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The Magic Regulations

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#1Jyu 

on Tue Aug 21, 2018 7:57 am

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The Magic Regulations




Basics

  • Users may create a simple magic based on the element and class they chose when starting out.

  • Users are not allowed to create overpowered magics.

  • Users are not allowed to create holder magics. These are magics that come with an item.

  • Users may not create a magic which resembles the magics listed in the limited and banned list or the shop.

  • Users can purchase the magics from the limited and banned list that are available in the shop if they meet the requirements.

Spells

  • Users have a set amount of slots for spells based on their rank and attributes.

  • New spells can either be bought or trained. The first method costs jewels and the second method requires a training roleplay.

  • The cost to purchase a spell are as following:

    • D-Rank Spell Price: 50,000J
    • C-Rank Spell Price: 100,000J
    • B-Rank Spell Price: 200,000J
    • A-Rank Spell Price: 500,000J
    • S-Rank Spell Price: 1,000,000J


  • The number of words required to learn a spell via training is as following:

    • D-Rank Spell: 1000 Words
    • C-Rank Spell: 2000 Words
    • B-Rank Spell: 3000 Words
    • A-Rank Spell: 4000 Words
    • S-Rank Spell: 5000 Words


  • The number of words required to train a spell is affected by the Intelligence attribute and the number of extra spell slots unlocked is affected by the Wisdom attribute.

  • The user can register a spell by creating a topic in the Magic forum with the spell they wish to learn posted in a topic using the proper template.

  • The user must make sure that they have the slot required to learn that spell.

  • Once posted, a moderator will review and help out the user to ensure it meets the regulations.

  • The user must state whether they wish to purchase the spell or train it.

  • 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 moderator will approve it for training after reviewing it.

  • The training topic must be fully dedicated to learning and mastering the spell. Goofing around and doing other things to meet the wordcount requirement will result into the topic being denied.

  • It is allowed to learn multiple spells in the same topic.

  • The training does not have to be solo but can also be done with others, as long as it is full dedicated to learning, training and mastering the spell.

  • When the user has completed training the spell in a topic, they must link their training topic in their spell topic for a moderator to review it.

  • When the training has been approved, the spell will be moved to the approved spells sections.

  • The user must then list their spell in their Character Sheet linking to the approved spell topic to make it their spell officially.

#2Jyu 

on Tue Aug 21, 2018 7:58 am

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Spell Types

  • There are multiple spell types on the forum: Offensive, Defensive, Supplementary, Buff, Debuff, Healing.

  • Depending on the class of the user, one or multiple of these spell types can be used by the user.

  • It is not allowed to create a spell which uses more than one type.

  • Spells are classified into five different ranks: D, C, B, A, S.

Offensive

  • Offensive spells are the only spells which afflict damage on a target.

  • Every subsequent rank is considered twice as powerful as its previous rank. So, this will translate to:

    • 1D
    • 1C = 2D
    • 1B = 2C = 4D
    • 1A = 2B = 4C = 8D
    • 1S = 2A = 4B = 8C = 16D


  • When a spell clashes versus another spell, the spell that overpowers the other spells gets their damage reduced by the amount it took from the other spell and the rest of the damage goes through.

  • Example of the previous rule is when an A-rank and B-rank spells clash, the A-rank spell is reduced by B-rank in damage and the remainder goes through, which means 1x A-rank minus 1x B-rank = 1x B-rank damage going through.

  • When equal ranked offensive spells clash, they null each other.

  • Spells can be split, but the minimum it may be split up into is 1x D-rank which means a D-rank can't be split up.

  • Splitting up a spell means that the spell is composed out of multiple projectiles. This means an A-rank can be split into 8x D-ranks, or 4x C-ranks, or 2x B-ranks.

  • Offensive AoE spells cannot be sustained.

Defensive

  • Defensive spells do no damage but defend against damage.

  • Defensive spells can hold off twice their own rank in terms of damage i.e. a B-rank wall can hold back 2x B-rank damage, in other words 1x A-rank damage.

  • Defensive spells must be sustained if the user wishes to keep them up for a longer duration, but they do not restore the damage they've already taken over time.

  • Defensive spells can't block spells from one side and let spells through from the other side.

  • Defensive spells can't move around. Only shields made by defensive spells which are at most 1 by 1 meters can move around as long as they are wielded by the user.

  • When an offensive spell clashes versus a defensive spell, three things can happen:

    • The defensive spell is equal to the offensive spell and both the defensive spell and offensive spell disappear.
    • The defensive spell is stronger than the offensive spell, the offensive spell disappears but the defensive spell is weakened.
    • The defensive spell is weaker than the offensive spell, the defensive spell disappears and the remainder of damage of the offensive spell after reducing the defensive spell still goes through.


  • The last scenario means that if an A-rank spell hits a full functioning C-rank defensive spell, the A-rank spell would go through but it would get reduced to B-rank in damage because a defensive spell counts as a rank higher. This means that A-rank minus B-rank, which equals B-rank damage going through after hitting, breaking the defensive spell (because an A-rank is composed out of 2x B-rank; see list above).

  • Only users of the defensive class can cast full-body defensive spells and moving defenses at all ranks. Other classes that can cast defensive spells can do these only if the spell is of S-rank.

Other-Buff

  • Other-Buff spells allow the user to buff the attributes of their ally; only one attribute may be buffed using one spell.

  • Users cannot cast this upon themselves.

  • Other-Buff spells can be stacked on a target. The same Other-Buff spell can't get stacked on the same target.

  • Other-Buff spells automatically hit a target within range.

  • Other-Buff can be done either as an auto-hit for a single target or alternatively cast as an AoE with everyone both friend or foe within the area being affected, adding to the mana cost equivalent to that spell per person hit.

  • When creating spells, please refrain from mentioning the stat increase in number and only state the rank of the buff.

  • Other-Buff may only affect Strength, Speed, Endurance or Constitution.

  • The increase in the attribute is dependent on the rank and are as follows:

    • D-rank Buff: +10 Points
    • C-rank Buff: +20 Points
    • B-rank Buff: +40 Points
    • A-rank Buff: +80 Points
    • S-rank Buff: +160 Points



Self-Buff

  • Self-Buff spells allow the user to buff the attributes of themselves; only one attribute may be buffed using one spell.

  • Users can only cast this upon themselves.

  • Self-Buff spells can be stacked on the user. The same Self-Buff spell can't get stacked on the user.

  • When creating spells, please refrain from mentioning the stat increase in number and only state the rank of the buff.

  • Self-Buff may only affect Strength, Speed, Endurance or Constitution.

  • The increase in the attribute is dependent on the rank and are as follows:

    • D-rank Buff: +10 Points
    • C-rank Buff: +20 Points
    • B-rank Buff: +40 Points
    • A-rank Buff: +80 Points
    • S-rank Buff: +160 Points



Debuff

  • Debuff spells allow the user to debuff the attributes of a target; only one attribute may be debuffed using one spell.

  • Debuff spells can be stacked on a target. The same Debuff spell can't get stacked on the same target.

  • Debuff spells automatically hit a target within range.

  • Debuff can be done either as an auto-hit for a single target or alternatively cast as an AoE with everyone both friend or foe within the area being affected, adding to the mana cost equivalent to that spell per person hit.

  • When creating spells, please refrain from mentioning the stat increase in number and only state the rank of the buff.

  • Debuff may only affect Strength, Speed, Endurance or Constitution.

  • The decrease in the attribute is dependent on the rank and are as follows:

    • D-rank Debuff: -10 Points
    • C-rank Debuff: -20 Points
    • B-rank Debuff: -40 Points
    • A-rank Debuff: -80 Points
    • S-rank Debuff: -160 Points



Healing

  • Healing spells heal the damage taken by a target.

  • The user cannot use healing spells on themselves.

  • Healing spells automatically hit a target within range.

  • When a person has been knocked out, they can't get healed anymore to continue fighting again.

  • Healing can be done either as an auto-hit for a single target or alternatively cast as an AoE with everyone both friend or foe within the area being healed, adding to the mana cost equivalent to that spell per person hit.

  • Healing spells cannot be sustained.

  • The amount of healing done to the target is equal to its own rank.

Supplementary

  • Supplementary spells are utilities that do not fit under the other types. These maybe of many diverse purposes but do note that it must be in congruence with the magic you possess. Examples would be, walking on water/walls, high jumps, dashes, flight, etc.

  • There is an entire section dedicated to supplementary spells below.

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