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2.b. Magic & Spell Regulations

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#1Naga 

2.b. Magic & Spell Regulations Empty Sat Nov 13, 2021 6:18 am

Naga

Magic Regulations


General


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

  • New mage characters may claim a shop magic with value of 2,000,000 Jewels or less when starting out.

  • Users are not allowed to create overpowered magics nor may they create a magic that 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.

  • Users can sell these purchase magics for 50% of the price it was purchased for. After a purchased magic is sold, the user returns to their Base Magic along with all of its approved and trained spells.

  • If the magic you are selling required another purchased magic as its requirement you may return to your previously purchased magic if it's still available.

Custom Magic


  • Users may optionally create their own custom magic, by expending a Legendary Custom Creation ticket.

  • Alternatively, the user may create a custom Slayer or Soul magic by expending a Mythic Custom Creation ticket.

  • When requested, development staff will create the magic based on the user's specification.

  • If the user sells their custom magic, they will revert back to their starter magic, but they may still repurchase their custom magic in the future.

  • Users may rework their custom magics by burning a ticket one rarity lower than that of the magic. This may be done only once every 6 months.

Banned and Limited Magic


The Banned and Limited Magics:

Spells


  • 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. Purchasing spells may be refunded for their original purchase amount for the first 24 hours, unless the spells are used in a topic.

  • 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 in 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 fully 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.



Last edited by Naga on Mon Aug 28, 2023 2:16 am; edited 4 times in total

#2Naga 

2.b. Magic & Spell Regulations Empty Sat Nov 13, 2021 6:19 am

Naga

Spell Regulations


Basics


  • 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 beneath 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, supplementary, 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: Area of Effect spells have a flat speed of 20 m/s, Single-Target spells have a flat speed of 30 m/s. The user may not control the speed of any aspect of the spell. Movement spells do not follow the flat spell speed and are explained under the Mobility section.

  • 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


  • Maximum Spell Speed & Spell Range increase: Depending on the Spell type; Area of Effect and Single-Target Spells, they have different amounts of maximum Spell Speed and Spell Range Increases.
    • Area of Effect Spells: +20 m/s and 50 Meters, up to 40m/s and 75 Meters for an S-Rank Spell.
    • Single-Target Spells: +20 m/s and 75 Meters, up to 50m/s and 100 Meters for an S-Rank Spell.


  • 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 Reduction: It is possible to get a mana cost reduction via Intelligence or items for example. The maximum reduction that can be achieved is capped at 75%.

  • Cooldown Reduction: 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. This is with the exception of A-Rank and S-Rank spells which can have 1 and 2 post cool-down as a minimum respectively.

    'None' Cooldown: Some magics in the shop may have spells with 'None' as a 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 up to Major Weakness and Resistances. For example, if the user's race gives them minor resistance to a particular element and they wear equipment that gives them moderate resistance to the same element, then the user becomes Major resistant to that element. Any additional resistances for that element will have no effect. Generic Magic or Physical Resistances stack only up to Moderate.




Last edited by Naga on Thu Aug 17, 2023 5:17 pm; edited 1 time in total

#3Naga 

2.b. Magic & Spell Regulations Empty Sat Nov 13, 2021 6:20 am

Naga

Spell-Types


General


  • 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 that 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.

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

  • Damage applies to equipment first. It cannot start internally within a target.

  • Should the user coat themselves, their limb, or even their weapon with a magical coating spell to deal magical damage, the damage applied will only be that magical damage and not a combination of both magical and physical damage.

  • Offensive spells can not be used to manipulate the user's physical attacks by increasing the frequency within a post.

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 meter 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 may create body defensive spells that cover their entire body regardless of the rank of the spell.

Buffing


  • 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.

  • Buff and Debuff spells can be stacked on a target, however, they cannot be the same spell.

  • 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.

  • Buff and Debuff spells go through equipment.

  • Buff and Debuff spells do not deactivate when the target runs out of range when the spell is already being sustained on them.

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

  • The target of the Buff or Debuff spell must remain with the range of the caster or the spell to stay under the effects of the spell.

  • Buffs from the same source do not stack on the same person e.g. magic from yourself, individual pieces of equipment, companions, etc. This means that you can't use two Strength Buff via your magic. Instead, the highest Strength Buff via each source applies to you. You can however use additional Strength Buff spells if they come from other sources, e.g using a strength buff on yourself while receiving a strength buff from an ally.

  • Statistics cannot be decreased below 1, any excess will be ignored.

  • Buffing of Constitution and Endurance doesn't restore the target's durability. It merely increases the durability potential. Debuffing of Constitution and Endurancement conversely doesn't reduce the target's durability. It merely decreases the durability potential.

  • 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



Healing


  • Healing spells heal the damage taken by a target.

  • AoE healing can only heal overall damage taken, not limb-based damage.

  • Single target healing (such as a projectile) can either heal the Constitution damage taken or Endurance damage taken on a limb, not both.

  • 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


  • Supplementary spells are utilities that do not fit under the other types. These may be 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.



Last edited by Naga on Mon Jan 30, 2023 2:44 pm; edited 2 times in total

#4Naga 

2.b. Magic & Spell Regulations Empty Sat Nov 13, 2021 6:23 am

Naga

Supplementary


Sensory


  • 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 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 in 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 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 to 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 in 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


  • 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 on 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


  • Knock-Back: Knock-back spells are allowed for all elements. They can be used to push a target away from the user. The target can be moved up to the spell range of the spell or the AoE range if applicable. Knock-Back spells must always be an instant.

  • 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 at least double the rank of the bind spell, they can break through the spell as though nothing happened. If the user uses their weapon to break the bind it will be their Strength plus Weapon Damage to determine whether the Strength is high enough. The target can also break out of the bind if they spend the base equivalent cost to the binding spell, however, they will lose all momentum. This is not impacted by the user's mana reduction.

  • 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 a 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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