Magic System
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Magic System
Its no surprise that we, as Wizards, use Magic for our bidding. Its a part of our lives, a part of Fiore's Legacy. With that said, I'd like to take this time and classify each type of Magic. It should be reiterated that the potency of any Magic is inherently dictated by the Stat spread comparative of two combatants.
Dragon Slayer Magic: This form of Magic is quite special. Only a select few, 8 to be exact, of the whole population of Fiore know it. Each Dragon Slayer pertains to one of the Elemental schools: Dark, Earth, Fire, Ice, Light, Lightning, Water and Wind. The lucky practitioners of this Magic type are able to ingest Magic of their respective school to both restore Magical Power and to boost their other Stats (Note that if the power of these attacks are 25% greater than your character's Defense, your character will become incapacitated for five turns due to the strain on their body):
However, if one were to attempt to ingest an attack of a differing school of Magic, your character will become incapacitated for five turns due to the strain on their body.
Elemental: This Magic type is an interesting breed. They are both violent and docile all at once. But most importantly, each Element possesses a love-hate relationship with another. Simply, certain Elemental schools posses an advantage over another.
Transformation: This Magic type is grotesque to say the least. It allows the user to transform his or her body into anything he or she desires. Included within this category is the more specialized Take Over Magic. Transformation Wizards gain special properties while under the effect of Take Over. Transformation Wizards may only transform once per turn. TO Wizards cannot use other abilities or spells unless explicitly provided by their TO.
Celestial Spirit: This Magic type is like no other. Only a select few, 12 to be exact, of the whole population of Fiore can wield it. Celestial Wizards are the only Wizards whom may summon creatures to do their bidding. Celestial Wizards gain special properties while their Spirits are summoned. A Celestial Wizard may only summon one Spirit per turn.
ReQuip: This Magic type is quite renowned across Fiore. However, it unfortunately requires the collection of powerful items to become effective. ReQuip Wizards gain special properties while donning their items. A ReQuip Wizard may only ReQuip once per turn. ReQuip Wizards cannot use other abilities or spells unless explicitly provided by their Sets.
Caster Magic:
Caster Magic is a form of Magic in which the user expels Magic from their body without the need of an item.
Caster Magic is a form of Magic in which the user expels Magic from their body without the need of an item.
- Dragon Slayer: Any magic that's base form is that of Dragon Slayer.
- Elemental: Any magic that's base form is that of Element Manipulation (Dark, Earth, Fire, Ice, Light, Lightning, Water, Wind).
- Other: Any magic that's base form cannot be classified by any other type.
Holder Magic:
Holder Magic is a form of Magic that requires a Wizard to use an external source to produce Magic.
Holder Magic is a form of Magic that requires a Wizard to use an external source to produce Magic.
- Celestial Spirit: Any magic that's base form requires the use of a Celestial Key.
- Item: Any magic that's base form requires the use of an item.
- ReQuip: Any magic that's base form utilizes ReQuip.
Dragon Slayer Magic: This form of Magic is quite special. Only a select few, 8 to be exact, of the whole population of Fiore know it. Each Dragon Slayer pertains to one of the Elemental schools: Dark, Earth, Fire, Ice, Light, Lightning, Water and Wind. The lucky practitioners of this Magic type are able to ingest Magic of their respective school to both restore Magical Power and to boost their other Stats (Note that if the power of these attacks are 25% greater than your character's Defense, your character will become incapacitated for five turns due to the strain on their body):
- Replenishes 25% of total Magical Power per ingestion.
- Increases all Stats by 10% of total for five turns per ingestion.
However, if one were to attempt to ingest an attack of a differing school of Magic, your character will become incapacitated for five turns due to the strain on their body.
Elemental: This Magic type is an interesting breed. They are both violent and docile all at once. But most importantly, each Element possesses a love-hate relationship with another. Simply, certain Elemental schools posses an advantage over another.
- Dark Magic gains a 25% (1.25) Stat bonus against any Earth Magic.
- Earth Magic gains a 25% (1.25) Stat bonus against any Lightning Magic.
- Fire Magic gains a 25% (1.25) Stat bonus against any Ice Magic.
- Ice Magic gains a 25% (1.25) Stat bonus against any Wind Magic.
- Light Magic gains a 25% (1.25) Stat bonus against any Dark Magic.
- Lightning Magic gains a 25% (1.25) Stat bonus against any Water Magic.
- Water Magic gains a 25% (1.25) Stat bonus against any Fire Magic.
- Wind Magic gains a 25% (1.25) Stat bonus against any Light Magic.
Transformation: This Magic type is grotesque to say the least. It allows the user to transform his or her body into anything he or she desires. Included within this category is the more specialized Take Over Magic. Transformation Wizards gain special properties while under the effect of Take Over. Transformation Wizards may only transform once per turn. TO Wizards cannot use other abilities or spells unless explicitly provided by their TO.
Celestial Spirit: This Magic type is like no other. Only a select few, 12 to be exact, of the whole population of Fiore can wield it. Celestial Wizards are the only Wizards whom may summon creatures to do their bidding. Celestial Wizards gain special properties while their Spirits are summoned. A Celestial Wizard may only summon one Spirit per turn.
ReQuip: This Magic type is quite renowned across Fiore. However, it unfortunately requires the collection of powerful items to become effective. ReQuip Wizards gain special properties while donning their items. A ReQuip Wizard may only ReQuip once per turn. ReQuip Wizards cannot use other abilities or spells unless explicitly provided by their Sets.
Last edited by Ararat on Thu Jun 14, 2012 8:42 pm; edited 6 times in total
Re: Magic System
How to attain and improve upon your Magic
Here at Fiore's Legacy, attaining additional Magic is a bit different. There are essentially two alternatives:
- You purchase Tomes of Spell Unlock that are available for purchase at the Magic Shop. These Tomes essentially unlock a custom ability or spell slot for your character. All custom abilities or spells begin at Rank D, no exceptions.
- You purchase specific Magic Tomes that are available for purchase at the Magic Shop. These Tomes essentially teach your character pre-made Magics.
Now, how do you improve these Magics? Simple. You train. Each superseding Rank of a Magic ability or technique will require more rigorous training than its predecessors.
- Rank D to Rank C: Requires 30 posts of appropriate training.
- Rank C to Rank B: Requires 45 posts of appropriate training.
- Rank B to Rank A: Requires 60 posts of appropriate training.
- Rank A to Rank S: Requires 75 posts of appropriate training.
- Rank S to Rank X: Requires 100 posts of appropriate training.
Note that only a total of two posts of training are allowed per live day. No exceptions. You may post alone within your training threads. Additionally, you may only improve your Magic to the proceeding Rank if and only if your character is of that Rank. Simply, if you wish to improve your Magic's Rank from D to C, your character, as a Wizard, must already have achieved Rank C.
Last edited by Ararat on Mon Jun 11, 2012 6:37 pm; edited 3 times in total
Re: Magic System
Magic Ranks
As you may have already noticed from above, there are certain Ranks for Magic abilities and spells. Each Rank of an ability or spell provides distinct degrees of benefit to your character. The higher the Rank, the more powerful these benefits become.
Rank D: Magic abilities or spells of this Rank aren't anything special. They provide no additional benefit other than the potential to posses an adverse effect on your character or his opponent. May only posses one Magic Type (Non-Status and Status). May only posses one Stat and subsequently one Stat Boost.
- Costs 6 Magic Power to cast or use if the ability or spell is activated.
- Costs 3 Magic Power per turn to maintain if the ability or spell is passive. (Channeled ability or spell, Transformation, Celestial Summon, ReQuip, ect).
Rank C: Magic abilities or spells of this Rank pack a bit of a punch. They provide a slight benefit other than the potential to posses an adverse effect on your character or his opponent. May only posses one Magic Type (Non-Status and Status). May only posses one Stat and subsequently one Stat Boost.
- Provides a 5% (1.05) Stat increase to the ability's or spell's respective Stat.
- Costs 12 Magic Power to cast or use if the ability or spell is activated.
- Costs 6 Magic Power per turn to maintain if the ability or spell is passive. (Channeled ability or spell, Transformation, Celestial Summon, ReQuip, ect).
Rank B: Magic abilities or spells of this Rank pack quite a punch. They provide a modest benefit other than the potential to posses an adverse effect on your character or his opponent. May only posses one Magic Type (Non-Status and Status). May only posses one Stat and subsequently one Stat Boost.
- Provides a 20% (1.20) Stat increase to the ability's or spell's respective Stat.
- Costs 24 Magic Power to cast or use if the ability or spell is activated.
- Costs 12 Magic Power per turn to maintain if the ability or spell is passive (Channeled ability or spell, Transformation, Celestial Summon, ReQuip, ect).
Rank A: Magic abilities or spells of this Rank leave all that witness them in awe. They provide a potent benefit other than the potential to posses an adverse effect on your character or his opponent. May posses both Magic Types simultaneously (Non-Status and Status). May posses two Stats and subsequently two Stat Boosts.
- Provides a 60% (1.60) Stat increase to the ability's or spell's respective Stat.
- Costs 48 Magic Power to cast or use if the ability or spell is activated.
- Costs 24 Magic Power per turn to maintain if the ability or spell is passive (Channeled ability or spell, Transformation, Celestial Summon, ReQuip, ect).
Rank S: Magic abilities or spells of this Rank resemble those of Zeref. They provide an absurd benefit other than the potential to posses an adverse effect on your character or his opponent. May posses both Magic Types simultaneously (Non-Status and Status). May posses two Stats and subsequently two Stat Boosts.
- Provides a 120% (2.20) Stat increase to the ability's or spell's respective Stat.
- Costs 96 Magic Power to cast or use if the ability or spell is activated.
- Costs 48 Magic Power per turn to maintain if the ability or spell is passive (Channeled ability or spell, Transformation, Celestial Summon, ReQuip, ect).
Rank X: Magic abilities or spells of this Rank are Apocalypse. They provide unimaginable benefit other than the potential to posses an adverse effect on your character or his opponent. May posses both Magic Types simultaneously (Non-Status and Status). May posses two Stats and subsequently two Stat Boosts.
- Provides a 200% (3.00) Stat increase to the ability's or spell's respective Stat.
- Costs 192 Magic Power to cast or use if the ability or spell is activated.
- Costs 96 Magic Power per turn to maintain if the ability or spell is passive (Channeled ability or spell, Transformation, Celestial Summon, ReQuip, ect).
Last edited by Ararat on Fri Jun 15, 2012 1:46 pm; edited 5 times in total
Re: Magic System
Status vs. Non-Status
So, you had probably read something about non-status and status attacks. What's the difference? Simple.
Non-Status Magic: This type of Magic yields no adverse effect to your opponent when cast.
Status Magic: This type of Magic yields an adverse effect to your opponent when cast. These Status Effects include but are not limited to:
- Blind: Your opponent is blinded.
- Burn: Your opponent is burned.
- Entranced: Your opponent is placed under an illusion.
- Petrify: Your opponent is somewhere petrified.
- Poison: Your opponent is poisoned.
- Silence: Your opponent is silenced.
- Sleep: Your opponent is put to sleep.
Average Effects: The following are the typical numbers associated with Stat reductions from Status type Spells.
- D Rank Spell: The Effect reduces a Stat by 10%.
- C Rank Spell: The Effect reduces a Stat by 12%.
- B Rank Spell: The Effect reduces a Stat by 14%.
- A Rank Spell: The Effect reduces a Stat by 16%.
- S Rank Spell: The Effect reduces a Stat by 18%.
- X Rank Spell: The Effect reduces a Stat by 25%.
Note that Status Effect potency is highly dependent on Stat spreads, so someone with higher Special Defense than your Special Offense will be less affected, if at all. Also note that Status Effect Magic CANNOT otherwise harm your opponent. Simply, you cannot launch a poisonous gas at your foe and expect it to directly harm them. Additionally, Non-Status Effect Magic CANNOT otherwise place a Status Effect on your foe. Simply, you cannot fire a large beam of fire and expect it to poison your foe.
Spell Class
Each Magic ability or spell has a particular class, or simply, a style. There are six classes:
- Directed - Active: An activated ability or spell that is directed at one opponent.
- Directed - Passive: A passive ability or spell that is directed at one opponent.
- AoE - Active: An activated ability or spell that is not directed at one opponent but rather possesses an area of effect.
- AoE - Passive: A passive ability or spell that is not directed at one opponent but rather possesses an area of effect.
- Self - Active: An activated ability or spell that is directed at the self. (Ex. Enchantment, ReQuip, Celestial Spirit)
- Self - Passive: A passive ability or spell that is directed at the self. (Ex. ReQuip, Celestial Spirit)
Note that activated abilities or spells will posses a single, one time Magic Power cost. On the other hand, passive abilities or spells will posses a consistent Magic Power cost for each turn active.
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