a normal spell of the same rank

Resummoning:

Most times, once summons leave the area, they cannot be resummoned again in the same topic. This happens in the case the summon is destroyed, run out of MP, or go beyond their lifeline range. However, there is one instance where a summon can be called again in the same topic. Dismissing a summon yourself allows that rule to be superceded, but even then, said summon can only be brought back once. It will also be exactly as it was when dismissed beforehand, including any physical injuries it may have sustained and the depletion of its MP.

Summoning Spell Statistics Explained:
When creating a summon, you have a certain number of points you can distribute to it, depending on the rank of the summon. These points are distributed into abilities, listed below. While these points only reflect the summon's physical characteristics, it is important to note that a summon's physical characteristics are just as crucial to its effectiveness as its magical abilities.

Summoning Points:

  • D: User can spend 6 points.
  • C: User can spend 8 points.
  • B: User can spend 10 points.
  • A: User can spend 12 points.
  • S: User can spend 14 points.


Strength:

  • 0: No strength buff.
  • 1: Deals passive D rank damage.
  • 2: Deals passive C rank damage.
  • 3: Deals passive B rank damage.
  • 4: Deals passive A rank damage (Required A rank summon).
  • 5: Deals passive S rank damage (Required S rank summon).


Speed: This is the movement speed when you are running and not the attack speed. The moment you decide to attack the speed no longer applies.

  • 0: Doesn't move at all.
  • 1: Run 10 m/s
  • 2: Run 14 m/s
  • 3: Run 18 m/s
  • 4: Run 22 m/s
  • 5: Run 25 m/s


Endurance:

  • 0: Can withstand the equivalent of one D rank spell before disappearing.
  • 1: Can withstand the equivalent of one C rank spell before disappearing.
  • 2: Can withstand the equivalent of one B rank spell before disappearing.
  • 3: Can withstand the equivalent of one A rank spell before disappearing.
  • 4: Can withstand the equivalent of one S rank spell before disappearing (Required A rank summon).
  • 5: Can withstand the equivalent of two S rank spells before disappearing (Required S rank summon).


Size:

  • 0: This is not an option for summons.
  • 1: Roughly about 0.5 meters or less in height.
  • 2: Roughly about 1 meter or less in height.
  • 3: Roughly about 2 meters or less in height.
  • 4: Roughly about 3 meters or less in height.
  • 5: Roughly about 4 meters or less in height.


Summoning Spell Example:

02. Magic Rules XII_ring_wyrm_render

Name: Ring Wyrm
Class: A
Height: 2.80m
Weight: 300kg
Magic: Reptilian Summoning
Type: Summoning
Element: None
Gender: Male/Female
Personality: Quite aggressive towards strangers. No clue who they can consider enemies or allies till the summoner verbally explains who to battle.
Appearance: Tall quadruped reptile with a ring around its neck, tail and front legs. Even though it has wings it can't use them to fly. It has green scales on its body except under its jaw, belly and tail. His eyes are located nears its mouth. It has sharp claws on its feet and one each side of its wings.
Effect: User summons a Ring Wyrm to aid them in battle.
Points:

  • Strength: (4/5)
  • Speed: (2/5)
  • Endurance: (3/5)
  • Size: (3/5)


Code:
[code][b]Name:[/b]
[b]Class:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Magic:[/b]
[b]Type:[/b]
[b]Element:[/b]
[b]Gender:[/b]
[b]Personality:[/b]
[b]Stats:[/b]
[list]
[*]Strength 0/5
[*]Speed 0/5
[*]Endurance 0/5
[*]Size 0/5
[/list][/code]

Spells used by the summon use the normal spell template.

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