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3.1 The Magic Regulations

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#1Jyu 

on Thu Sep 22, 2016 5:17 pm

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The Magic Regulations





Magic is the main form of combat utilized by Mages, and is bought and sold all throughout the world. Magic has been around for centuries. Magic was once oppressed and feared, but gradually became an everyday phenomenon. It is the physical embodiment of the spirit. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms magic as a product of the connection.

Each user is allowed to create a magic in their character template. Users are limited in the types of spells they can create for their magic by their class. Even though the show has shown both caster and holder magic we only use Caster magic on the forum. This is because there are many magical items which can be obtained by users easily already.

The Limited and Banned Magics





Users are not allowed to create overpowerful magics and may not select a magic that has been listed on the limited and banned magic list below. They are also not allowed to create magics that resembles these magics with a slightly different description.

That does not mean however that the magics are not acquirable. Users are capable of obtaining some of these magics through events, shops and quests. When a new magic has been acquired it replaces the previous magic. The user does not get their previously learned spells refunded but gets tokens instead which can be traded in to learn new spells of the same rank for free.

The Banned and Limited Magics:


  • Absorption Magic: Absorption enables the user to absorb their opponent's Magic by consuming the opponent whole. The user has the ability to utilize the Magic of the victim that has been digested. However, it is not as powerful as the original Magic. Approximately ten minutes after the digesting has begun, the opponent will be reduced to nothing and the opponent's Magic will become the user's permanently. Whether the user can digest more than one person's Magic is unknown. However, Fukuro did try to digest Gray Fullbuster while he was still digesting Natsu Dragneel.
  • Amaterasu Magic Seals: Amaterasu is a Magic in which its users perform different hand patterns to create different effects. After performing these mudras, Amaterasu's Magic seals appear, with each formula having a different appearance. Once written, the seals unleash lethal explosions around and inside the targeted area. The scale of the destruction caused by these explosions seems to be linked to the amount of seals used in the spell, as while Formula 28's explosion encompassed the space between Makarov and Hades, Formula 100's engulfed a significant portion of Tenrou Island. Casting Amaterasu formulas seems to normally take a considerable amount of time to cast, but experienced users are able to cast it rapidly, even without the use of mudras.
  • Arc of Embodiment: Arc of Embodiment is a form of Lost Magic that allows the caster to materialize, and subsequently use to their every whim, anything they can imagine. Any of their creations give them great versatility both in and out of combat. They can range anywhere from everyday objects and weapons to more complex creations, even living ones, or even simple images of whatever may be on the user's mind. These creations are also given special properties that goes accordingly to what they are. It has been stated that there are several limits and conditions to this Magic, one of which is that the magic cannot conjure living creatures, as shown when Bickslow displayed the ability to possess any object conjured by this magic. Despite this, Arc of Embodiment has been considered an invincible Magic by its caster, who additionally claims that nothing can beat the Magic.
  • Arc of Time: This Magic revolves around the manipulation of the "time" of objects of non-living things and non-sentient living things, like a tree. The user can fast forward an object's "time" into the future, making it decay rapidly or rush to attack an opponent. This Magic can be even used to stop an object's "time" by freezing it in midair. The user can also rewind a damaged object's "time" to restore it to its original state, like turning ice back into water. Mages who use this Magic can produce "bubbles" of time that show the various potential things that the item could do and then pick one of the timelines whenever they want to. This Magic is said to be the natural enemy of Molding Magic Mages.
  • Black Arts: Ankhseram Black Magic is a Black Art that allows its user to produce a black miasma that kills anything it touches. However, certain Magic Items, such as Natsu Dragneel's scarf, can protect people from the deadly effects of it. This Magic seems to be uncontrollable at times, causing it to burst out randomly, killing anything within a certain radius of the caster. However, if the user forgets the value of life, they can fully control the Magic. This Magic seemingly cannot be learned, but instead, true to its name as a curse, is brought upon someone by Ankhseram, who may do so to a person making light of the connections between life and death. Zeref explained to Mavis that the more regard the cursed individual holds for life then the more they will end up killing inadvertently and only when they no longer have any regards to life will they stop killing at all which led this Magic to be known as the "The Contradictory Curse." The main side effect of this curse is near-absolute immortality, with Zeref remarking that he couldn't kill Mavis and vice versa, even if their heads were separated from their bodies. Additionally, after some time of being afflicted with the curse, the person in question's mental state becomes warped to the point where even their own thoughts, feelings and actions become contradictory as well.
  • Body Restriction Magic: Body Restriction Magic is a form of Magic which allows the user to prevent the affected target's body from moving, effectively paralyzing them and their magic. While the mechanics behind such Magic are unknown, its known users were shown nearing Lucy Heartfilia and making physical contact with her before she had her movements restrained, hinting the requirement of direct physical contact with the target for the paralyzing effect to work.
  • Card Dimension Magic: This Magic allows the user to store people or items in cards.
  • Controlling Magic: Magic that controls the bodies of other people.
  • Copy Magic: This Magic allows the caster to flawlessly transform into someone. Unlike normal Transformation Magic, this Magic allows the user to gain the transformed person's knowledge, Magic and their recent thoughts (if not while they are thinking about them in real time). The amount of information that the user can access is limited to the knowledge that the genuine counterpart is actually aware of and nothing more beyond that. The transformation will hold for only five minutes, and contact must be made in order to transform. The user can only retain the capability to transform up to two people, and any more additional transformations require them to erase use of the older transformed forms. The user can also transform themselves into a near target without touching, but this restrains the appearance of the clone to the appearance that it had last time they had contact. Other variations of this Magic make the user mildly similar to the target in the terms of appearance and as powerful as it.
  • Crash Magic: It is a very advanced Magic which gives the user the ability to smash everything they come into contact with. If the user is unfocused, they may destroy objects such as houses unintentionally. Crash has various offensive and defensive properties. Using its inherent nature of being able to crush anything it comes into contact with, the user is able to nullify the effects of certain Magics by smashing them to pieces. By imbuing their fist with Crash, the user is able to send an enemy flying numerous meters with incredible force. It is also capable of being fired as a burst of energy at the opponent. This Magic can also be utilized effectively as a defensive means. For example, by crushing the ground underneath them, the user is able to create a cushion of sorts against enemy attack. It is also possible for Crash to be used as a deflective barrier, sending an assailant flying backwards when they come into contact with it.
  • Dark Écriture: It is a form of Letter Magic that allows the caster to write runes, sometimes without a writing tool such as a pen or a quill, for various types of effects. Essentially, the spells used for this Magic work only on what the caster writes with it; in other words, what they write goes as follows, making it a sort of "rule" in using Dark Écriture. The properties of the Magic is centered on the writing of the runes; however, if rewritten correctly, the effects will change. The runes can be written on an object, person, or even in midair for the effects to take place. The runes can be written for different purposes, such as traps, and offensively can be cast upon an opponent to inflict either physical or mental injury. The caster can also conjure an element for usage of this Magic, like poison. Death is also a possible effect. However, simple usage of this Magic that is convenient for the user, such as teleportation or flight, can also be used. Another type of spell is actual transformation, in which the caster is able to transform themselves and be granted a different appearance, even strength.
  • Death Magic: See Black Arts.
  • Demon's Eye: This Magic is based on the use of one of the caster's eyes, which is usually covered by an eye patch. This Magic has to be "awakened" in order to activate its as-of-yet unknown effects. When Hades used it, it made his hair, beard, mustache and eyebrows jut out, and a vast amount of Magic Power was released. Hades claimed that it was used to show opponents the depths of Magic, which is a realm that surpasses their imagination. It is also stated to be a way for the caster to reach The One Magic world with Zeref's awakening. This Magic can be deactivated by simply closing the eye using the Magic
  • Demon Slayer Magic: Not much is known about this form of Magic except that it allows its users to use a specific element to slay Demons. It also lets the user eat their respective element to replenish strength and become immune to its effects like other types of Slayers.
  • Disassembly Magic: Disassembly is a Magic which allows users to disassemble and separate their targets. The effect of the Magic seems to be different if it is used on a living target than on a non-living target.
  • Dragon Slayer Magic: Dragon Slayer Magic is a type of Lost Magic which allows its users to transform their physical bodies into a Dragon. As a result, the user can transform their body with features of their respective element, utilizing both offensive and defensive styles. A Dragon Slayer is immune to the effects of their own element, and can consume external sources of their element to replenish their endurance. However, a Dragon Slayer cannot consume the element that they produce themselves, and elements must be consumed through the mouth.
  • Fairy Glitter: See Fairy Law.
  • Fairy Law: When activated, a bright light envelops the area and inflicts massive damage on whoever the caster perceives from their heart as an enemy, leaving friends and bystanders completely unharmed. The choice between friend or foe is decided by the user's heart, and they cannot lie to this Magic. It is considered one of the most powerful Magics and is one of the rare legendary spells, and also one of the three great Fairy Magics.
  • Fairy Sphere: A Magic which converts Fairy Tail member's bonds and faith into Magic Power. It takes the form of a large sphere with a Fairy Tail mark and a stylized pair of wings emblazoned upon it. The Magic protects the Guild from any evil, an absolute defense Magic, powerful enough to defend against even time. However, the sphere acts as a stasis chamber, a place in which time stops, thus everyone within the sphere is stuck in a frozen state in which they don't age. It's powerful enough to protect Tenrou Island and everyone on it from Acnologia's Dragon's Roar.
  • Figure Eyes: Figure Eyes is a special type of Eye Magic that allow the user to take control of the souls of living things who come into direct eye contact with him, and to manipulate them as if they were his dolls.
  • God Slayer Magic: It is a form of Magic in which the caster is able to attain the abilities of a "God", using a specific element as their type. The certain elemental type of God Slayer Magic can be conjured from the caster's body and be used for various purposes, mainly in combat. It is said that the original usage of this Magic was to slay "Gods". In addition, the color of each God Slayer's element has a black tint, regardless of what it may be
  • Gravity Magic: Gravity Magic has a large range of offensive and defensive properties. The user can freely increase or decrease the gravity of anything around them, rendering most frontal assaults virtually useless. This Magic is strong enough to easily crush solid earth, and can even be used to destroy other Magics. It is also capable of suspending people or objects in midair, or to divert the course of natural phenomena around the user, such as rain.
  • Great Tree Arc: This is a type of Lost Magic which allows the user to manipulate the properties of trees; however, its true strength lies in the properties within the earth, which can be easily controlled by the user. The user can mainly summon trees at his or her own will and produce trees for various purposes, mainly for battles. A unique property regarding this Magic is that the caster is able to condense the power of the earth into the fruit of the created trees, doing such allows them to create fiery explosions, providing them an additional range of offensive attacks.
  • Heavenly Body Magic: It is a powerful form of Magic that allows the caster to use the properties of many astronomical objects for battle, preferably in offense. The properties of Heavenly Body Magic rely primarily on astronomical objects like meteors or the generation and manipulation of the energy of stars from their own body. The caster can create powerful light blasts or beams of high destructive power, reminiscent of starlight, at their opponents.
  • Historia of the Dead Magic: This Magic allows its user to look into the hearts of others, view and create a replica of the deceased of those in the individual's past that made a lasting impact upon them, be it as a result of hard-fought combat, love, or simply immense respect. It has been noted that the replicas are not illusions, as the user gives "life" into the past historias, with them retaining their personalities, memories, as well as any Magic and abilities they possessed from their lifetime.
  • Human Subordination Magic: It allows the user to cast significant influence over humans, making it possible to make them subordinates of the user. In battle, it could be used to temporarily weaken the physical and magical abilities of humans around them.
  • Illusion Magic: A form of Magic that revolves around the use of illusions, allowing the caster to create illusions that deceive even respectable Mages of the Ten Wizard Saints and Magic Council Captains. The user can also determine who sees and hears the illusions and who doesn't. The Magic has quite a large range, as seen when Ivan Dreyar was able to trick the entirety of the Grand Magic Games audience into seeing a false fight between him and Laxus, as well as hide him and the other Raven Tail Mages.
  • Immortality Magic: Magic that turns the user immortal.
  • Living Magic: Living Magic is a type of Magic that allows the user to bring life to their creations. They can create different creatures from inanimate objects. Occasionally, the user has to perform different techniques or preparations in order to cast this Magic's spell. Multiple creatures can be created simultaneously, and the caster can give their creations distinct appearances, personalities, and abilities. Some given abilities can be Magic itself. In most cases, the caster is able to control their creations, though sometimes, if the Magic is used too long, the situation reverses. All creations will cease to exist if the user dies.
  • Magical Drain: Magical Drain is a Magic that allows the user to copy the Magic of any person they come in contact with. It is currently unknown if there's a limit to how many types of Magic the user can copy, but Velveno has been shown to be able to utilize up to three at once.
  • Maguilty Sense: It's a Magic that has the ability to make two or more people's senses as one. If one of the people linked with the Magic feels pain then the others will as well. Although the Magic doesn't actually share the physical wounds, it is still able to "share" death. Extreme amounts of emotion can also be shared such as crying.
  • Memory-Make Magic: A Magic which grants the caster the ability to manipulate memories. It also gives the user amazing memory capacity, being able to memorize opponent's heart beats, footsteps and Magic. The caster can also create "memories" of themselves which are similar to holograms. This Magic also allows the user to create new Magic spells by combining spells from other Magic which the user has memorized before.
  • Mimic Magic: This Magic allows its user to mimic another Mage's Magic and utilize it as if it is their own. This form of Magic appears to be quite peculiar, with even Fairy Tail's founder Mavis Vermilion, a spirit with many decades of experience behind her, remarking on its rarity. The specific mechanics behind Mimic are as of yet unknown; it's unconfirmed what the user has to do in order to copy other's Magic or how many types of Magic they can have at their disposal at a given time.
  • Molecular Magic: Molecular Magic or any magic and spell working via particles, dust, or anything small enough to get inhaled and cause internal damage that way is not allowed
  • Nullification Magic: Nullification Magic is utilized for nullifying any magical attacks and discharges it within an area away from the Mage. The user of this Magic has a very ample radius in which the Magic may be employed from.
  • Poison Magic: A magic that combines offensive and debuff creating attacks that both damage and debuff targets.
  • Possession Magic: The user creates a ghost-like apparition that approaches and then seemingly engulfs the victim, in reality entering and forcefully possessing the mind. The victim retains all memories and knowledge, and may benefit from even more knowledge, like how to use certain Magic. However, their mind and personality becomes warped and corrupted, and can make a kind and strong-willed person into one of extraordinary evil.
  • Rupture Magic: A Magic that allows the user to pressurize the Magic Power within a person until it, quite literally, explodes. The more Magic Power a person has, the more powerful Rupture Magic's effects are.
  • Requip Magic: This Magic allows the 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. However, there is a limit to how much the pocket dimension can store. Requip can be used for simple or combat-related purposes. Some users may just choose to use it to change their clothing. More skilled users are able to Requip different weapons in battle, and it is even possible to Requip armors in the midst of battle, although the only Mages to ever do this are Erza Scarlet and Coordinator.
  • Reflector Magic: Reflector is a form of Magic which enables its user to twist and distort almost anything. It can affect both material things, such as metal, and intangible entities, such as air and light. Such Magic possesses both great offensive and defensive capabilities: by refracting air, the user is capable of generating highly-destructive flying slashes of various sizes, which possess great cutting power. By twisting anything entering the immediate area surrounding them, the user becomes virtually immune to any attack, be it physical or Magical in nature, with every incoming spell or melee assault having its trajectory moved in order to avoid striking the user, who can even reflect these attempts back at their originators. By refracting light, the user is even capable of generating illusions, going as far as to twist reality itself in the eyes of their opponents.
  • Regeneration Magic: A powerful healing magic that allows the user to heal themselves.
  • Slowing Magic: It is a type of Magic which allows the user to slow down their opponent by employing a time-affecting Magic which affects the opponents' perception of time. With their opponents' delayed reactions, the user can move in and attack freely before the opponent has a chance to counter it. However, the range of the user's Magic is limited, which means that only people and objects within a certain range of the user are affected by this Magic. Anything outside the range is unaffected by the Magic and the people inside of the range, view things outside of it as moving extremely fast. In addition, anything that originated from outside of the user's area-of effect will retain its normal speed even if it enters their area-of-effect afterwards.
  • Sound Magic: This Magic allows the users to perceive, generate and manipulate any type of sound, attacking the opponents with sounds of various intensity. The caster can create powerful sound waves from any part of their body or anywhere in the nearby surroundings, making it effective for mid-range to long-range combat. Depending on how much sound is generated, and the pressure in it, Sound Magic can easily deafen the caster's opponents. In addition, the sound waves can even be strong enough to destroy buildings with ease and can kill multiple people.
  • Stone Eyes: It is a unique variation of Eye Magic which allows the user to turn anyone who looks directly into the their eyes into stone. Over time, those who have been turned to stone will turn to dust. However, this Magic will not work to its full capacity if the victim has a prosthetic eye, such as Erza Scarlet, because the effect of the Magic is halved, allowing the target to break free from the stone. The Magic also doesn't work on people who wear glasses. The Magic is unstable at times, so the caster has to wear glasses to stop the magic from being used on the person the Spell was cast on. The only way for the Spell to be reversed is for the Caster to be defeated.
  • Archive Magic: This Magic allows the user to convert information into Magical data, which can be stored, enabling the user to gain access to previously stored information, such as other types of Magic, but in a more powerful sense. It is mainly used by flat-screens which are projected into the air and contain information on them.
  • Super Archive Magic: This Magic is a variation of Archive, allowing the user to convert information into Magical data, which can be stored, enabling the user to gain access to previously stored information, such as other types of Magic, but in a more powerful sense. It is mainly used by flat-screens which are projected into the air and contain information on them.
  • Take Over Magic: Take Over allows the user to, essentially, "take over" the power (or the body, in the case of a Vulcan) of an entity 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 breathing underwater. While Take Over is considered banned a single creature magic is allowed since it's much more restricting which means Cat Magic, Dog Magic, Wolf Magic, Lion Magic, Hawk Magic, Bat Magic etc. is allowed.
  • Teleportation Magic: This Magic allows the user to cover very large distances in the blink of an eye. It makes for an extremely fast and effective means of transportation, and can also be used in combat when the situation requires fast actions. In addition, the user has the ability to transport multiple individuals not in their immediate vicinity to a different location.
  • Titan Magic: When activated, this Magic allows the user to enlarge their body to gigantic proportions. In addition, it can also be employed on selective parts of the user's body, elongating them and making it look like the user possesses elastic properties of sort, coming in as a very versatile Magic.
  • Ushi no Koku Mairi: This Magic is involved with the use Kain's voodoo doll, Mr. Cursey. After someone places a strand of hair on the doll and manipulates the doll, the "victim" is manipulated in the same manner. When a person isn't holding the doll, the person who the doll is attuned to is able to move normally.
  • Wave Magic: A form of Magic that nullifies incoming Magic attacks at the user. However, this Magic only affects a certain type of Magic Power, and it can only eliminate that particular type. Therefore, when fighting several Mages, the user can only negate the effect of one Magic. The user creates waves out of vibrations and can cause explosions when the vibrations hits somebody else's Magic. These waves can be thrown as projectiles, and the user also seems to be able to change the length and width of these waves. The user can also surround themselves with Wave to make a shield. While inside it, the opponent's body will be continuously zapped. While Magic cannot be used inside the Wave, it will not protect the user from physical attacks, if the opponent manages to make contact.
  • Weakness Magic: A type of Magic that utilizes alchemic principles as its basic function, Weakness allows its user to recreate an attribute that the user's opponent is ineffective in combat against. The multiple soldiers the user can create are able to combat multiple individuals, however, the creations can only specialize in a single Magic or attribute. Other types of creations include a cannon that can accurately fire a beam of destruction similar to Jupiter from a distance of over 400 km and heat-seeking missiles.
  • Yakuma Eighteen War Gods Magic: Yakuma Eighteen War Gods Magic are eighteen different types of dangerous Magic that were handed down through the now-extinct Yakuma clan.



Last edited by Jyu on Tue Feb 06, 2018 2:35 pm; edited 5 times in total

#2Jyu 

on Thu Sep 22, 2016 5:19 pm

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The Spells



Spell Costs & Training





As mentioned before each user is limited in their choice of spells based on their classes. A class determines how much an user has to pay to unlock a spell slot. In the class descriptions 1x means that the regular price has to be paid which is listed below. Some classes are proficient in certain types of spells and only pay 0.5x of the regular price for spell of that type which is half. Some classes allow users to do other types of spells as well but since the user is not that proficient in them they pay 2x or 3x the regular price. In order to obtain a spell the user must either purchase it, or train it. The values are listed below:

To purchase a spell:

  • D-Rank Spell Price: 50,000J
  • C-Rank Spell Price: 100,000J
  • B-Rank Spell Price: 150,000J
  • A-Rank Spell Price: 200,000J
  • S-Rank Spell Price: 250,000J


The user may have certain items or perks that gives them a discount in the wordcount. Sometimes even a special location can give a discount on trainings.

To train a spell:

  • D-Rank Spell: 500 Words
  • C-Rank Spell: 750 Words
  • B-Rank Spell: 1000 Words
  • A-Rank Spell: 2000 Words
  • S-Rank Spell: 4000 Words

To learn a spell the user needs to create a topic in the Magic forum with their spells listed inside using the proper template below and filled in according to the rules. The user must state whether they wish to purchase it or train it. A moderator will review the spell first and once it is considered good it will get approved for training or purchase. In case the user wishes to purchase it, the moderator will deduct the jewels after approving it and move it to the approved spells section.

In case the user wishes to train a spell instead of purchasing it, the mod will approve it for training after reviewing it. When the user has completed training the spell in a topic they must link their training topic in their spell topic for a mod to review. When the training has been approved, the spell will be moved to the closed approved spells sections. The user then simply needs to list their spell in their Character Sheet linking to the approved spell topic to make it their spell officially.

Spell Area of Effect



Spells that are not projectiles, cones or even direct lines but instead cover a radius are called Area of Effect spells. Spells have a maximum dimension size which they can affect. The user can give their spell the dimension of the next rank but in return it drops one rank in power. For example: The user makes B-rank AoE Earth Dome spell with a dimension of 8 meters diameter (which is A-rank dimension) instead of 4 meters diameter. This is possible, but in return the power of the spell is dropped to C-rank meaning it less stronger and easier to take down.

  • D-rank Spell Maximum Dimension 1 meter diameter
  • C-rank Spell Maximum Dimension 2 meters diamater
  • B-rank Spell Maximum Dimension 4 meters diameter
  • A-rank Spell Maximum Dimension 8 meters diameter
  • S-rank Spell Maximum Dimension 16 meters diameter


Spell Types





OFFENSIVE: These type of spells afflict damage on a target. Each user has Endurance which reflects how much damage they can receive before they pass out. When equal ranked spells clash they null each other unless there is an elemental aspect which alters the ranks of spells when clashing against each other. The damage of spells are doubled which each rank up which translates into the following list:

  • D-rank Offensive Spell: This spell does 1x D-rank damage. It could also be seen as 1/2 C-rank damage since 2x D-rank damage is the same as 1x C-rank damage.
  • C-rank Offensive Spell: This spell does 1x C-rank damage. Since it's double the damage compared to the previous rank it also means that it could be seen as 2x D-rank damage.
  • B-rank Offensive Spell: This spell does 1x B-rank damage. This spell does the double the damage compared to a C-rank so it could also be seen as 2x C-rank damage, but it also means that could be seen as 4x D-rank damage.
  • A-rank Offensive Spell: This spell does 1x A-rank damage. Same case above: it can be seen as 2x B-rank damage, 4x C-rank damage or even 8x D-rank damage. In the same fashion you could say that does 1/2x S-rank damage.
  • S-rank Offensive Spell: This spell does 1x S-rank damage. The damage could also be seen as 2x A-rank damage, 4x B-rank damage, 8x C-rank damage or 16x D-rank damage. If an opponent has 2x S-rank health it doesn't mean you can only take it down with S-rank spells. The examples above show that 2x S-rank health is the same as 4x A-rank health or even 8x B-rank health.


DEFENSIVE: These type of spells are used to defend against damage. These spells do absolutely no damage but allows the user to utilize useful defensive spells which can alter the tide of a battle easily. The durability of a defensive spell is double its own rank which means a D-rank defensive spell can hold back 2x D-rank Spells or 1x C-rank Spell. Defensive spells can be sustained. Users with the Sentinel or Overseer class can use every function listed in the Defensive Spells category in the Magic Regulations as long as it fits within the limitations of their spell. This means that full body resistance spells are available to them from the start as well as moving defensive spells.

  • D-rank Defensive Spell: The user is capable of creating simple defenses such as rising a pillar with rock mage, an earth wall with earth magic or trees and branches with nature magic, or perhaps even a barrier with light magic. The defenses are all quite fragile though and go down easily.
  • C-rank Defensive Spell: The user is now capable of improving their defenses. The dirt is now firmly packed, the rocks seem to be thicker and better connected, and the light shield now appears actually tangible. These defenses can now be considered actual defenses.
  • B-rank Defensive Spell: The user can now make solid defenses. The dirt doesn't seem like dirt now- It is solid. The rocks have formed an actual pillar, and the actual pillars you raise no longer have the same cracks. The light shield- Is it even still just light? These defenses will likely be your go-to decisions.
  • A-rank Defensive Spell: The user can now create defenses that seem to bring out the best of their element. That may be dirt, but it's still a solid, legitimate wall. Those may have just been rocks, but they're now packed into an actual, solid pillar. The light shield now looks like it was always there to begin with. These defenses, how can you possibly improve them?
  • S-rank Defensive Spell: The user has transcended what anyone thought their element could do. The user is now also capable of creating a coating defensive spell which covers the body in the element of the magic.  Your dirt looks like solid ground, like a cliff face on the ocean. Your rock pillar has a sheen to it, it seems to have become more compact and almost formed a new material.  You have transcended what could be considered normal.


HEALING: These type of spells are used to reduce the damage that has been applied to another person. Healing can't be used by users to heal themselves which means healers are quite dependent on other classes but this works vice versa since other classes really need their healers in good condition. A healing spell heals equal to its own rank.

SUPPLEMENTARY: These type of spells are used for many diverse purposes. The ability to walk on water, walking on walls, jumping really high, flight, making plants grow and so on. It can be a lot of different things depending on your magic. Spells that last longer than a single post need to be sustained as usual. Flight spells allow the user to move at their own speed (according to their Speed statistic) as long as it is sustained.

OTHER-BUFF: These type of spells are used to buff the statistics of another target. It costs quite a lot of mana to sustain a buff therefore it's advised to focus on items that decrease this drawback. There are items that are capable of decreasing the mana sustain costs for Other-Buff spells or even increase their durations. When creating an Other-Buff type the user must not state the points below because the rank of a spell suffices in telling how much points it buffs.

  • D-rank Buff: +5 Points
  • C-rank Buff: +10 Points
  • B-rank Buff: +20 Points
  • A-rank Buff: +40 Points
  • S-rank Buff: +80 Points


SELF-BUFF: These type of spells are used to buff the statistics of the users themselves. It costs quite a lot of mana to sustain a buff therefore it's advised to focus on items that decrease this drawback. There are items that are capable of decreasing the mana sustain costs for Self-Buff spells or even increase their durations. When creating an Self-Buff type the user must not state the points below because the rank of a spell suffices in telling how much points it buffs.

  • D-rank Buff: +5 Points
  • C-rank Buff: +10 Points
  • B-rank Buff: +20 Points
  • A-rank Buff: +40 Points
  • S-rank Buff: +80 Points


DEBUFF: These type of spells are used to reduce the statistics of another target. It costs quite a lot of mana to sustain a debuff therefore it's advised to focus on items that decrease this drawback. There are items that are capable of decreasing the mana sustain costs for Debuff spells or even increase their durations. When creating a Debuff type the user must not state the points below because the rank of a spell suffices in telling how much points it buffs.

  • D-rank Debuff: -5 Points
  • C-rank Debuff: -10 Points
  • B-rank Debuff: -20 Points
  • A-rank Debuff: -40 Points
  • S-rank Debuff: -80 Points



Spell Buff and Debuff



Buffs and Debuffs have changed a lot compared to the past. With the statistics being a value that determine your Strength, Endurance and Speed. Buffs and debuffs don't increase the target's stats for the rest of the toptic, but rather add or subtract while it is sustained.

In a lot of cases a buff or debuff might not even affect a target because it only does so when the buff or debuff raises or decreases the amount of points into a lower or higher tier. In order to clarify it all we'll use the Strength Statistics to give a few examples. Below you can see the amount of physical damage you will do based on your strength points.

  • 1-10 Points (D-rank Damage)
  • 11-30 Points (C-rank Damage)
  • 31-60 Points (B-rank Damage)
  • 61-120 Points (A-rank Damage)
  • 121-250 Points (S-rank Damage)
  • 251-500 Points (2x S-rank Damage)
  • 501-1000 Points (3x S-rank Damage)
  • 1001+ (4x S-rank Damage)

Let's say Gray Fullbuster has a strength of 50 points. This means that he does B-rank physical damage. If his ally sustains a D-rank Strength Buff on him it will raise his strength to 55 points. This doesn't change much because he will still do B-rank damage. It is therefore incredibly important for buffers and debuffers to not waste their mana by casting a buff or debuff that doesn't change much.

In order for Gray Fullbuster to do A-rank damage he needs at least 61 points. With 50 points he could get beyond 61 points if someone uses a B-rank Strength Buff (+20 Points) or multiple lower ranked Strenght Buffs. The same goes for debuffs as mentioned before. This is cause 31-60 is B-rank damage and Gray Fullbuster has 50 points. The opponent needs to drop his strength below 31 to affect Gray's actual strength.


Spell Elements




FIRE > NATURE, FROST


WATER > FIRE


WIND > LIGHTNING


EARTH > WIND


LIGHTNING > WATER


NATURE > LIGHT, WATER


FROST > EARTH


LIGHT > DARKNESS


DARKNESS > NATURE


Spell Range & Speed



The range at which a projectile can travel or a spell can be casted increases depending on the rank of the spell. The range starts at where the user is standing. Spells have a flat speed of 20 m/s. Same as with Buff and Debuff values, do not add this in the spell description.

  • D-rank Spell Range: The max range is 5 meters (it could be extended to 10 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.)
  • C-rank Spell Range: The max range is 10 meters (it could be extended to 15 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.).
  • B-rank Spell Range: The max range is 15 meters (it could be extended to 20 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.).
  • A-rank Spell Range: The max range is 20 meters (it could be extended to 25 meters if the user adds a major drawback to the spell, such as incapability to move afterwards, long self stun etc.).
  • S-rank Spell Range: The max range is 25 meters (it could be extended to 30 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.).



Spell Sustain & Cooldowns



Spells that last longer than one post need to be sustained. Users can sustain spells of any type whether it is to have a wall up longer, a fist that keeps burning, speed that needs to stay buffed or even a summon that needs to stay around. The user has to deduct the same amount of mana every following post that the spell is sustained. Defensive-type spells that are sustained do not regenerate but simply remain up longer until they can no longer take the damage.

While sustains are optional, cooldowns are mandatory. Each spell has a cooldown to prevent the user from spamming their spells that easily. The user can obtain items that reduce the cooldown of spells if they wish to recast their spells quicker. The cooldown posts are only the posts made by the user, not the posts made by the other users in the thread. This means that a 2 post cooldown translates into being able to use the spell again in your 3rd post. The list below shows the cooldowns.

  • D-rank Spell Cooldown: 1 Post
  • C-rank Spell Cooldown: 2 Posts
  • B-rank Spell Cooldown: 3 Posts
  • A-rank Spell Cooldown: 4 Posts
  • S-rank Spell Cooldown: 5 Posts



Spell Motion





Motionless spells are not allowed. This means that it is not possible to cast a spell without doing a motion. Whether you clench your fists to power up, shoot a beam by opening your mouth and launch a projectile by pointing your finger, it all requires a motion. Raising your eyebrow to cause damage won't be accepted. Below are some examples:

  • The user points their finger at a target...
  • The user stretches out their arm and points their hand a target...
  • The user swings their fist...
  • The user opens their mouth...
  • The user clenches their fists and yells loudly...
  • The user swings their sword...



Spell Template



Name: The name of your spell goes here.
Rank: The rank of your spell goes here. Please make sure can actually purchase the spell. We require users to check themselves whether they have a slot for the spell they are purchasing or not. When staff finds out a user has more spells than their slots, the user can face a ban or get their spells stripped without refunds.
Mana Cost: The amount of mana it costs goes here. The costs are: D costs 25, C costs 50, B costs 100, A costs 200 and S costs 400.
Requirements: The name of the magic and perhaps other requirements go here.
Type: The type of your spell goes here. Remember that your Character Class decides which types you can use and that depending on that class some types are cheaper and some more expensive.
Element: The element of the spell goes here. The user can put none if it's not an elemental spell.
Cooldown: The cooldown of the spell goes here.
Range: The range of your spell goes here. Read the range section to see what your max range is and put that here. It is possible to use the extended range if the user adds a major drawback to the spell in the effects, such as incapability to move afterwards, long self stun, passing out, inability to use spells for a while etc.
Duration: The duration of the spell goes here. Most spells are Instant which means it happens in the post it is used and it is over such as a fireball. In some cases the spell might last longer such as needing a wall to stay up longer, a fist that keeps burning, speed that needs to stay buffed or even a summon that needs to stay around. In that case the duration is called Sustain. The user loses their sustain if they stop it themselves, can't pay any mana anymore or it gets damage equal to its rank.
Effect: The effect of the spell goes here. Start with a motion and then explain what happens. Spells can not auto-hit. When it is a buff or debuff you don't have to note the amount of points because the rank and type already tells that.

Code:

[b]Name:[/b] Text
[b]Rank:[/b] X
[b]Mana Cost:[/b] 00
[b]Requirements:[/b] Text Magic
[b]Type:[/b] Text
[b]Element:[/b] Text
[b]Range:[/b] 00 Meters
[b]Cooldown:[/b] X Posts
[b]Duration:[/b] Instant or Sustain
[b]Effect:[/b] Text



Last edited by Jyu on Thu Feb 08, 2018 2:50 pm; edited 11 times in total

#3Jyu 

on Sat Nov 12, 2016 9:11 am

avatar

Extra Regulations on Spells




Spell Movement Control


When a spell is cast, it moves in the trajectory described in the spell description. Spells which can move left and right can not be controlled by the mind of the user, they need obvious hand gestures to be done in order for the spell to move around i.e. a fireball which moves around needs the user to move their hands around for it to not move in a predetermined trajectory after being cast.

Binding


To bind another user with a spell via vines with Nature-type magic or in other ways is possible. The user needs Strength equal to the level of the spell to rip through it as if nothing happened.

Spell Damage Buff


Spell damage can not be buffed with another spell.

Resistance


Sometimes users are resistant to a certain element because of items or racial perks. This means that upon impact on their skin, the spell damage negates entirely. In case the user is wearing equipment, the equipment still takes damage of course. Users still feel physical force from spell they are resistant to however, only the damage is negated but the force itself is not negated.

In some cases the user is resistant to a single element and they are facing a dual elemental magic. In that case, the damage of the spell is halved against them. The elemental aspect of the spell which they are resistant to is affecting them, however the other half still does affect them i.e. John is resistant to Fire-type spells and takes a hit from an A-rank Solar Magic spell which is made out of Fire/Light. The spell will do B-rank damage to John.

Moving AoE Spells



AoE spells can't travel in their AoE state. This means that an A-rank AoE spell which can have a diameter of 8 meters diameter can't also travel at that size. The AoE is supposed to cover that area only, otherwise it would cover a much larger area if you add in that it travels 20 meters as well. Before it turns into an AoE it may travel though as long as it becomes static the moment it shifts into an AoE.

AoE spells that turn AoE on impact are allowed to travel.

Flight


Supplementary can use Flight Spells at B-rank or higher:

  • B-rank Spells only allow the user to go up to 5 meters
  • A-rank Spells only allow the user to go up to 10 meters.
  • S-rank Spells only allow the user to go up to 15 meters.

Sensory


For Supplementary spells based on sensory, keep in mind that it depends on the element and the rank of your spell. By using wind to sense around you would only vaguely indicate if someone was moving near you or not, not their exact movements at all. This would make it an useful spell when the user is unable to see something, or in case the user wants know if someone is sneaking on them from behind. You are still unaware whether they are doing a punch, kick, stab, slash, shoot etc. Earth could also be used for sensory based on vibrations on the ground, yet you'd still only know where someone is moving with their feet, not their exact movements with their upper body.

Movement


Spells that involve movement can not be sustained. Besides that, spells that involve movement do not use spell speed but the speed statistic of the user to determine how fast the user moves. An example is infusing the feet with magic to dash into a direction.

Invisibility, Soundless, Scentless


Darkness Magic, Light Magic and non-elemental Magics can utilize invisibility via Supplementary if it makes sense for their magic. The amount of invisibility is based on the rank of the spell.

  • D-rank Spell: 20% Transparent
  • C-rank Spell: 40% Transparent
  • B-rank Spell: 60% Transparent
  • A-rank Spell: 80% Transparent
  • S-rank Spell: 100% Transparent

Soundless and scentless spells can be done as well depending on your type of magic if it would make sense and of course the Supplementary-type requirement. Scentless or soundless would be an A-rank spell.

Buffs and Debuffs


The question that often arises is what happens when multiple Buffs or Debuffs have been casted on a person. Since Buffs and Debuffs are simply numbers, you add up and deduct accordingly for each active Buff or Debuff on a person. This means that multiple Strength Buffs can be casted on the same person in order to generate a higher number being added onto their base. The reason why this is possible is because in many cases a single Buff or Debuff won't drop or increase the rank of the statistic during battle. Let's say someone has 5 Strength, this means the person has D-rank physical strength. If a D-rank Strength Buff is casted on this person and sustained it will only boost him up to 10 Strength, which is still D-rank physical strength. This person would need at least 11 Strength to notice a boost in his physical strength via Buffing. This means that either another D-rank Strength Buff will need to be casted on him, or instead of having two D-rank Strength Buffs, he'd need a C-rank Strength Buff which gives +10 as long as it is sustained and turns his 5 Strength into 15 Strength which is enough for C-rank physical damage.

  • Buff and Debuff spells can be cast on multiple people at once when being cast as long as they are withing the range of the spell. The user of the spell must pay the cost of the spell x amount of people it is being cast on. The sustain cost per turn also increases to x amount of people it is cast on.
  • The next question is what is the lowest number a person can hit via Debuff? Currently, the lowest number is 1 and you can't get debuffed lower than that.



Last edited by Jyu on Sat Oct 28, 2017 9:56 am; edited 7 times in total

#4Jyu 

on Wed May 03, 2017 10:38 am

avatar

The Spell Damage Regulations



Spells result into different types of damage or effects depending on the type of how it was dealt. Three of them are physical (Piercing, Cutting, and Bludgeoning), and three of them correspond to particular elemental types (Burning, Freezing, and Shocking). This does however not mean that all Lightning-type moves cause Shocking damage, it could instead do Burning damage if it makes for the sense spell. It can't do however two types of damage. For example a Frost-type spell is can be Piercing (Ice Spear), but also Blunt (Ice Hammer), or even Freezing (Cold Wind). Do note while only Shocking went into detail with area of damage, the max area of damage after a full blown hit is still a limb. So you can't use a Freezing-type move to make it affect a person's entire body.

With regards to physical types of damage, there may be two values associated with them. The first is damage made against people and creatures, and the second value reflects how the damage would be applied to environmental objects, such as trees or rocks. The same rule applies as with buffs and debuffs, do not enter the damage values in the descriptions of your spells. In case a value changes, you won't have to edit your spells to make them usable again if you don't mention the damage values.

For the purposes of both convenience and providing you with a quick reference guide as to figuring out how damage would be dealt, we have provided you with the breakdown of the six variants of damage, from D-Rank all the way up to S-Rank.

D-rank Damage:

  • Piercing Damage: The piercing-type move pierces up to 2 centimeters in the flesh of enemies and creatures.
  • Cutting Damage: The cutting-type move cuts up to 1 centimeter in the flesh of enemies and creatures.
  • Bludgeoning Damage: The blunt-type move causes simple bruises.
  • Burning Damage: First-degree burns: First degree burns are recognizable by redness of skin and some pain in the burnt region. The burnt region can swell and is typically sensitive to touch. Most first degree burns come from contact with hot water or prolonged exposure to the sun. Most of these can be treated at home but few cases might require proper medical help.
  • Freezing Damage: First-degree frostbite: This is frost nip and simply freezes the surface level of skin. The skin will turn white and yellow and will cause itching and some pain. It may alternatively become slightly numb.
  • Shocking Damage: The shocking-type move numbs down a small or somewhat larger area which has been hit, causing nerve damage and reducing mobility by 10-20%. In order to maintain it, it must be sustained. Example: a hand 20% mobility reduction, an arm 10% mobility reduction.


C-rank Damage:

  • Piercing Damage: The piercing-type move pierces up to 4 centimeters in the flesh of enemies and creatures.
  • Cutting Damage: The cutting-type move cuts up to 2 centimeters in the flesh of enemies and creatures.
  • Bludgeoning Damage: The blunt-type move causes deep bruises.
  • Burning Damage: Second-degree burns: Second degree burns are more severe because they affect the deeper layer of the skin. They are recognizable by red blisters on the surface of the burnt skin and hurt significantly more.
  • Freezing Damage: Second-degree frostbite: superficial, At this point if freezing continues the skin may completely freeze and harden. The deep tissues will still remain unaffected.
  • Shocking Damage: The shocking-type move numbs down a small or somewhat larger area which has been hit, causing nerve damage and reducing mobility by 20-40%. In order to maintain it, it must be sustained. Example: a hand 40% mobility reduction, an arm 20% mobility reduction.


B-rank Damage:

  • Piercing Damage: The piercing-type move pierces up to 8 centimeters in the flesh of enemies and creatures. Pierces through environmental objects as durable as wood.
  • Cutting Damage: The cutting-type move cuts up to 4 centimeters in the flesh. Cuts through environmental objects as durable as wood.
  • Bludgeoning Damage: The blunt-type move fractures bones. Breaks through environmental objects as durable as wood.
  • Burning Damage: Third-degree burns: These burns are most severe burns in the sub-lethal category, as prompt and proper treatment of these virtually ensures that there will be no loss of life. These burns destroy all three layers of the skin, and require hospitalization.
  • Freezing Damage: Third-degree frostbite: the skin develops clear blisters early on, and the skin's surface hardens.
  • Shocking Damage: The shocking-type move numbs down a small or somewhat larger area which has been hit, causing nerve damage and reducing mobility by 40-60%. In order to maintain it, it must be sustained. Example: a hand 60% mobility reduction, an arm 40% mobility reduction.


A-rank Damage:

  • Piercing Damage: The piercing-type move pierces up to 16 centimeter in the flesh of enemies and creatures. Pierces through environmental objects as durable as stone.
  • Cutting Damage: The cutting-type move cuts up to 8 centimeters in the flesh of enemies and creatures. Cuts through environmental objects as durable as stone.
  • Bludgeoning Damage: The blunt-type move breaks bones. Breaks through environmental objects as durable as stone.
  • Burning Damage: Fourth-degree burns: These are the first burns that cause damage that reaches deeper than skin and affect the organs beneath the skin, such as muscles, ligaments and tendons.
  • Freezing Damage: Fourth-degree frostbite: In the layers of tissue below the skin freeze. Symptoms include blood blisters and blue-grey discoloration of the skin.
  • Shocking Damage: The shocking-type move numbs down a small or somewhat larger area which has been hit, causing nerve damage and reducing mobility by 60-80%. In order to maintain it, it must be sustained. Example: a hand 80% mobility reduction, an arm 60% mobility reduction.


S-rank Damage:

  • Piercing Damage: The piercing-type move pierces through the flesh of enemies and creatures entirely. Pierces through environmental objects as durable as metal.
  • Cutting Damage: The cutting-type move cuts through the flesh of enemies and creatures entirely. Cuts through environmental objects as durable as metal.
  • Bludgeoning Damage: The blunt-type move breaks bones and lacerates muscles. Breaks through environmental objects as durable as metal.
  • Burning Damage: Fifth-degree burns: Damage from burns of this degree affects all soft tissues and all organs in the affected area and might even damage the bone to some extent. Chances of survival are virtually none, and very rare individuals that did survive had to have the affected region amputated. In order to maintain it, it must be sustained.
  • Freezing Damage: Fifth-degree frostbite: structures below the skin are involved like muscles, tendon, and bone. Early symptoms include a colorless appearance of the skin, a hard texture, and painless rewarming. In order to maintain it, it must be sustained.
  • Shocking Damage: The shocking-type move numbs down a small or somewhat larger area which has been hit, causing nerve damage and reducing mobility by 80-100%. In order to maintain it, it must be sustained. Example: a hand 100% mobility reduction, an arm 80% mobility reduction.

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