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The Spell Regulations

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on Tue Aug 21, 2018 8:04 am

Jyu

THE SPELL REGULATIONS


The Spell Regulations

  • Spell Dimension: The maximum dimension of a spell is dependent on its rank, and are as follows:

    • D-Rank Maximum Dimension: 0.25-Meter Diameter
    • C-Rank Maximum Dimension: 0.5-Meter Diameter
    • B-Rank Maximum Dimension: 1-Meter Diameter
    • A-Rank Maximum Dimension: 2-Meter Diameter
    • S-Rank Maximum Dimension: 4-Meter Diameter

  • Magic Seal: When casting a spell, a magic seal will appear at the location from where it is originating. The magic seal's diameter is always the maximum allowed dimension of the rank of the spell. For example, an A-rank spell will have a 2-meter diameter magic seal. The color of the seal is the color of the element being used.

    • Nature: Green
    • Wind: White
    • Earth: Brown
    • Darkness: Purple
    • Light: Gold
    • Lightning: Yellow
    • Water: Blue
    • Fire: Red
    • Frost: Cyan
    • Arcane: Gray

    In case the spell is a combination of two elements, there will be two seals stacked one behind another, the colour of each representing the elements the spell is made of. The two stacked seals will be very obvious and visible from all angles.

  • Spell Origin: Spells that do not originate from the user, but from a target location will need the time required to travel from the caster towards the intended location before it is activated. A magic seal will appear at the intended location for the duration it takes to activate, in addition to a magic seal at the caster.

  • Area of Effect: Spells that are not projectiles, cones or even direct lines but instead cover a radius will be considered AoE spells.

    • AoE Size: The maximum area an AoE spell can cover is limited by its rank, and are as follows:

      • D-Rank AoE: 1-Meter Diameter
      • C-Rank AoE: 2-Meter Diameter
      • B-Rank AoE: 4-Meter Diameter
      • A-Rank AoE: 8-Meter Diameter
      • S-Rank AoE: 16-Meter Diameter

      You may increase the size of your spell’s AoE to that of next rank, but it’s power will be reduced by one rank.

    • Movement: AoE spells cannot move in their AoE state. Spells that become AoE on impact are allowed to move.

    • Multiple Targets: AoE healing, other-buff, and debuff spells that affect multiple targets must pay the mana cost for each target affected.

    • AoE Magic Seals: AoE spells that are cast as an AoE will have their magic seal as big as the spell itself at the target location, in addition to the magic seal that appears at the caster.

  • Spell Speed: All spells have a flat speed of 20 m/s. You may not control the speed on any aspect of the spell.

  • Spell Trajectory: All spells move in a trajectory described in the spell description upon casting.

    • You may control the trajectory of your spell after casting it instead of giving it a pre-defined trajectory. If you choose to do that, the spell must be sustained and it will cost double the mana. This must be mentioned clearly when applying for the spell. The control cannot be done in your mind and will require obvious hand gestures.

    • No spell can be homing to the target.

  • Spell Cast Motions: All spells must have a visible cue to activate; motionless spells are not allowed.

    • The motions must be deliberate and visible; something insignificant such as ‘raising an eyebrow’, ‘clenching teeth’, ‘taking a breath’ etc., will not be accepted.

    • The motion must also make the target of your spell obvious. You may not choose the target using your mind.

  • Spell Range: The maximum range of a spell is dependent on its rank. When the spell reaches its maximum range or if the caster leaves its range, it will lose its power and rapidly fade out.

    • D-Rank Range: 5 Meters
    • C-Rank Range: 10 Meters
    • B-Rank Range: 15 Meters
    • A-Rank Range: 20 Meters
    • S-Rank Range: 25 Meters

  • Mana Cost: Mana is the resource you need to cast a spell. The amount of mana required to cast a spell is dependent on its rank, and are as follows:

    • D-Rank Mana Cost: 25 Mana
    • C-Rank Mana Cost: 50 Mana
    • B-Rank Mana Cost: 100 Mana
    • A-Rank Mana Cost: 200 Mana
    • S-Rank Mana Cost: 500 Mana

  • Mana Cost Reduction: Mana cost reduction may be acquired through certain means. The maximum reduction in mana cost that can be achieved is capped at 80%.

  • Cooldown: All spells must have a cooldown. It is the number of your posts that you must wait before you can use that spell again. The cooldown for a spell is dependent on its rank, and are as follows:

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

  • Cooldown Reduction: Cooldown reduction on spells may be acquired through certain items or companions. The minimum cooldown that can be achieved on any spell is 0, at which point it may be cast once per post.

    'None' Cooldown: Some magics in the shop may have spells with 'None' as cooldown. In this case, the spell can be cast multiple times on the same post, if the user wishes.

  • Sustain: Spells that last longer than one post, must be sustained. You must pay the mana cost of the spell for every post the spell is sustained.

  • Friendly Fire: Unless a spell is intended to coat the user (a flaming fist to punch), spells will harm the caster as well if they're hit by it. Similarly, AoE healing and buffs will affect everyone in the area irrespective of whether they are friend or foe.

  • Spell Damage Buff: Spell damage cannot be buffed with another spell.

  • Elemental Interactions: Every element (except Arcane) has an element that they are strong against and one they are weak to. When the spell of an element clashes with another that it is strong against, its power is considered doubled. The elemental tree is as follows:

    • Fire -> Frost -> Wind -> Earth -> Lightning -> Water -> Fire
    • Light -> Darkness -> Nature -> Light


  • Weakness: When a user is weak to an element, depending on the severity of the weakness, any damage of that particular element is increased in power upon impact on their skin.

    • Minor Weakness: The damage is increased by 1 rank.

    • Moderate Weakness: The damage is increased by 2 ranks.

    • Major Weakness: The damage is increased by 3 ranks.

  • Resistances: When a user is resistant to an element, depending on the potency of the resistance, any damage of that particular element is reduced in power upon impact on their skin.

    • Minor Resistance: The damage is reduced by 1 rank.

    • Moderate Resistance: The damage is reduced by 2 ranks.

    • Major Resistance: The damage is reduced by 3 ranks.

    Weaknesses and Resistances stack. For example, if the user's race gives them minor resistance to a particular element and they wear equipment that gives them another minor resistance to the same element, then the user becomes moderately resistant to that element.

  • Immunity: When a user is immune to an element, any damage of that particular element is negated entirely upon impact on their skin. However, their equipment will still take damage.

    • Even if the damage is negated, they are still susceptible to the force behind the spell.

    • In case the user is facing a combo-elemental attack, one of which the user is immune to, then the damage they take from that dual-elemental magic is halved.

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on Sat Dec 22, 2018 10:34 am

Jyu

SUPPLEMENTARY SPELL REGULATIONS


Sensory Regulations

  • These regulations are relevant to supplementary spells that can enhance, disrupt, or cloak a sense.

  • The following list gives some exclusive capabilities for each element. You may not apply for a sense listed here if it is not associated to your element. For example, you may not obtain seismic sense unless your magic is of Earth element.

    • Fire: Thermal Vision, Blind
    • Water: Scentless
    • Earth: Seismic Sense
    • Wind: Vibration Sense, Soundless
    • Frost: Thermal Vision
    • Lightning: Deafen, Blind
    • Nature: Scentless
    • Light: Invisibility, Blind
    • Darkness: Invisibility, Blind

    However, note that this list is by no means exhaustive; i.e., there may be various other sensory options that you think your magic is capable of. You are welcome to apply for such spells, but note that they will be scrutinized carefully and their approval is up to the reviewer's discretion.

  • Thermal Vision: Thermal Vision allows you to sense the variation in temperature around you. Once activated, the user's normal vision is replaced with thermal vision and they will see a gradient of colors based on the temperature--from red marking the highest temperature to blue marking the lowest temperature. Since living beings emit heat, this can be used to sense the presence of someone even in darkness. Thermal Vision spells can only be self-cast on the user. The range until which you can sense the temperature is dependent on the rank of the spell:

    • D-Rank Thermal Vision: 5-Meter Radius
    • C-Rank Thermal Vision: 10-Meter Radius
    • B-Rank Thermal Vision: 15-Meter Radius
    • A-Rank Thermal Vision: 20-Meter Radius
    • S-Rank Thermal Vision: 25-Meter Radius

  • Seismic Sense: Seismic Sense allows you to sense the seismic vibrations that travel through the ground and therefore sense any movement that occurs while in contact with the ground. Even if someone is soundless, they can still be sensed through the seismic vibrations. The user must remain in contact with the ground for them to be able to sense the seismic vibrations. Seismic sense can only be self-cast on the user. The range until which you can sense the seismic vibrations is dependent on the rank of the spell:

    • D-Rank Seismic Sense: 5-Meter Radius
    • C-Rank Seismic Sense: 10-Meter Radius
    • B-Rank Seismic Sense: 15-Meter Radius
    • A-Rank Seismic Sense: 20-Meter Radius
    • S-Rank Seismic Sense: 25-Meter Radius

  • Vibration Sense: Vibration Sense allows you to sense even the slightest vibrations in the air current around you and therefore sense any movement that occurs within the range. Those who are completely soundless cannot be detected using vibration sense. Vibration sense can only be self-cast on the user. The range until which you can sense the vibrations in the air is dependent on the rank of the spell:

    • D-Rank Vibration Sense: 5-Meter Radius
    • C-Rank Vibration Sense: 10-Meter Radius
    • B-Rank Vibration Sense: 15-Meter Radius
    • A-Rank Vibration Sense: 20-Meter Radius
    • S-Rank Vibration Sense: 25-Meter Radius

  • Blind: Blind allows you to deter the vision in an area or that of a target. Blind spells can only be of A- or S-Rank, and their potency is dependent on their rank.

    • A-Rank Blind: Half-Blind
    • S-Rank Blind: Full-Blind

    Half-Blind: When a target is half-blinded, they are no longer able to discern the features of the objects or people they are looking at. At best, they will be able to see silhouettes, but will not be able to clearly identify anyone or anything.

    Full-Blind: When a target is fully-blinded, they will see nothing but pitch darkness.

  • Deafen: Deafen allows you to deter the hearing in an area or that of a target. Deafen spells can only be of A- or S-Rank, and their potency is dependent on their rank.

    • A-Rank Deafen: Half-Deafen
    • S-Rank Deafen: Full-Deafen

    Half-Deafen: When a target is half-deafened, their hearing is very muffled. While they can hear some noise, they can no longer understand any sentences or make out from where and how far the sound is coming from.

    Full-Deafen: When a target is fully-deafened, they will hear absolutely nothing.

  • Scentless: Scentless allows you to mask your scent to conceal your presence from those who can smell you. Scentless spells can only be self-cast and can only be of A- or S-Rank. Their their potency is dependent on their rank.

    • A-Rank Scentless: Half-Scentless
    • S-Rank Scentless: Full-Scentless

    Half-Scentless: When you are half-scentless, you scatter your scent into a wide area to avoid detection. Anyone who can smell you will only know the direction you are at with respect to them, but not the precise distance or location.

    Full-Scentless: When you are full-scentless, you completely conceal your scent and no one can smell your presence.

  • Soundless: Soundless allows you to muffle the sound you make while moving to conceal your presence from those who can hear you. Soundless spells can only be self-cast and can only be of A- or S-Rank. Their their potency is dependent on their rank.

    • A-Rank Soundless: Half-Soundless
    • S-Rank Soundless: Full-Soundless

    Half-Soundless: When you are half-soundless, you muffle your sound to avoid detection. Anyone who can hear you will know of your presence but cannot determine the direction or distance you are at with respect to them.

    Full-Soundless: When you are full-soundless, you completely conceal your sound and no one can hear your presence.

  • Invisibility: Invisibility allows you to modify your transparency to avoid detection by those who can see you. Invisibility spells can only be self-cast and can only be of A- or S-Rank. Their their potency is dependent on their rank.

    • B-Rank Invisibility: Half-Invisible
    • A-Rank Invisibility: Near-Invisible
    • S-Rank Invisibility: Full-Invisible

    Half-Invisible: When you are half-invisible, you are 60% transparent. This is most effective when you want stay still and camouflage yourself with your surroundings, at which point people will miss your presence if they are not looking directly where you are. However, the moment you move, you are very much visible if there is even a little bit of light.
    Spoiler:

    Near-Invisible: When you are near-invisible, you are 80% transparent. While you can still be easily spotted when you move on broad daylight, it will be almost impossible to see you in night or darkness.
    Spoiler:

    Full-Invisible: When you are full-invisible, you are 100% transparent. No one will be able to see you, day or night.

Mobility Regulations

  • These regulations are relevant to supplementary spells that enhance or hinder mobility.

  • Flight: Flight spells are allowed for all elements and can be obtained through spells of B-Rank or higher. How high you can fly is dependent on the rank of the spell.

    • B-Rank Flight: 5 Meters
    • A-Rank Flight: 10 Meters
    • S-Rank Flight: 15 Meters

  • Bind: Bind spells are allowed for the following elements only: Water, Earth, Frost & Nature. They can only be cast on a single target at a time, and if the target's Strength is of higher rank than the rank of the bind spell, they can break through the spell as though nothing happened. The target can also break out of the bind if they spend the equivalent mana cost to the binding spell.

  • Dash & Direction Control: Spells that allow you to dash or change the direction you are moving in cannot be sustained. The speed at which dash spells carry you is dependent on your Speed, and similar to lunge, you come to a halt at the end of the dash; this means, the momentum from your dash does not carry over to any subsequent run/dash you may perform.

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