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The Magic & Spell Regulations

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The Magic & Spell Regulations Empty on Tue Aug 21, 2018 4:57 pm




  • 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 nor may they create a magic which resembles the magics listed in the limited and banned list or from the shop.

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

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.


  • Users have a set amount of slots for spells based on their rank. 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: 150,000J
    • A-Rank Spell Price: 200,000J
    • S-Rank Spell Price: 250,000J

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

    • 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

  • The number of words required to train a spell is affected by the Intelligence 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.


The Magic & Spell Regulations Empty on Tue Aug 21, 2018 4:58 pm



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

  • 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 without a homing modifier.

  • 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

  • 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

  • Mana Cost & Cooldown Reduction:  Mana cost reduction and Cooldown reduction on spells may be acquired through certain means. The maximum reduction in mana cost that can be achieved is capped at 70%. The maximum reduction for Cool-down is 4 posts. 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, 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

  • Resistances & Weakness: When a user is weak or resistance to an element, depending on the severity, any damage of that particular element is increased or decreased respectively 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.

    • 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.


The Magic & Spell Regulations Empty on Tue Aug 21, 2018 5:04 pm


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 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.

  • Offensive Sustained Non-AoE spells upon hitting the target disappear.


  • 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).

  • Users can cast full-body defensive spells and moving defenses of any size if the spells are S-rank.


  • There are three types of buffing: Other-Buffing, Self-buffing and Debuffing.

  • Other-Buff spells allow the user to buff the attributes of others. Self-buff allows the user to buff themselves. Debuffing allows the user to debuff others. Only one attribute may be buffed or debuffed using one spell.

  • Users can only cast self-buffs upon themselves.

  • Buffs spells can be stacked on a target.

  • Other-Buff and Debuff spells cast as an AoE will affect everyone (both friend and foe) within the area, adding to the mana cost equivalent to that spell per person hit.

  • Debuff spells go through armor.

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

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


  • Healing spells heal the damage taken by a target.

  • The user cannot use healing spells on themselves.

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

  • Healing cast as an AoE will affect everyone (both friend and 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 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.


The Magic & Spell Regulations Empty on Sat Dec 22, 2018 7:34 pm



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
    • Arcane: Variable and a case-by-case situation.

    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.

    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.

    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. Flight speed is based off of your running speed. 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 base equivalent 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 lunging 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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