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103. Magic, Mana and Spells Empty 03. Magic, Mana and Spells Thu Dec 11, 2014 11:42 am

Naga


Magic

Magic is the main form of combat utilized by mages, and is bought and sold all throughout the world. Only ten percent of the world's population is able to use Magic, which is noted to keep a balance between ordinary people and those with Magic. It takes an enormous amount of concentration and mental ability to use Magic. Every magic has its own set of rules that must never be broken, known as a taboo. Different taboos that are broken have different effects on the user's body. One of them can lead to death or sickness.

There are two main classifications of Magic: Caster Magic and Holder Magic.

  • Caster Magic: This is a 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 a magic that requires a mage to use an external source to produce the Magic.
  • Ancient Spell: This is a magic from ancient times. It includes all forms of Lost Magic, Nirvana, Memory-Make as well as all of the Black Arts.
  • Lost Magic: This is a magic that has been obliterated from the history of the world due to their immense power and the sheer gravity of their side effects on the users. However, users of such Magic still exist, though the Magic itself is believed to be extremely rare.


Spells

Magic can be used for many purposes such as offense, defense, supporting, and healing. Magic is used by exerting mana as a wide variety of spells or by focusing it into an external source. This is done through spells. Spells can be learned by users and used in topics. Users are limited in using spells based on their character level, the amount of slots they have and of course the amount of mana they possess.

Level D Spell:

  • Training: 500 Words
  • Mana: Costs 10 Mana
  • Cooldown: 0-2~


Level C Spell:

  • Training: 1000 Words
  • Mana: Costs 20 Mana
  • Cooldown: 1-2~


Level B Spell:

  • Training: 1500 Words
  • Mana: Costs 30 Mana
  • Cooldown: 2-3~


Level A Spell:

  • Training: 2000 Words
  • Mana: Costs 40 Mana
  • Cooldown: 3-5~


Level S Spell:

  • Training: 2500 Words
  • Mana: Costs 50 Mana
  • Cooldown: 4-7~


Level Z Spell:

  • Training: 3000 Words
  • Mana: Costs 100 Mana
  • Cooldown: 5-8~


Level O Spell:

  • Training: 5000 Words
  • Mana: Costs 250 Mana
  • Cooldown: 6-10~


Mana

In order to use a spell in a thread you must use mana. Mana can be found in your profile. When using a spell you must note your amount of left beneath your roleplay post. This means that if you possess 100 mana and use a 20 mana spell, you put down 80/100 beneath your roleplay post. Upon using another 20 mana spell in your next post, you place 60/100 beneath your roleplay post. Users start with about 100 mana but this may vary depending on bloodlines and perks. Each time the user levels up they receive 50 mana on top of their mana. Other methods of obtaining mana is via the shop or certain rewards from treasure trails.

Damage

Offensive spells do damage which affects the Endurance number each character possesses upon being hit. Of course, this does not affect everything completely as we can not come up with damage numbers for each situation. This is why characters can still be defeated before their Endurance is even dropped low as long as the logic in the roleplay allows it. Numbers are as following:

Magic Damage:

  • D - 10 Damage
  • C - 20 Damage
  • B - 30 Damage
  • A - 40 Damage
  • S - 50 Damage
  • Z - 75 Damage
  • O - 100 Damage


Base Physical Damage:

  • Very Poor - 1 Damage
  • Poor - 2 Damage
  • Below Average - 3 Damage
  • Average - 4 Damage
  • Above Average - 5 Damage
  • Great - 6 Damage
  • Very Great - 7 Damage
  • Excellent - 8 Damage
  • Monstrous - 10 Damage


Base Weapon Damage:

  • D - 3 Damage
  • C - 5 Damage
  • B - 7 Damage
  • A - 9 Damage
  • S - 12 Damage
  • Z - 15 Damage
  • O - 20 Damage



Last edited by Seishin on Sun Feb 08, 2015 3:15 pm; edited 3 times in total

203. Magic, Mana and Spells Empty Re: 03. Magic, Mana and Spells Thu Dec 11, 2014 11:44 am

Naga


Lost Magics

Lost and rare magics can not be picked as a starter magic. There are several ways though to get a lost or rare magic for your character.

  • Lost and rare magics are sold in certain shops.
  • Lost and rare magics are sometimes rewarded in global events or treasure trails.
  • Lost and rare magics can be picked as a starter magic in case there is a vacancy and the user meets the requirements for creating the character. This often requires having a character on the forum that is already very active and has been posting a lot.


Rare Magics

Dragon Slayer: Dragon Slayers are a unique type of people who utilize a form of Lost Magic, Dragon Slayer Magic. Each Dragon Slayer has their own form of Magic, just like each Dragon is a master of their own element. In addition, they also have the ability to consume the element which they wield, just as long as it is not created from their own magic. Doing so rejuvenates them and enhances their abilities. Dragon Slayers are known to possess keener senses than that of normal humans such as in smell, sight and hearing. Furthermore, if a Dragon Slayer manages to successfully kill a Dragon, they become stronger after bathing in its blood. The most famous example of this is Acnologia. There are three generations of Dragon Slayers: the First Generation, who learned their Magic from actual Dragons; the Second Generation; who have had Dragon Lacrima implanted into their bodies; and the Third Generation, who are a combination of the previous two generations. It seems that, for some reason, all Dragon Slayers suffer from severe motion sickness.

  • User gets access to the Dragon Force spell.
  • User gets END restored upon eating their element.
  • User gets 2 END for a Level D, 4 END for a Level C, 6 END for a Level B, 8 END for a Level A, 10 END for a Level A, 15 END for a Level S, 20 END for a Level Z and 30 END for a Level O.
  • User can only eat their element once per three turns.
  • User can only eat their element if it is either of an equal level, lower, or one level above them.


Devil Slayer: Devil Slayers use a magic that is powerful enough to vanquish demons from this realm. In its core Devil Slayer is an elemental magic combined with the light element. It also lets the user eat their respective element to replenish strength and become immune to its effects like other types of Slayers. Devil Slayer are somewhat immune to the effects of Curses.

  • User gets access to the Angel Incarnation spell. Name corresponds with the element such as: Angel of Flames, Angel of Lightning etc.
  • User gets mana restored upon eating their element.
  • User gets 5 mana for a Level D, 10 mana for a Level C, 15 mana for a Level B, 20 mana for a Level A, 25 mana for a Level A, 30 mana for a Level S, 50 mana for a Level Z and 100 mana for a Level O.
  • User can only eat their element once per three turns.
  • User can only eat their element if it is either of an equal level, lower, or one level above them.


God Slayer: God Slayers use a corrupt source of magic in order to create a magic that is capable of slaying deities. This means that besides the original elemental source the darkness element is added on top of it. The magic can usually be recognized by the black color it manifests when it is being used. The usual colors are replaced by an overall black color.

  • User gets access to the Demon Incarnation spell. Name corresponds with the element such as: Demon of Flames, Demon of Lightning etc.
  • User gets tokens upon eating their element.
  • User gets 2 tokens for a Level D, 4 tokens for a Level C, 6 tokens for a Level B, 8 tokens for a Level A, 10 tokens for a Level A, 15 tokens for a Level S, 20 tokens for a Level Z and 30 tokens for a Level O.
  • Each time the user accumulates 10 tokens one of their stats will increase permanently in that thread.
  • Each God Slayer Magic already has pre-decided in which order which statistic increases upon reaching the required tokens. This can't be decided by the user.
  • User can only eat their element once per three turns.
  • User can only eat their element if it is either of an equal level, lower, or one level above them.


Banned Magics
The magics listed here can not be allowed. Variations of these magics are also not allowed. Do not change the words or general concept slightly to get it approved.

  • Absorption Magic
  • Amaterasu Magic Seals
  • Arc of Embodiment
  • Arc of Time
  • Black Arts
  • Body Restriction Magic
  • Card Dimension
  • Controlling Magic
  • Copy Magic
  • Crash Magic
  • Curse Magic
  • Dark Écriture
  • Death Magic
  • Demon's Eye
  • Disassembly Magic
  • Fairy Glitter
  • Fairy Law
  • Fairy Sphere
  • Figure Eyes
  • God Slayer
  • Gravity Magic
  • Great Tree Arc
  • Grimoire Law
  • Heavenly Body Magic
  • Human Subordination
  • Illusion Magic
  • Immortality Magic
  • Living Magic
  • Magical Drain
  • Maguilty Sense
  • Memory-Make Magic
  • Mimic Magic
  • Poison Magic (except for Poison Dragon Slayer)
  • Possession Magic
  • Rapture Magic
  • Reflector Magic
  • Regeneration Magic
  • Slowing Magic
  • Sound Magic
  • Space Magic
  • Stone Eyes
  • Teleportation Magic
  • Time Magic
  • Titan Magic
  • Ushi no Koku Mairi
  • Wave Magic

303. Magic, Mana and Spells Empty Re: 03. Magic, Mana and Spells Mon Feb 02, 2015 3:41 pm

Naga


Buff and Debuff Magics

Buffing and debuffing increases and reduces certain statistics through the use of spells. The amount of points a buffing spell can increase or decrease depends on the level of the spell. Besides that it also depends on how long it can be sustained:

  • D-class buff is +1 point
  • C-class buff is +2 points
  • B-class buff is +3 points
  • A-class buff is +4 points
  • S-class buff is +5 points
  • Z-class buff is +6 points
  • O-class buff is +8 points

These points can be distributed when creating the spell, so a C-class buff could say that it would make someone slightly stronger and faster which would be a +1 to Strength and +1 to Mov. Speed in the description explanation.

Buffs that last longer than a post are considered sustainable. This means that after the initial post the user keeps paying mana to keep it activated. To prevent people with tons of mana from exploiting this a solution has been created:

  • In case a buff can be sustained for more than two posts, the amount of points that can be used to distribute when creating the spell goes down by 1 point, in case a buff can be sustained for more than four posts it goes down by 2 points, and in case it can be sustained for more than six posts it goes down by 3 points.
  • Example, I wanna create a B-class strength buff that can be sustained for about 5 posts if my mana would allow me to do so. That's more than 4 posts so which means I can only have +1 point for that buff spell. Normally, I would have 3 points, but the restrictions remove 2 points from using when creating the spell when making it that long sustainable.


This system applies to debuffs as well except with negative points.

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