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    Magic and Spell Rules

    Admin
    Admin

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    Second Skill: Mod Magic
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    Rules Magic and Spell Rules

    Post by Admin 5th August 2016, 9:24 pm



    Last edited by Admin on 29th June 2018, 6:11 pm; edited 1 time in total
    Admin
    Admin

    Lineage : Admin
    Posts : 958
    Guild : Staff
    Cosmic Coins : 100
    Dungeon Tokens : 100
    Mentor : Seijin
    Experience : 100,000,000

    Character Sheet
    First Skill: Admin Magic
    Second Skill: Mod Magic
    Third Skill: Dev Magic

    Rules Re: Magic and Spell Rules

    Post by Admin 5th August 2016, 9:25 pm

    Magic and Spell Rules DxQIihJ


    Overview of Magic


    • Definition: Magic is, as suggested by the name, the basis of a mage's abilities and powers that can be used to interact with, shape, change, and utilize the world around them for a potentially boundless array of possibilities that can be achieved by the mage in question. Magic, on FTRP, can be based on anything and everything, usually focussing on a set theme, concept, element, and so on that forms the basis for a mage's magical abilities, such as, for example, fire magic, magic based on cold and ice, or even magic based on food. In essence, magic is customizable to the extreme and is limited only by the creativity of the player creating it. While magic can take any form, however, all magics, as well as spells and abilities contained within those magics, follow the same basic rules and guidelines, which are described in detail below.

      A single character may possess and use up to 3 separate magics.



    Magic and Spell Rules CC65JAI


    • Overview: To start your magic application, go to the Work In Progress Magics Subforum and create a new thread, which will serve as the basis for your magic application. The template for magics and spells can be found here. To start building your magic, simply copy and paste the pre-written templates into your magic application as necessary and add your own information as desired or necessary into their respective sections in the template. In the template section, you will also find short explanations on the information that should be added to each section of a given template as well as further clarification. Templates, for the sake of everyone's convenience and clarity, must be followed exactly and unfortunately cannot and should not be adjusted in any way or shuffled around at a user's desire.

    • Buying/Training Magic: The first Magic any character obtains is free and is unlocked upon making the character. To gain access to a secondary magic or a tertiary magic, i.e. a character's second or third magic separate from their first, one may choose to either buy it from the Magic Shop for 200,000 Jewels or alternatively write a training topic that details how the character learns or obtains the magic in question. The secondary or tertiary magic training must span at least 2,000 words. A magic training thread may not be combined with any job, exam, position sample or other threads. Lacrimas do not require a magic purchase or training in order to be used to create secondary or tertiary magic.

    • Changing Magic: Once approved, one cannot freely change their magic to something else. If a player wishes to change their character's magic to something different they must pay 50,000 Jewels per magic that is being changed in the Magic Shop.

    • Statless Magic: If a player wishes, they may make their spells, abilities, or even entire magics statless. Statless magic denotes the exclusion of any and all numerical values or number-based statistics, i.e. "stats" relevant for PvP scenarios. This choice is best taken if a player plans to use their magic for jobs, plot, and casual threads only, with a focus on personal plot and character development over PvP or similar battle scenarios or situations. There are very few rules for spells, abilities, and magics of this kind, though there are a few, which can be found listed below:


      • Any statless abilities, spells, or magic cannot be used in PvP situations or may not be used against other players whatsoever and in any capacity unless it is a plot-based battle agreed upon by both parties and explicit OOC permission is given by the party a statless spell or ability is used on.

      • If a spell or ability is statless, it must be completely statless. That means you can't have, for example, a value for damage or a buff, and not have speed or range as a number. The opposite is true - if you have a spell with stats, it must include all appropriate stats and cannot be lacking in any.

      • Statless spells and abilities, while they may forgo MP Cost, Category, Type, Damage, Durability, Healing, Effects, Range, and Speed, must include Name, Rank, and Duration.


    • Example of a Statless Ability: "The caster has a strong connection to lightning. As a result, whenever they are attacked with the element of electricity, the damage they take is decreased."


    Please Note:

    The Magic Rules only apply when apping a magic that is based on statistics. Statless magic follows the rules as specified above and is best used when a player wishes to partake mostly in plot and story with little focus on Player versus Player combat. The Magic Rules are designed for Player versus Player combat and apply mostly in PvP environments only, meaning that, even if you do possess a stat magic, you are free to ignore stats in favor of your own story. When participating in your personal plot, you are free to do as you please in regards to stats and magic in general, as these rules are designed primarily for PvP scenarios.


    Magic and Spell Rules Q8eKBP8


    • Overview: Magic Power is a power innate to all mages and the basis for Magic. This energy can be tapped into in order for the user to cast spells and use other abilities that require the use of Magical Energy. A set number of MP must be spent to cast spells and abilities depending on the rank of the spell or ability in question. MP, by default, is only paid when a spell is initially cast. A mage's MP reserves grow as they grow in power and rank up. Every mage naturally starts a thread with their maximum MP full. Please note that MP may not be used as a substitute for HP in any form and vice versa, meaning that such abilities and effects cannot be created by players. This rule applies universally to any player-created magic, spell, ability, and effect.

      • MP Regeneration: A mage recovers 10% of their maximum MP every 5 posts naturally. Note that this only applies to mages who don't have another way to regenerate magic in their abilities and magic. If they do, they use that percentage as a base for regeneration instead. MP Regeneration can be increased through items, abilities, spells, etc., but it can never exceed a total of 25% of a mage's total MP every five posts across all of their abilities and spells. Abilities like this can also be altered to return MP every post, but in this case, it, under regular circumstances, MP Regeneration maxes out at 5% of a mage's total MP per post across all of their abilities and spells (The exception to this is slayers consumption as that is specific to a magic type).

      • Running out of MP: If your character's MP reaches 0 they run out of Magic Power. Running out of MP has the following consequences for mages:

        Running out of magical energy and hitting 0% has the following consequences:

        • 80% Base Movement Speed Reduction for D Rank and C Rank Wizards

        • 60% Base Movement Speed Reduction for B Rank and A Rank Wizards

        • 40% Base Movement Speed Reduction for S Rank and H Rank and above Wizards

        • Inability to cast any new spells for 10 posts from the moment you hit 0% Magic Power. All currently active spells are cancelled at the end of the post.

        • Senses of sight, hearing, and smell are in disarray, Magic Sensory is shut off and cannot be used for the rest of the thread.






    Magic and Spell Rules LUw1M8o


    • Unique Abilities: Unique Abilities are highly customizable aspects of magic that are akin to a character's inherent abilities that are explicitly associated with the use of said magic. Unique Abilities can have permanent effects of a character, such as passive abilities that can be turned on and off or activated at all, or other powerful active abilities that have a set duration. Effects that can be used in Unique Abilities include, for example, increases to stats, such as a 50% increase to strength, or other passive effects as well as plot abilities that come with the use of your magic and other things unique to the use of that specific magic. Note that Unique Abilities are, as long as they remain balanced, highly customizable. All UA's, however, still follow the magic rules and can be denied if they're not balanced appropriately.

      If a UA does damage, possesses durability, or heals, user-rank damage/durability/healing is used for its damage/durability/healing value by default. Most Unique Abilities are passive in nature, but some can and will be classified as actives, in which case spell rules must be followed for durations, ranges, speeds, and any other necessary values. Unique Abilities must use the "Burst" spell type by default. Unique Abilities can possess a maximum of 2 effects, and only in the context of UA's is damage, durability, or healing, classed as an effect. UA's are also the only scenario in which a single ability in a magic can contain up to 2 user rank buffs. Below you can find a list of Unique Abilities you can unlock for every magic your character possesses along with the rank they are unlocked at:


      • D Rank: 1 Unique Ability
      • B Rank: 1 Unique Ability
      • S Rank: 1 Unique Ability


    • Additional Information: Unique Abilities rank up with your character, though it is important to note that all Unique Abilities cap at S rank. This, of course, means that by the time you've unlocked your 3rd Unique Ability they no longer rank up with you and remain at S rank from that point onward.




    Magic and Spell Rules OPJKg1b


    • Overview: Below you can find an overview of all available types of magic, all of whom have different ways of manifesting and using the Magic power inherent to mages, as well as different mechanics associated with them dependent on the type of magic in question. These magic types, with the exception of Slayer magic, can be freely used in the creation of a character's magic according to one's own wishes and visions for the magic in question. Every magic type can have three different benefit levels associated with it, with benefit levels determining how much emphasis and focus is placed on a certain magic type within a given character's magic. To have a certain magic type associated with a given magic, at least 1 spell within said magic must be from the given magic type (i.e. In order to use Take-Over as a magic type of any benefit level in a magic, at least 1 spell in that magic must be a Take-Over spell. The exception to this rule are Summons and Requip Spells, which may be utilized in any magic, though are limited to a single ability max if used in a non-requip and non-summon magic respectively). A magic can have up to 3 magic types associated with it.


      • Levels of Benefits: There are three different Benefit Levels for every magic type except Slayer. The different benefit levels are:

        • Solitary Benefit: If the magic only has 1 type associated with it, the type will be of the Solitary Benefit level.
        • Primary Benefit: If the magic has 2 types associated with it, one of the types will be of Primary Benefit level and the other will be of Auxiliary Benefit level. The magic type using the Primary Benefit level should ideally be the magic type more prevalent in the magic in question, while Auxiliary should be the less prevalent magic type.
        • Auxiliary Benefit: If the magic has 3 types associated with it, all magic types used in the magic will be of Auxiliary benefit level.


      • Additional Information: Solitary, Primary, and Auxiliary benefits apply to only the specific magic in question. Benefits received still follow normal buff rules should there be a cap applied to a buff a benefit grants. Note that benefits for Summon and Requip magic stack, meaning that, for example, a mage with a Solitary Requip magic and another Primary Requip magic gains the ability to have 7 Requips active at a time, the same principle applying for Summon magic. Below you will find more information on every individual magic type and what defines those same magic types as well as additional rules and mechanics concerning them.





    Caster Magic


    • Overview: For Caster magic, the user utilizes their own body as a medium to cast spells and expel magical power. This style of magic is the most common one used in Earthland and the easiest to cast, which is reflected in the benefit of Caster magic. The Caster magic type can’t be combined with the Lost magic type.

      • Solitary Benefit: +25% to MP Cost Reduction.
      • Primary Benefit: +15% to MP Cost Reduction.
      • Auxiliary Benefit: +10% to MP Cost Reduction.





    Ancient Magic


    • Overview: Ancient Magic is magic that dates back to older times, or potentially, even further back than that. Ancient Magic is old and powerful, with forms of Ancient Magic, as opposed to Lost Magic, still being widely practiced beyond use by a few individuals. Ancient Magic relies on the body as a medium to expel magical power in a similar fashion to Caster Magic, though focuses on strengthening the corpus via arcane means as opposed to the ease of casting Caster Magic focuses on.

      • Solitary Benefit: +25% to Damage Reduction.
      • Primary Benefit: +15% to Damage Reduction.
      • Auxiliary Benefit: +10% to Damage Reduction.





    Lost Magic


    • Overview: Lost magic is magic that is generally considered a lost art, with very little to no users still left alive. Lost Magic is similar to Caster Magic in regards to what it can accomplish and how it functions, with the difference being that Lost Magic is considerably more complex to cast, translating to an increase in the durations of spells. The Lost magic type can’t be combined with the Caster magic type.

      • Solitary Benefit: +3 posts to max spell durations (increase to durations only apply to the magic containing the lost magic benefit).
      • Primary Benefit: +2 posts to max spell durations (increase to durations only apply to the magic containing the lost magic benefit).
      • Auxiliary Benefit: +1 posts to max spell durations (increase to durations only apply to the magic containing the lost magic benefit).





    Faith Magic


    • Overview: Faith magic is a kind of magic that is, as the name implies, invoked via an individual's faith, for this reason being favored by Paladins and Clergymen. Faith magic is not necessarily holy, instead being based on an individual's belief in a concept, entity, etc., embodying the aspects of the subject of an individual's belief and bringing them forth via the use of magical power. Faith Magic produces magical effects in a similar fashion to Caster Magic, with the user's body being the medium to cast spells. A maximum of 1 additional effect may be added to any given spell or ability within the magic containing the Faith magic type. The benefit of this magic type can be used to alter the effect limit of signature spells.

      • Solitary Benefit: +9 effects that may be distributed to spells and abilities in the magic including this magic type.
      • Primary Benefit: +6 effects that may be distributed to spells and abilities in the magic including this magic type.
      • Auxiliary Benefit: +3 effects that may be distributed to spells and abilities in the magic including this magic type.





    Blood Magic


    • Overview: Blood Magic is, in actuality, not magic at all, although considered a sinister and forbidden magical art that requires the user to expend their very life force in exchange for their powers, where combat arts require the power of the body and magic requires the power of the soul. In essence, Blood magic functions in a similar fashion to regular Caster type magic, with the notable difference being that HP must be expended in place of MP to cast spells. Spells in a magic that contains the Blood magic type can be turned into so-called "Blood Spells", which will exchange their usual MP cost for an HP cost, meaning that HP must be paid in order to cast the spell in question. If the magic in question uses the Solitary Benefit for Blood Magic, all spells in the Magic are automatically considered Blood spells. If Blood Magic is the only Magic type in the magic allowing for "Caster" type spells, all regular "Caster" type spells that do not belong to other spell categories (e.g. Requip, Summoning, etc.) must be designated as Blood spells. Blood spells cannot benefit from any kind of cost reduction under any circumstances. Spells and abilities belonging to the Supportive spell category cannot be designated Blood spells. HP expended to cast a Blood spell is permanently subtracted from the user's maximum HP for the rest of the thread they are used in and cannot be restored or healed in any way, only restoring when the thread in question is ended. The HP cost for Blood spells is based on their ranks. For details see the Tables and FAQ section. Only the Blood spells in question can be cast using HP, with associated effects still requiring MP to use when necessary.

      • Solitary Benefit: +75% to HP. The user gains the ability to designate Blood spells in the magic including this magic type.
      • Primary Benefit: +50% to HP. The user gains the ability to designate Blood spells in the magic including this magic type.
      • Auxiliary Benefit: +25% to HP. The user gains the ability to designate Blood spells in the magic including this magic type.





    Curse Magic


    • Overview: Curse magic is a kind of power that relies on the supernatural might of curses to strengthen the user's arcane capabilities. It is similar to Holder and Bond magic and can utilize the same format of spells, though the magic is linked to a curse placed on the user's own body instead of being channeled into an object or creature, making them the medium for their cursed magic. Curse magic functions similarly to Caster type magic.

      • Solitary Benefit: Associated Magic receives 3 additional signature spells equal to the character's rank (Up to S).
      • Primary Benefit: Associated Magic receives 2 additional signature spells equal to the character's rank (Up to S).
      • Auxiliary Benefit: Associated Magic receives 1 additional signature spell equal to the character's rank (Up to S).





    Holder Magic


    • Overview: This type of magic requires the mage using it to utilize some form of equipment as a medium to focus and expel their magical power. A given Holder magic has to be associated with a set piece of equipment which can range from anything such as swords, to pieces of armors, or even everyday items. Regardless of the form a piece of Holder equipment takes, it cannot be broken or stolen from its owner unless the player of said character explicitly agrees to it. In all other aspects, such as damage reduction or melee damage as well as abilities Holder equipment follows the normal rules for equipment of their respective type, which can be found under the Equipment Rules. Only 1 piece of equipment can be used in per single holder magic. The application of the piece of Holder equipment has to be linked within the Holder magic application itself. A character automatically receives a weak piece of equipment when they choose this magic type for a magic, which will act as the associated piece of Holder equipment that receives the magic's benefits. Holder equipment doesn't count against the character's equipment total for that category (i.e. Weapon, Armor, or Item) and may be purchased or upgraded like a normal piece of equipment.

      • Solitary Benefit: Associated Holder Weapon/Armor/Item receives 3 additional equipment abilities that are equal to the character's rank (Up to S).
      • Primary Benefit: Associated Holder Weapon/Armor/Item receives 2 additional equipment abilities that are equal to the character's rank (Up to S).
      • Auxiliary Benefit: Associated Holder Weapon/Armor/Item receives 1 additional equipment ability that is equal to the character's rank (Up to S).





    Bond Magic


    • Overview: Bond magic is similar to Holder magic, though the user bonds to another creature instead of equipment, allowing the user and the creature to fight alongside each other and utilize the same abilities, regardless of species, shape, size, etc. of the bonded creature. Bond creatures function as pets and follow the same rules as pets do as specified in the Equipment Rules with the addition of the additional rules and benefits as listed below. The pet can be upgraded in rank by purchasing the next grade, just like with a piece of Holder equipment. Characters with this magic type automatically receive a weak pet for use with the magic which does not contribute to the limit otherwise imposed on the number of combat pets. Note that this means a character could utilize more than 1 combat pet in a given thread through the use of Bond Magic. Bond pets can be used as origin points for spells of the associated magic using Bond as a benefit type. Bond pets automatically benefit from the same applicable buffs, base buffs, and modifying factors as their owner and vice versa (Note that this does not apply to negative effects imparted by an opponent's spells or abilities). In order for a Bond Pet to be able to fully use spells of that same magic, the Bond magic must be at least of the Primary Benefit level, in which case both Bond Pet and the player can use the spells of the Bond magic individually and separately from one another. The application of the bond pet has to be linked within the Bond magic application itself.

      • Solitary Benefit: Associated Pet receives 3 additional abilities which are equal to the character's rank (Up to S).
      • Primary Benefit: Associated Pet receives 2 additional abilities which are equal to the character's rank (Up to S).
      • Auxiliary Benefit: Associated Pet receives 1 additional ability which is equal to the character's rank (Up to S).


    Admin
    Admin

    Lineage : Admin
    Posts : 958
    Guild : Staff
    Cosmic Coins : 100
    Dungeon Tokens : 100
    Mentor : Seijin
    Experience : 100,000,000

    Character Sheet
    First Skill: Admin Magic
    Second Skill: Mod Magic
    Third Skill: Dev Magic

    Rules Re: Magic and Spell Rules

    Post by Admin 29th June 2018, 6:12 pm


    Requip Magic


    • Overview: Requip is a form of magic based on the usage, summoning, and/or creation of different magical items, weapons, and armor that are pulled from and stored in a magical pocket space or created on the spot using the magical abilities of the character. Characters can only normally use a single Requip spell at once unless Requip is more dominant as one of their magic's benefits. Requip spells can be included in any given magic, though any Requip Spell used in a magic that is not at least Auxiliary Requip is limited to a single ability per Requip Spell max. This does not apply to abilities gained from including Equipment in a Requip Spell, but includes, for example, a Requip's natural abilities and Item equipment bonuses. Benefits are listed below:

      • Solitary Benefit: Character can have up to 4 Requip spells active at once.
      • Primary Benefit: Character can have up to 3 Requip spells active at once.
      • Auxiliary Benefit: Character can have up to 2 Requip spells active at once.

      • Spells: The weapons, armor, and items of Requip Magic are all made in the same manner as spells in a Caster-type Magic with the addition that all Requips have the choice between possessing 2 active abilities, 2 passive abilities, or 1 active and 1 passive ability applied per Requip weapon, armor, or item. The rank of the Requip determines its base stats. Additionally, all spells used in Requip Magic are channeled through the piece of equipment that is conjured through the same magic by default. Requip passive abilities that grant buffs follow active buff rules. Requips themselves use burst ranges and speeds for attacks not associated with their active abilities. Note: Once a Requip Armor hits 0 HP, all of its active and passive abilities are automatically cancelled and it cannot be activated again for the rest of the user's post.

      • Spell Type: Requip weapons, items, and armor do not possess a spell type like caster spells do. Instead, a requip spell can either be a weapon, an armor, or an item, essentially following the same aesthetic as pieces of equipment as specified in the Equipment Rules. A requip's active and passive abilities essentially act as the magic's "spells", functioning similar to caster-type spells.

      • MP Consumption: Requip spells themselves may cost MP to manifest, depending on their abilities. If a Requip contains only active abilities, it does not cost any MP to activate. Per passive ability that a Requip spell contains, the user must pay 50% of the MP cost of a spell equivalent to the Requip's rank (e.g. Manifesting a C Rank Requip spell with one passive ability and one active ability would cost 15 MP, 50% of C Rank Spell MP cost, which is 30 MP. If the Requip spell of the same rank contained two passive abilities, the user would have to pay 30 MP in order to manifest it) to activate the Requip. Active abilities, much like caster-type spells, require the rank-equivalent amount of MP to be paid in order to be activated.

      • Passives: Requip magics can obtain passive spells just like other magics can, following the 1/4th rule as detailed under "Passive Spells", though in this case, the passive spell doesn't receive the additional actives or passives that a normal Requip spell has.

      • Equipment: Requip spells should all focus on using some form of equipment, be it a weapon, such as a sword, armor, such as plate mail, or a magical item, such as an amulet. Requip spells, however, can be combined with physical equipment that can be purchased in The Armory. If you purchase a piece of equipment from the Armory to link to a Requip spell, you receive a set enhancement bonus depending on the type of equipment and Requip spell, as well as the abilities of the purchased piece of equipment on top of the Requip spell's original abilities (i.e. if you buy a Strong Weapon for use in a B rank Requip weapon, the Requip in question would have 3 B rank abilities and 1 C rank ability, 2 B rank abilities from the Requip itself, 1 B rank and 1 C rank ability from the linked weapon). Linked equipment cannot be registered as physical equipment in the Items and Pets section. Please link the purchase proof for any linked equipment in the associated requip spell. Weak equipment may not be used in Requip spells. Weapons, Armor, or Items used in Requip spells do not count towards the equipment cap on characters while used in a magic. Below are the benefits applied to Requip spells which use linked purchased equipment as a part of the Requip spell:

        • Weapons: Multiply the original rank melee damage value of the Requip weapon by 2.5x
        • Armors: Multiply the original rank HP value of the Requip armor by 2.5x
        • Items: Gain 1 additional ability equal to the rank of the requip. Does not apply to signature spells.


      • Signature Spells: Requip Signature Spells, as opposed to regular Requip Spells, only gain a single ability, which can be either active or passive in addition to following the rules for Signature Spells. In order to make your Signature Spells Requips the magic in question must use Requip as it's magic type, and must at least use the Auxiliary benefit level.

      • Refined Requip: Refined Requip is a term that applies to a perfect Requip Spell a character may own. A Requip mage can designate a single Requip Spell of any rank including and above B rank and any type (i.e. regular spells, signature spells, and advanced spells) per magic as a Refined Requip. Refined Requips gain an additional ability of equal rank to that of the requip. In order to obtain and use a refined Requip Spell in a magic the character must also be at least B rank or higher. Refined Requips can only be included in magics that are at least Primary Requip.






    Summoning Magic


    • Overview: Summoning is the action of taking a being from another world, or somewhere else in the world, creating and animating a being from scratch and manifesting it to help you in combat, or otherwise manifesting another entity to aid you. There are different types of summoners, such as Celestial Wizards, Necromancers, etc., though they all follow the same rules. A normal summoner is one who can summon forth a wide variety of different creatures or constructs to aid them without the use of keys, using their body as a medium to summon. A Celestial summoner is someone who uses specialized items, keys, in this case, to summon entities.

      Of course, there are all kinds of different summoners, although all of these fall under the same category of magic and follow the same rules, with the way an entity is actually summoned mostly being flavor.  A summon's Melee damage is for the summons own natural physical/ranged attacks separate from their abilities. Apart from this, summons can act and function autonomously and are classed as their own separate entities (player-owned NPCs). Characters can only normally use a single Summon spell at once unless Summoning is more dominant as one of their magic's benefits. Summon spells can be included in any given magic, though any Summon Spell used in a magic that is not at least Auxiliary Summoning is limited to a single ability per Summoning Spell max. This includes, for example, a Summon's natural abilities and Summon Grade ability bonuses. Benefits are listed below:

      • Solitary Benefit: Character can have up to 4 Summon spells active at once.
      • Primary Benefit: Character can have up to 3 Summon spells active at once.
      • Auxiliary Benefit: Character can have up to 2 Summon spells active at once.

      • Summon Statistics: Summons move at a base speed equal to the Character Speed of their rank (e.g. a B rank Summon could move at a speed equal to that of a B rank character). Summons utilize rank-equivalent Burst ranges and speeds for the range and speed of their normal summon attacks (e.g. Summon Melee Attacks or Attacks not associated with their abilities). Summons can be summoned at a given point around the user equal to their rank Burst range.

      • Spells: All summons / Celestial Keys take up 1 spell slot. The rank of the spell slot determines the base stats of the summon. All summoned creatures have standard durations like "normal" spells. All Summons, similar to requip spells, have the choice between possessing 2 active abilities, 2 passive abilities, or 1 active and 1 passive ability for themselves. Summon passive abilities that grant buffs follow active buff rules. One can give up a spell slot of the same rank as a summon to provide that summon with an additional ability slot equal to the summon's rank, though they must note this in the summon itself. This can only be done if Summoning is at least the Primary benefit of that magic, though there is no limit to how many spell slots may be sacrificed for additional abilities. This feature is mutually exclusive to every magic, meaning one cannot sacrifice spell slots from their secondary magic to gain additional abilities in their tertiary magic, for example. Note: Once a summon hits 0 HP, all of its active and passive abilities are automatically cancelled and it cannot be summoned again for the equivalent of their remaining duration, entering a cooldown period.

      • MP Consumption: Summon Spells themselves cost half of a regular spell of their rank to summon (i.e. a B rank Summon, for example, would cost 20 MP or the equivalent SP / HP conversion to summon). Their abilities much like spells or techniques require the equivalent amount of MP / SP / HP to be paid in order to be cast.

      • Equipment: Summoning spells should focus on materializing or bringing forth some form of creature, construct, or being. Summons, however, can be combined with physical creatures that can be purchased in The Pet Shop. If you purchase a pet from the Pet Shop to link to a summon spell, your summon receives an enhancement bonus as well as the abilities of the purchased pet on top of the Summon's original abilities (i.e. if you buy a Strong Pet for use in a B rank Summon spell, the Summon in question would have 3 B rank abilities and 1 C rank ability, 2 B rank abilities from the Summon itself, 1 B rank and 1 C rank ability from the linked pet). Linked pets cannot be registered as physical equipment in the Items and Pets section. Please link the purchase proof for any linked pets in the associated Summon spell. Weak pets may not be used in Summon spells. Pets used in Summon spells do not count towards the equipment cap on characters while used in a magic. By linking a bought pet to a Summon spell, both the "Summon HP" and the "Melee Damage" of the Summon in question are multiplied by 1.5x.

      • Summons and Buffs: Some increases or decreases to stats and other conditions, such as lowered base values, affecting the summoner automatically translate over to a character's summons as well as their stats, though not vice versa. These affected stats include Strength, Movement Speed, Spell Damage, Spell Durability, Spell Healing, Spell Range, and Spell Speed, as well as their respective Technique counterparts. Summons, in this context, are considered their own separate entity from the user, and are treated accordingly in the context of the Magic Rules.

      • Signature Spells: If a Summon / Celestial Spirit is used for a Signature Spell, it will have either choice of a single active or passive ability. In order to make your Signature Spells Summons the magic in question must use Summoning as it's magic type, and must at least use the Auxiliary benefit level.

      • Grades of Summons: Summons, instead of spell types, use different grades / keys to differentiate between them. Below is a list of the different grades / keys of summons that can be obtained by regular / celestial summoners:

        • Normal Summons / Bronze Keys: These are your standard creatures that have your average durability and damage based on rank. There's nothing extraordinary about them and they can be used in any rank of spell.

        • Grande Summons / Silver Keys: These are stronger, more powerful beings that all Summoners can use. Stronger than Normal Summons and Bronze Keys, but weaker than Immaculate summons or Crystal Keys. A Grande Summon / Silver Key can only be summoned by a B Rank or stronger wizard. You can only have one Grande Summon / Silver Key at each rank between B-S, but can use any given regular or advanced spell slot within those ranks. Grande Summons / Silver Keys can only be used if the summoning benefit of the given magic is at least primary or solitary.

        • Immaculate Summons / Crystal Keys: These are the strongest of summoning creatures that one without an Unknown or Golden Key can obtain within their given summoning magic. Immaculate Summons / Crystal Keys can either have 1 extra passive, or 1 extra active ability equal to the rank of the summon. The ability to create an Immaculate Summon / Crystal Key is obtained at A rank, and an Immaculate Summon / Crystal Key can be assigned to any rank of spell in the given summoning magic, even using the H rank spell slot if you are inclined to do so. Naturally, as you rank up you can move the Immaculate Summon / Crystal Key to a higher level, following the general rules for spell slots. You cannot use an Immaculate Summon / Crystal Key in a magic if you are using a Zodiac Key in the same summoning magic. You may only ever have 1 Immaculate Summon / Crystal Key per summoning magic, and this amount cannot be increased by any means. To make one of their spells an Immaculate Summon / Crystal Key a character must have summoning as either a solitary or primary benefit for that summoning magic.


      • Special Keys: Below you can find the two kinds of special keys that are outside of the means of classification above.

        • Special Keys: Unknown / Zodiac Keys are outside of the classification between Normal Summons / Bronze Keys, Grande Summons / Silver Keys, and Immaculate Summons / Crystal Keys. These keys generally function as stronger versions of the above-mentioned keys and are only available in limited quantities when compared to the basic summons and keys one can add to their summoning magic. These keys are generally self-contained summons and follow the rules below.

        • Unknown Keys: These keys are somewhat rare and can only be obtained through special Events and Shops. Unknown Keys are classified as a piece of equipment that contains a singular summon and can be used to call upon that same summon. This type of summon is not a spell slot, although it generally follows the rules for summoning magic as well as the cap for active summoning spells. For more information on Unknown Keys see the following section in the Equipment Rules. Unknown Keys are generally won or purchased and must be registered in the WIP Pets & Items board and handed in to the Items and Pets Approval Thread for approval.

        • Zodiac Keys: These are the fabled Golden Keys of the 12 Zodiac Spirits. As the title implies, there are only 12 of the Regular Zodiacs in the entire world, which makes them highly sought after. Zodiac Keys can either have 1 extra passive, or 1 extra active ability equal to the rank of spell they are assigned to. This, coupled with more durability and higher damage than any other kind of key, makes the Zodiac keys potent allies. Should you own one of these keys, you can make any one spell slot of your choice within one of your primary or solitary summoning magics into the Zodiac Key in question. This follows the normal rules for spell slots. You cannot own a Zodiac key and an Immaculate Summon / Crystal Key in the same summoning magic. To apply a Zodiac Key to a summoning magic a character must have summoning as either a solitary or primary benefit for that same magic. Zodiac Keys are obtained by registering to own them in this thread. A player can only ever own a single Zodiac Key across all their accounts.





      Take-Over Magic


      • Overview: Take-Over magic is, in general, magic that involves the user taking over certain aspects of another entity or being and transforming their body to resemble aspects of that same entity or being or even transforming into those entities or beings entirely, granting them different strengths and abilities depending on the Take-Over. In a sense, Take-Over magic can be seen as akin to summoning magic, though instead of summoning a being, the user transforms themselves into said being. Take-Over magic often follows a specific theme depending on the Take-Over spells the user can use within their Take-Over magic, though that is entirely dependent on the character and how their magic is structured. A given Take-Over must include some kind of physical change of or on the user's body, even if it is a small change.

        • Solitary Benefit: +30% to HP and MP.
        • Primary Benefit: +25% to HP and MP.
        • Auxiliary Benefit: +15% to HP and MP.

        • MP Consumption: Take-Over spells themselves may cost MP to manifest, depending on their abilities. If a Take-Over contains only active abilities, it does not cost any MP to activate. Per passive ability that a Take-Over spell contains, the user must pay 50% of the MP cost of a spell equivalent to the Take-Over's rank (e.g. Manifesting a C Rank Take-Over spell with one passive ability and one active ability would cost 15 MP, 50% of C Rank Spell MP cost, which is 30 MP. If the Take-Over spell of the same rank contained two passive abilities, the user would have to pay 30 MP in order to manifest it) to activate the Take-Over. Active abilities, much like caster-type spells, require the rank-equivalent amount of MP to be paid in order to be activated.

        • Partial Take-Overs: Partial Take-Over Spells are spells that take different aspects of an animal, entity, being, or creature and transform a part of the user's body to resemble that specific part, such as arms, wings, legs, head, or anything else that could constitute a part of a Full-Body Take-Over. Every Partial Take-Over takes up one spell slot. Partial Take-Over spells can possess a single ability, which can be either active or passive, along with a single buff to one single stat, which can be as high as half of the normal buff percentage for that rank, which can be found here. An Advanced Partial Take-Over Spell uses 75% of a rank's buff percentage (e.g. a B rank Partial Take-Over can have a 30% buff. A B+ Advanced Partial Take-Over can have a 67% buff). Partial Take-Over passive abilities that grant buffs and buffs associated with the Partial Take-Over itself follow active buff rules.

        • Full Take-Overs: A Full Take-Over is the combination of between 2 to 4 Partial Take-Overs. A Full Take-Over takes up a single spell slot, and can possess two abilities, 2 actives, 2 passives, or 1 active and 1 passive, as well as 1 Take-Over buff which follows the full buff percentages for the associated rank following the rules for active buffs. A Full Take-Over, however, is also granted all active and passive abilities of every corresponding Partial Take-Over that forms the Full Take-Over as well as all Take-Over buffs associated with the Partial Take-Overs. To activate a Full Take-Over, all Partials that make up the Full Take-Over have to be activated first. When the Full Take-Over is activated, all Partial Take-Overs that make up the Full Take-Over are assimilated into the Full Take-Over and follow the duration of the Full Take-Over instead of their own. An Advanced Full Take Over Spell follows the Advanced rules for buffs. Full Take Over passive abilities that grant buffs follow active buff rules. Only one full Take-Over may be active at a time.

        • Signature Spell Take-Overs: Full Signature Spell Take-Overs, as opposed to Requips or Summons, retain the ability to use all their associated abilities and buffs without having to give up an active or passive ability slot. Abilities, however, still follow signature spell rules.

        • Additional Rules: Each Take-Over, Partial or Full, takes up 1 Spell Slot. Only a single Full Take-Over may be used at any given time. Take Overs themselves use burst ranges and speeds for attacks not associated with their abilities.

        • Melee Damage (Clarification): Take-Over Spells use the corresponding summon melee damage tables of the same rank for the respective melee damage they deal. Full Take-Over spells use the "Normal" summon melee damage of their corresponding rank and multiply that value by 1.5x (e.g. a C Rank summon can deal 12 HP melee damage, so a Full C Rank Take Over deals 12 HP x 1.5 = 18 HP in melee damage).


      • Transcended Take-Overs: Transcended Take-Overs are stronger versions of regular Partial or Full Take-Over spells. These Take-Over forms are hard to master and control, but offer more powerful transformations to their users, constituting the strongest of Take-Over spells. Transcended Take-Over spells can either possess 1 additional active or passive ability equal to the rank of the Take-Over spell. Both Partial and Full Take-Over spells can be turned into a Transcended Take-Over, though they still follow all associated rules for their respective type of Take-Over. The ability to create a Transcended Take-Over spell is obtained at B rank, and a Transcended Take-Over can be assigned to any single Take-Over spell in a given Take-Over magic. One can only possess one singular Transcended Take-Over spell per Take-Over magic. Transcended Take-Over spells, instead of using the damage values for "Normal" summons, use the damage values for "Immaculate" summons corresponding to their rank. Transcended Partial Take-Overs multiply this value by 1.5x, while Transcended Full Take-Over spells multiply this value by 2x. Regardless of whether the Transcended Take-Over is a Partial Take-Over or a Full Take-Over, the original percentage value for the buff associated with the Take-Over is multiplied by 1.5x (e.g. a B rank Full Take-Over buffs a given stat by 60%, so a B Rank Transcended Full Take-Over buffs a given stat by 60% x 1.5 = 90%).




      Mystic Eyes


      • Overview: Mystic Eyes are inborn arcane abilities some mages possess since birth, their eyes acting as a catalyst and focal point for their magical energy in these cases in the same way that a piece of Equipment acts as a focal point for a Holder mage's magic, some mages even possessing multiple kinds of mystic eyes that can be swapped between. Other than Holder Equipment or even Take-Over Magic, however, Mystic Eyes are a permanent part of the user's body, increasing the user's inherent magical prowess. User's of Mystic Eye magic rely on their eyes to produce the same phenomena regular magic would, allowing them to use Caster type spells that are invoked via the user's eyes and an additional mechanic called "Unbound Eyes".

        • Solitary Benefit: Both Unbound Eyes spells gain +3 abilities equal to spell rank.
        • Primary Benefit: Both Unbound Eyes spells gain +2 abilities equal to spell rank.
        • Auxiliary Benefit: Both Unbound Eyes spells gain +1 abilities equal to spell rank.

        • Unbound Eye Spells: The true potential of Mystic Eyes lies dormant for the majority of the time, but when supplied with mana, they will unleash their fearsome powers. In every magic that includes the "Mystic Eye" magic type, the user must designate two spell slots of any given rank, one per eye, which are used to create Unbound Eye spells. Unbound Eye spells gain two abilities equal to the rank of the spell slot used to create the Unbound Eye spell in question plus a number of abilities in accordance with the benefit level of the "Mystic Eyes" magic type. Abilities gained this way are equal to the rank of the spell slot used to create the Unbound Eye spells. Signature Spells cannot be designated as Unbound Eyes spells. The abilities associated with an Unbound Eye spell can be either active or passive. Passive abilities used in this way follow active buff numbers.

          Unbound Eyes spells themselves do not possess a duration like regular spell slots (while their abilities do cost MP to cast and possess durations as normal) and can stay active for as long as the user desires. Every post an Unbound Eye spell is active, however, the user must pay MP equal to 50% of the MP cost of a regular spell of the same rank (for example, two S Rank spell slots are used to create Unbound Eye spells. While one of these spells is active, the user must pay 30 MP once per post for as long as it is active, 60 MP per post if both Unbound Eye spells are active). This MP cost is unaffected by any kind of MP cost reduction. Unbound Eyes spells can be activated and deactivated at the user's will, though the MP cost associated with using an Unbound Eyes spell must be paid once active (With the exception of an active instance of Force, during which no MP is paid to maintain Unbound Eye Spells as per the condition of Slayer Force Mechanics). Abilities associated with an Unbound Eye spell retain their regular durations and must be recast for their respective MP cost once their duration runs out. Abilities associated with Unbound Eye spells can only be used if the Unbound Eye spell they are associated with is active. When an Unbound Eye Spell is deactivated all of its abilities are automatically deactivated as well. All active abilities are canceled and must be recast in order to activate again. If a mage runs out of MP, all Unbound Eye spells they are using are automatically deactivated. Unbound Eye spells themselves cannot be copied or negated (This does not apply to their abilities themselves). H++ Spells or Fusion Spells cannot be designated Unbound Eye spells.





      Combat Arts


      • Overview: Combat Arts are not directly considered magic, instead relying on the inherent supernatural enhancement that the flow of ethernano creates in the body to produce physical feats normally considered impossible. Combat Arts rely on the user's stamina and are thus the preferred method of combat for purebred warriors that fight, live, and die by their swords, relying on raw physical strength and power rather than magical energy and spells. User's of Combat Arts can replace any given spell and ability of a magic that includes the Combat Arts magic type with something called "Techniques", which are generally focussed on enhancing the user's own body and martial prowess. Techniques may also replace abilities in custom Equipment or custom Pets associated with a magic that includes the Combat Arts magic type. Users of Combat Arts allocate a set percentage of their base MP to a new stat called SP (Stamina Points), which is used in order to active techniques. Users of Combat Arts must allocate at least 50% of their base MP to their SP stat, which is subtracted from their base MP (for example, a D Rank mage must split their total base MP of 200, assigning at least 50% of that value to their SP, leaving the user with 100 base MP and 100 base SP). Up to 100% of a character's base MP can be allocated to a character's SP. For the purposes of all calculations related to Stamina Points, SP replaces MP in all techniques and all effects contained therein.

        All damage dealt by techniques is classed as Melee Damage, therefore benefitting from increases to Strength rather than Spell Damage. Technique Damage is Independent from a character's normal Melee Damage and one cannot be added onto the other in any way. Techniques cannot be used to do Spell Damage. Techniques do not benefit from increases to Spell Range, Spell Speed, Spell Durability, or Spell Healing, instead using Technique Range, Technique Speed, Technique Durability, and Technique Healing respectively. Techniques use independent values for their Damage and Healing. See the Tables and FAQ for more information.


        • Solitary Benefit: +75% to Melee Damage. Allows the user to replace their spells and abilities with techniques in the associated magic.
        • Primary Benefit: +50% to Melee Damage. Allows the user to replace their spells and abilities with techniques in the associated magic.
        • Auxiliary Benefit: +25% to Melee Damage. Allows the user to replace their spells and abilities with techniques in the associated magic.





      Slayer Magic


      • Overview: Slayers are mages which have been gifted control over an element (or potentially a concept) from a dragon, god, demon, or some other aspect or being. This can include both learning it directly from the being in question or through a lacrima left behind by a being. There are several different types, generations, and versions of Slayers. Details on every possible type of Slayer Magic can be found below the following benefits for Slayer Magic. Note that Slayer Magic cannot be freely created on FTRP. In order to obtain Slayer Magic, one may register to use it in this or can use a Slayer Lacrima in order to obtain it.
        • Slayer Benefits: Slayer magic overrides the possibility to get any benefits from other types of magic for the particular Slayer magic in question. Slayer magic is always Solitary Slayer and cannot use any other benefits alongside the Slayer benefit. Slayer magic grants the following benefits to the character who has it.

          • +50% passive increase to Strength, Movement Speed, and Spell Damage.
          • Greatly enhanced senses of Hearing, Sight, and Smell.
          • Ability to Consume Magic of the same element as the Slayer Magic to regain MP as well as the Force Ability (See below).
          • Inherent 50% Damage Resistance against the Elements the Slayer can control. Stacks with other sources of Damage Resistance up to its usual maximum





      • Magic Consumption: Slayers can consume the element and elemental spells/abilities associated with their respective Slayer magic, allowing them to recover Magic Power. If a spell, for example, contains 20 MP and a Slayer consumes the spell, the Slayer regains 20 MP, etc. Slayers do not take damage from spells that are consumed. If a spell that is being consumed by a Slayer is higher in rank than the Slayer they, instead of gaining the full MP of the spell of they are consuming, regain a quarter of the MP of a spell of their own rank while also taking full damage from the spell that is being consumed. Resistances do not affect damage taken this way in any way or form.

        • Naturally-occurring Elements: Naturally-occurring sources of the element a Slayer controls can be consumed to regain MP. If a naturally occurring version of a Slayer's element is consumed it regenerates 5% of a mage's maximum MP. This form of elemental consumption can only occur once per post max, but functions independently from regular MP regeneration and can trigger separate from the regular cap imposed by MP regeneration.

        • Additional notes: Slayers cannot consume their own spells or abilities, whether this is from their magic, a weapon, a Summon, Take-Over's spell, or any other source of their own magic. Slayers can’t eat their pet’s abilities, or their pets themselves if they are made of an elemental magic.


      • Dragon Slayers: Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements (Example: Ice Dragon Slayers cannot eat Dark Ice). If Dragon Slayers consume an impure spell/ability of their element they take full damage from the spell, which is not affected by resistances in any way or form. If they consume a naturally occurring impure version of their element, they lose 10% of their maximum HP.

        • Advantages: The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Dragon Slayer Magic deals double base damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-player opponents.

        • Disadvantages: Though Dragon Slayers get these benefits, they do have one set back: Motion sickness. Dragon Slayers cannot ride on any vehicle or method of transportation without getting motion sick. They can still fly, of course, or use their pets for transportation without getting motion sick. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured through the use of a User Rank healing spell.


      • God/Demon Slayers: God/Demon Slayers can eat both forms of their own Slayer element, pure and mixed. However, they cannot consume the element of their Demon/God counterpart (i.e. God Slayers cannot eat Demon Slayer magic and vice versa). The color of God/Demon Slayer Magic is a black/white version of the element's natural color and usually appears as a black/white version of whatever element they're using. If God/Demon Slayers consume the spell/ability of their element and opposing purity they take full damage from the spell, which is not affected by resistances in any way or form. If they consume naturally occurring opposite versions of their element, they lose 10% of their maximum HP.

        • Advantages: God and Demon Slayers are on either side of the magical spectrum respectively, with God Slayers learning their magic from Gods, making it corrupted magic, and Demon Slayers learning their magic from Demons, making it blessed magic. The element of darkness/light is inherently mixed with the other elements used in the Slayer magic to alter their properties slightly. The Heaven God Slayer, for example, uses a corrupt form of light that is beyond a Dragon or Demon Slayer's ability to consume. God Slayers deal double damage to Holy, God, and Angel type non-player opponents, while Demon Slayers deal double damage to Darkness, Demon, and Undead type non-player opponents.

        • Disadvantages: Unable to consume their respective counterpart. God Slayers cannot consume Demon Slayer Magic, Demon Slayers cannot consume God Slayer Magic.




      First and Second Generation Slayers


      • First Generation: These Slayers have learned the magic directly from the Dragon/God/Demon of their respective element.
      • Second Generation: These Slayers have learned the magic from a lacrima produced by the Dragon/God/Demon of their respective element.

        • First and Second Generation Force: A Slayer must consume at least 5 spells of their rank and respective element in MP to activate First or Second Generation Slayer Force (Max. H rank), but must have at least 50% of their total MP to be able to do so.

          • Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
          • While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 50%.
          • During force spells cost no MP to cast.
          • To maintain Slayer force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Slayer Force is active. Once the user of force hits 0 MP or once they choose to cancel it Slayer Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.






      Third Generation Slayers


      • Third Generation Slayers: These Slayers have learned the magic from the Dragon/God/Demon of their respective element AND have imbued themselves with Lacrima from the same Dragon/God/Demon. This means a character must possess both a First Generation Slayer magic and a Second Generation Slayer Magic of the same element and Slayer type, this combination allowing the player to change their Second Generation Slayer Magic into Third Generation Slayer Magic.

        This means one's primary and secondary Magic must be made up of the same element, the primary magic being learned from the dragon/god/demon of the element, and the secondary magic being learned from the same dragon/god/demon but from a lacrima they produced.

        • Third Generation Force: Third Generation Force can be activated/deactivated at will and anytime provided the user has at least 50% of their total magic power left. Users of third generation force benefit from a 100% increase to their base Spell Damage or base Strength instead of the regular 50% increase while this instance of force is active.

          • Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
          • While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 100%.
          • During force spells cost no MP to cast.
          • To maintain Slayer force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Slayer Force is active. Once the user of force hits 0 MP or once they choose to cancel it Slayer Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.






      Hybrid Slayers


      • Hybrid Slayers: Hybrid Slayers have learned the magic from the Dragon/God/Demon of their respective element as well as imbued themselves with Lacrima from another Slayer Element, or alternatively, have absorbed multiple different Lacrimas of either different Slayer types or elements. These unique Slayers do not use regular Dragon/God/Demon Force, but possess their own version called Hybrid Force. To be classed as a Hybrid Slayer, one must share between their first gen slayer magic and second gen slayer magic, or alternatively, between their two second gen slayer magics, either an element (For example, Ice Dragon Slayer and Ice Demon Slayer) or a slayer type (For example, Fire God Slayer and Poison God Slayer).

        • Hybrid Force: Hybrid Force can be activated/deactivated at will and anytime provided the user has at least 50% of their total magic power left. Users of hybrid force benefit from a 100% increase to their base Spell Damage or base Strength instead of the regular 50% increase while this instance of force is active.

          • Force highly increases the power of the Slayer's Strength, Speed, and Spell Damage by 100% rather than just 50%.
          • While Force is active, the Slayer is surrounded by an aura of their respective element, increasing either their base spell damage or their base melee damage by 100%. This increase is separate from other base increases and can apply independently of the cap imposed on base increases.
          • During force spells cost no MP to cast.
          • To maintain Hybrid force one must spend 10% of their total MP per post. MP cannot be regained or regenerated while Hybrid Force is active. Once the user of force hits 0 MP or once they choose to cancel it Hybrid Force ends. If one hits 0 MP they suffer from the consequences of running out of MP as normal.






    Admin
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    Rules Re: Magic and Spell Rules

    Post by Admin 19th September 2021, 9:07 am

    Magic and Spell Rules LeQgzrA


    • Overview: Spells are one of the main ways, if not the main way, for a mage to utilize and express their supernatural power. Spells are, in essence, self-contained abilities that can be activated by spending one's MP and can take a diverse variety of forms depending on the player who crafts them.

      For the purposes of classification, the rules that follow also refer to techniques and abilities when "Spells" are mentioned.

      In theory, the possibilities for spells are endless and are dependent entirely on the creativity of the player crafting them, though there are, naturally, a few rules that must be followed. As the creation-process for spells is dependant on creativity, there are many ways a spell can be used, such as dealing damage to opponents, protecting the caster or others from damage, healing the damage that the user or another might have sustained, or can be used to impart special status effects on oneself or an opponent. Any numerical base statistics for spells, such as ranges, speeds, damage, MP costs, etc. can all be found in the Tables and FAQ Section of our rules. If you are deciding against using number-based statistics in your magic, these values may be ignored in favor of leaving your magic statless, following the rules specified for statless magic mentioned above. Generally, spells, abilities, and techniques originate with the user and then travel towards a target. Alternatively, spells, abilities, and techniques may be manifested above, next to, or below a given target (never inside a given target and never exceeding their maximum range), though the time it will take for the spell, ability, or technique to activate must be equal to the time it would take for the spell, ability, or technique to travel from the user's position to the intended location of activation (in seconds) and it must possess a visual component indicating its activation in order to ensure that a target has the same amount of time to dodge the attack. As specified in the CoC, auto-hitting is not permitted under any circumstances.

    • Additional Rules:

      • Ranks: The highest rank of spell a character can possess is always equal to the character's rank (i.e. the highest rank of spell a B rank character, for example, can possess, would be B rank).

      • Spells and Effects: Most spells are made up of two different aspects, the main component of a spell that damages opponents, protects against damage, or heals others, and the secondary component, which contains all of a spell's associated effects. Both components, unless otherwise specified, are usually separate from one another.

      • Spell Stacking: To prevent the excessive stacking of spells to compound damage, defenses, or healing, offensive, defensive, and supportive category spells cannot be stacked. This also applies to Auxiliary category spells within limits. One cannot attack a target with more than one offensive spell at a given time / the same instance. One cannot defend themselves or another target against incoming damage with more than one spell at a given time / the same instance. One cannot heal themselves or another target with more than one spell at a given time / in the same instance. Similarly, one cannot hit an opponent with more than one Auxiliary spell designed to impart negative effects (such as debuffs, drains, etc.) at a given time. Note that this does not mean that one cannot activate more than one offensive, defensive, supportive, or auxiliary spell at a time or have multiple of these spells active at the same time. It also does not mean that one cannot use more than one offensive, defensive, supportive, or auxiliary spell in a single post. This means that multiple offensive, defensive, supportive, or auxiliary spells active at the same time cannot be used to attack a target with multiple spells at the same time, defend against damage using multiple spells at the same time, heal incurred damage with multiple spells at the same time, or afflict a target with an array of negative effects at the same time. This rule applies to all spells of all ranks (with the exception of Fusion Spells and Unison Raids based on the fact that these types of spells use different mechanics for their casting and rely on the use of multiple spells in order to be created). In clear terms, A single given attack cannot incorporate the effects or damage of multiple spells or abilities, an attack cannot be guarded against by more than one shield spell or ability at a time, and only one instance of healing may be activated at once. This, of course, only applies to PvP combat, and only with explicit OOC permission from players can this rule be ignored when facing players, player-owned NPCs, or Event NPCs.

      • Melee Damage in Spells: Spells cannot be used to deal Melee Damage under any circumstance. The only exception to this rule are Techniques and the "Combat Arts" magic type, which can use spell-like mechanics to deal Melee Damage instead of Spell Damage.

      • Take-Overs/Summons/Requips: Take-Overs, Summons, and Requips themselves (i.e. not their abilities) do not count as "spells" in the original sense. Their abilities, however, are classed as such and follow all associated rules. Take-Overs, Summons, and Requips themselves, outside of their designated mechanics, cannot deal damage, protect from damage, heal, or possess any other effects.

      • Different Forms of Spells: Spells can come in a variety of different forms, all utilizing slightly different mechanics. The different forms of spells are clarified below
        • Normal Spells: These are your standard spells, using default values for range, speed, damage, etc. for the associated rank, category, and type of spell. Most spell slots used in a given magic will be normal spells.

        • Signature Spells: Signature Spells are mostly identical to normal spells, though there are a few key differences. Firstly, all signature spells rank up alongside your character, increasing in rank as they do up to a maximum of S rank. Secondly, Signature Spells do not cost any MP to cast, though are limited to a single effect. More information on Signature Spells can be found here.

        • Advanced Spells: Advanced Spells are stronger versions of regular spells with increased base values for stats such as range, speed, damage, duration, and so on, though also cost more MP to cast. These spells are available in lesser quantities than normal spells. More information on Advanced Spells can be found here.

        • Guild Spells / H++ Spells: Guild Spells, also sometimes referred to as H++ spells when obtained by characters, are the strongest spells a single character may create, possess, and use. These spells of almost legendary quality are exclusive only to Z+ rank mages and Guild Masters and use the highest base values of any form of spell. More information on H++ Spells can be found here.

        • Fusion Spells: A Fusion Spell is a combination of two of a mage's spells, performed by a single mage and made possible by fuzing two of the user's spells together into a new combination spell of sorts. Naturally, spells combined this way are stronger than individual spells, but the user has access to only a limited quantity of fusion spell slots. More information can be found here.

        • Unison Raids: A Unison Raid refers to the combination of two or more spells by two or more mages to create a fusion spell, which is made up of the sum of its parts and thus creates a new, stronger spell. More information on Unison Raids can be found here.





    • Spell Slots: In total, a character receives 15 normal spell slots, 3 signature spell slots, 5 advanced spell slots, 1 normal H rank spell slot, and 1 advanced H+ spell slot per magic by the time they reach H rank. These are spell slots earned by rank progression. Characters can additionally purchase up to 15 additional normal spell slots which can be applied to and distributed between any of the character's magics at the user's discretion (e.g. 5 spell slots may be used in the character's first magic, 7 in their second magic, and 3 in their third magic). Spell slots can be purchased in the Magic Shop.

      • Free Spells: The following chart details how many spell slots a character naturally unlocks (for free) as they progress through the ranks. All spell slots that are unlocked this way apply to every magic a character owns, though every magic is self-contained, i.e. cannot receive spell slots from other magics a character uses.

        • D Rank: 3 free normal spell slots per magic, 1 free advanced spell slot per magic.
        • C Rank: 3 free normal spell slots per magic, 1 free advanced spell slot per magic, 1 free signature spell slot per magic.
        • B Rank: 3 free normal spell slots per magic, 1 free advanced spell slot per magic.
        • A Rank: 3 free normal spell slots per magic, 1 free advanced spell slot per magic, 1 free signature spell slot per magic.
        • S Rank: 3 free normal spell slots per magic, 1 free advanced spell slot per magic.
        • H Rank: 1 free normal H rank spell slot per magic, 1 free advanced H+ rank spell slot per magic, 1 free signature spell slot per magic.


      • Additional Information: The reason the spells gained through ranking up are noted as spell slots rather than spells of a given rank is that normal and advanced spell slots are not fixed in rank. Normal and advanced spells may be moved up or down in rank within a given magic as the user desires and can be distributed to any rank the user likes up to their own rank, as long as certain caps are adhered to. The caps for how many normal spells and advanced spells can be allocated to any given rank of spell can be found below:

      • Normal Spell Rank Limits: The following are the number caps for normal spell slots that can be that may be assigned to a rank of spell within a single magic:

        • D Rank: 0-30
        • C Rank: 0-23
        • B Rank: 0-15
        • A Rank: 0-9
        • S Rank: 0-6
        • H Rank: 1


      • Advanced Spell Rank Limits: The following are the number caps for advanced spell slots that can be that may be assigned to a rank of spell within a single magic:

        • D+ Rank: 0-2
        • C+ Rank: 0-2
        • B+ Rank: 0-2
        • A+ Rank: 0-2
        • S+ Rank: 0-1
        • H+ Rank: 1






    Signature Spells


    • Overview: Signature spells are simplistic spells that cost the caster no MP to use. Signatures are usually spells that can be cast and used quickly, like shooting a blast of magical energy, or a quick and magically enhanced strike. Signature spells are limited to a single effect, regardless of their rank or spell type. The only exception to this rule are Auxiliary Signature Spells, which gain the ability to use a second effect. Signature Spells can be turned into passive spells without regarding the regular guidelines for passive spell creation as seen below (i.e. the MP / SP base decrease) which applies to normal spell slots.

      • Unlocking Signature Spells: When a mage reaches C Rank they unlock the ability to create and use Signature Spells. Without any cost, they gain one Signature Spell for each one of their magics. Below are the ranks at which one obtains Signature Spells. Signature Spells automatically scale with the rank of your character and rank up with them until they reach S Rank.

        • C Rank: 1 Free signature spell per magic
        • A Rank: 1 Free signature spell per magic
        • H Rank: 1 Free signature spell per magic







    Advanced Spells


    • Overview: Advanced Spells function similar to Normal Spells, though are inherently stronger than them, while also costing more magic power to use. Advanced Spells, as opposed to their normal counterparts, have increased base values, which are, in general, about 50% higher than the values for normal spells, meaning they are faster, can reach further, deal more damage, can possess more durability, can use stronger buffs, and so on. Advanced Spells also have slightly increased durations when compared to their normal counterparts.
      • Creation: Advanced Spells, in addition to their rank, such as D, C, B, etc., are labeled with a "+", so D+, C+, B+, et cetera. Advanced Spells, in terms of rank classification, are considered to be spells of a rank higher than their indicated rank (e.g. A D+ spell is classed as a C rank spell for rank classification purposes only, meaning it can affect C rank spells, etc.). In this context, H+ spells are classed as X rank spells, and H++ spells are classed as Y rank spells.





    Guild Spells / H++ Spells


    • Overview: Guild Spells, also sometimes referred to as H++ Spells, are the strongest spells a character can obtain. Only Z+ Rank Mages and Guild Masters can gain access to these spells. To see how to obtain these spell slots see this section in the Character Rules for H++ Spells or this section in the Guild and Faction Rules for Guild Spells.

      Guild Spells are only usable by Guild Masters and Guild Aces. Guild Spells do not take up a spell slot, but must be registered in the Guild Spell Registration Thread. To use a Guild Spell, the Guild Master or Ace in question must be at least S Rank. If a Guild Master or Ace uses a Guild Spell while they are still S Rank, the use of the spell will drain them of all their MP and leave them unable to cast any other spell for the remainder of the thread. H rank and above mages can use Guild Spells without the same repercussion. All guilds get 3 free Guild Spells upon creation of the guild and can purchase up to 4 more. If a member no longer belongs to a guild in which they had previous knowledge of a Guild Spell they will lose the ability to cast said Guild Spell upon leaving the guild in question. Guild spells follow all rules for H+ spells, with the exception that, for these spells, all base values (Spell Damage, Spell Durability, Spell Healing, Spell Speed, Spell Range, Buffs, and other percentage-based Effects), in comparison to H+ spells, are doubled (e.g. a Single Target Offensive Guild Spell could deal 420 HP of damage instead of the 210 HP a regular H+ spell deals).

      H++ Spells function essentially the same as Guild Spells do, with the difference that they can only be obtained by Z+ Rank mages and the fact that they are entirely custom, meaning the player in question can create and tweak their H++ spell to their liking. One may only have a single H++ spell per character. Both Guild Spells and H++ Spells can use all different overarching forms of spells, i.e. Caster-type spells, Take Over spells, Summon spells, or Requip spells. If a Requip, Summon, or Take-Over spell is used as the basis for an H++ or Guild Spell, the spell in question cannot be a "Refined" Requip, a "Grande", Immaculate", or "Zodiac" Summon, or a "Transcended" Take-Over (or the equivalent), and is limited to a single ability only (If Take-Overs are used as Guild Spells the user is not required to possess a Take-Over magic to cast them and they can use them as if the Guild Spells in question were part of a Take-Over magic). This cannot be increased by any means. Guild Spells can either be Offensive, Defensive, or Supportive, but cannot possess an "Auxiliary" Spell Category. H++ spells can use all Spell Categories.

      For the purposes of classification, while H+ spells are classed as X Rank spells, H++ Rank Spells and Guild Spells are classed as spells equivalent to Y Rank.

      • MP Cost: Guild Spells and H++ Spells, of course, also require a character to spend MP in order to cast them. Both Guild Spells and H++ Spells are twice as expensive as a regular H+ Spell. Naturally, if you are out of Magic Power, you cannot cast guild spells.

      • Linked Equipment: For certain Guild Spells or H++ Spells equipment may be included in their creation, as per the magic rules for applicable types of spells. When Equipment is included in such spells, it must be of Artifact (+) Grade, and no other grade of equipment may be linked to a Guild Spell or H++ Spell in order to receive the bonus for linked equipment available to some types of spells.





    Fusion Spells


    • Overview: Fusion Spells are the combination of two individual spells in possession of a single individual to create a new and potentially incredibly powerful spell, as the name implies, fuzing them. Players obtain a Fusion Spell slot at B Rank, H Rank, and Z Rank respectively. Fusion Spell slots may be allocated to any of the user's magics according to the player's discretion, though there is only a limited quantity available. There are certain rules on Fusion Spells that must be followed when creating a Fusion Spell, which you can find detailed below:

      • Fusion Spell Rules: Fusion Spells are combinations of two individual spells in the user's possession. Fusion Spell slots are gained at certain ranks, B, H, and Z respectively, and every slot can be allocated to one of the user's magics at their own desire (meaning the slots can spread across all of the user's magics or all added to the same magic). Fusion Spells must be based on two individual spells from the same magic they are included in. Spells used as the basis for Fusion Spells must be of a compatible magic type (e.g. Caster and caster, Two Summon abilities, Two Blood spells, etc.), the same Spell Category or Categories (i.e. Offensive, Defensive, Supportive, or Auxiliary) and of the same Spell Type or Types (i.e. Single Target, Multi Target, AoE, or Burst). If Fusion Spells are based on Requips, Take-Overs, Summons, or Unbound Eyes they must be based on individual abilities assigned to them and cannot be based on the Requip, Take-Over, Summon, or Unbound Eye in question as a whole. If based on a Requip Ability, Take-Over Ability, Summon Ability, or Unbound Eye ability the respective Requips, Take-Overs, Summons, or Unbound Eyes in question containing the abilities used in the Fusion Spell must be active in order to use the Fusion Spell. Fusion Spells are always "Caster", "Blood Spell" or "Technique" type spells, depending on the spells used as the basis for their creation. Fusion Spells use the combined total base values of the two spells that form them as their own base values for range, speed, damage, durability, and healing. The base MP, HP, or SP cost of a Fusion spell is equal to the combined MP, HP, or SP cost of the spells that form them.

        While Fusion Spells are active, the two spells that form the Fusion Spell cannot be activated or be active. If they are active, the spells in question must be canceled in order to activate the Fusion Spell. Spells used in any given Fusion Spell cannot be used in another Fusion Spell. Fusion Spells count as a spell of a rank higher than the spells used in their creation (e.g. two B Rank spells are used in a Fusion Spell, meaning the Fusion Spell is classed as an A Rank spell. If Advanced Spells are used in the creation of Fusion Spells, the next highest rank is used. Two H+ Spells form a spell equal to Y Rank). Fusion Spells can be used once per thread at the most, and once their duration runs out they cannot be activated again for the same thread. The two spells used as a basis for the Fusion Spell must be noted in the Fusion Spell itself. H++ Spells and Guild Spells cannot be used in the creation of Fusion Spells.

      • Rank: Spells used as the basis for Fusion Spells must be of identical rank (i.e. A B Rank spell may only be combined with another B Rank spell, etc.). Should the circumstances allow for it, two H rank spells may be combined into an X Rank spell. Should the circumstances allow for it, two H+ Rank Advanced spells (which are classed as X Rank spells in this context) may be combined into a Y Rank spell.

      • Durations: Fusion Spells will use the combined spell durations of the spells that they are comprised of (unless the duration is modified by specific effects, such as DoT, etc.). If a Summon, Requip, or Take Over is used to form a Fusion Spell, the duration of the Summon, Requip, or Take Over in question is extended to the total duration of the Fusion Spell in question.

      • Effects: Fusion Spells are allowed to contain all effects the two spells used in their creation contain, no matter which rank they are classed as. Percentage-based effects (such as buffs, debuffs, drains, etc.) are totaled and combined to determine the new base values for the finished Fusion Spell, but certain applicable effects do not stack if they are present in both spells used as the basis for the Fusion Spell (such as immobilizations, negations, counter-effects, etc.).





    Unison Raids


    • Overview: Unison Raids are the combination of individual spells by two or more mages to create a new potentially incredibly powerful spell. Naturally, spells cannot be combined freely and without any guidelines to follow, which are detailed below:

      • Performing a Unison Raid: Unison Raids are combined spells from two or more mages that form into one spell that has additional benefits. Unison Raids combine the base values of the spells used in them and are then affected by the combined buffs applying to the mages performing the Unison Raid. To function, Unison Raids must be of both the same category of spell (Offensive, Defensive, Supportive, Auxiliary) and the same type of spell (Single Target, Multi Target, AoE, Burst). In addition to that, they must use the same format of spells in order to be combined (i.e. two or more Caster-type spells or abilities, two or more Blood Spells, or two or more Techniques). Unison Raids centered around granting their benefit to a single player still function normally, applying their effects to a single chosen player participating in the Unison Raid. Individuals can only perform/participate in a single Unison Raid per thread max. As opposed to Fusion Spells, Unison Raids have no upper limit in regards to how many spells can be used in their creation, though any single mage can only contribute one spell at max to the Unison Raid in question.

      • Rank: All spells used in a Unison Raid must be of the same rank.

      • Durations: All Unison Raids will use the baseline spell durations as specified in the tables (unless the duration is modified by specific effects, such as DoT, etc.).

      • Effects: Effects don't have their strengths increased for being a part of a unison raid and do not stack when capped by certain factors (like base rules), however, effects are all applied together, so a Unison Raid spell could poison, paralyze, debuff, etc. if enough spells with said effects were added.





    Magic and Spell Rules KolWtXo


    • Overview: Spell Categories describe what kind of broad overarching category a spell will encompass. Spells can possess a second category, though the secondary category is classed as an effect. If a secondary category is used the spell may not use a secondary type. If a secondary category is used in any given spell, both base values used in the spell are halved. The categories for spells are defined as follows:

      • Offensive: Offensive spells are, as the name suggests, used to attack an enemy, using different spell types to deal varying levels of damage. Spells of this category generally, through some means, deal damage to an enemy's HP or defenses directly. If a spell deals both damage and heals, the maximum damage value as specified in the tables has to be split between the spell's damage and the spell's healing (e.g. a D Rank Single Target spell possesses a damaging component and a healing component, meaning that the maximum damage it can deal, i.e. 40 HP, has to be split between the two categories. The D rank spell in question could deal 20 HP of damage and restore 20 HP).

      • Defensive: Defensive spells are used to block damage for the caster or even allies of the caster. These spells generally have a set durability in HP. Defenses can range across all spell types and can generally take up to 3 spells of their rank and type before breaking if using only the defensive spell category (e.g. If a D Rank Single Target spell is purely defensive, it can possess a maximum durability of 3 x 40 HP = 120 HP). If a defensive spell is paired with another spell category, it can take 1 spell of is rank and type max. Defensive signature spells and UA's are limited to two spells of their rank and type in durability max.

      • Supportive: Supportive spells are spells that can heal a target instead of dealing damage or defending from damage, directly restoring the player's or even an ally's HP. These spells use the damage values for their spell rank and type, only reversed, healing the specified amount of HP instead of dealing damage. If a spell deals both damage and heals, the maximum damage value as specified in the tables has to be split between the spell's damage and the spell's healing (e.g. a D Rank Single Target spell possesses a damaging component and a healing component, meaning that the maximum damage it can deal, i.e. 40 HP, has to be split between the two categories. The D rank spell in question could deal 20 HP of damage and restore 20 HP).

      • Auxiliary: Auxiliary spells are spells that neither deal damage, defend, nor heal the player or an ally, but instead rely solely on their effects. Harmful effects from Auxiliary spells automatically penetrate all manner of shields, even anti-piercing ones, and are unaffected by counter-effects, subjecting the enemy to their effects directly, but in turn, spells marked as auxiliary cannot be paired with offensive, defensive, or supportive categories and cannot damage an opponent's HP directly, cannot create a shield or barrier to defend, and cannot heal one's own or an ally's HP. Passive spells and abilities use, by default, the Auxiliary category.





    Magic and Spell Rules KTKwVEY


    • Overview: Spell types specify the way a spell interacts with its environment and which shape it takes as it is manifested. Spells may possess a second type after their first one, though this secondary type is classed as an effect. If a secondary type is used in a spell, it may not use a secondary category. Below you will find the 5 different spell types applicable to spells, 4 of which can be used for active spells, 1 of them by default used for passive spells and abilities:

      • Single Target: Tied for highest damage and speed, a single target spell can only cause damage to a single opponent or target per post, but has no decrease to damage and has the highest base maximum range of all spell categories. Any one single target spell may be fired once per post until the duration has ended.

      • Multi Target: This spell category is designed to hit multiple targets at the same time or the same target multiple times with decreased range and speed compared to single target spells. Multi Target spells only have 75% the base power compared to a Single Target spell, but can hit or affect more than just one target. Naturally, this applies to effects contained in the Multi Target Spell, along with its damage, durability, and healing as well. Multi Target spells must specify a set number of allied or enemy targets that can be affected by them. The maximum number of targets that can be targeted by Multi Target spells must be equal to or lower than the max duration (in posts) for that rank of spell (e.g. a D Rank Multi Target spell could affect 3 people per post max, as the maximum duration for a D rank spell is 3 posts. A D Rank Multi Target spell, for example, could be used to attack 3 times, or alternatively, create 3 projectiles). Any effects of Multi Target spells, including durability and healing applied to the player or allies, in these cases, do not stack. Multi Target Spells have the second-highest range and speed of the spell categories, but can never hit or cover an entire area.

      • Area of Effect: This spell type is designed to hit everything within the area it is unleashed in and possibly persist in the area where it was cast. Having only 50% of the power that a Single Target spell has, area of effects makes up for this by having an additional base effect in addition to the damage it inflicts. If the AoE type is paired with another spell type it does not gain the additional base effect. An Area of Effect signature spell can ignore this rule and contain 2 effects. Area of Effect type spells have the second-lowest range and speed of spells in addition to having the lowest base damage amount, but have a higher range than Burst spells. The AoE shockwave may happen once per post until the duration has ended, or alternatively, cover an area until the spell ends, though in this case, cannot move once cast.

      • Burst: Burst spell types are the shortest range type, but are designed to deal full rank damage. These spells are generally defined as quick bursts of magic that cover a distance or an area. Concepts such as teleports and mobility effects are exclusively limited to the Burst spell type. The Burst shockwave may occur once per post until the duration has ended. Burst spells may not persist in a given area like AoE spells can and disappear once reaching their maximum range around the user or point of impact.

      • Passive: Passive spells and abilities are exactly what the name implies, functioning passively and being always active without the need for activation or active expenditure of magic power or stamina. Passive abilities and spells, by default, use this spell type. These kinds of spells and abilities can be naturally occurring benefits that come with the use of a certain magic, weapon, item, pet, and so on. Passive spells and abilities are limited to a single effect, no matter their rank, category, or the spell they are used in. The exception to this are passive UAs, which can contain up to two effects. Passive spells and abilities are limited to passive effects, which include, for example, Buffs, Regeneration effects, and Counter-Effects, and can also freely include plot abilities. Passive spells and abilities, by default, cannot contain effects with a duration (such as, for example, a teleport that could occur once per post), damage/durability/healing, or possess any range or speed (with the exception of certain Lineage Abilities).

        • Acquisition: Apart from creating passive abilities on things such as items, Take-Overs, Summons, etc., a mage can freely turn their spell slots and technique slots within their applications into passive abilities. Every spell or Technique slot used to create a passive ability subtracts 1% from the user's base MP and/or base SP (Or both when applicable. If the user has designated, for example, 20 spells across their applications as passive abilities, their base MP and/or SP would be reduced by 20%). Spell / Technique Slots in Custom Equipment may freely be turned into passive abilities in adherence to the Equipment Rules. Advanced Spells / Techniques as well as Signature Spells / Techniques may also be freely turned into passive abilities without adherence to the base MP sacrifice as specified above and the user will not lose base MP or base SP for turning Advanced Spell / Technique slots or Signature Spell / Technique Slots into passive abilities. Unique Abilities are not included in the base MP / SP reduction.







    Effects


    • Overview: Effects are anything that is contained in a spell and is not damage, healing, or defense/durability. Examples of effects include paralysis, sleep, drains, buffs, debuffs, lockdowns, counters, negations, and so on. If you have something that does not fall under one of these or anything else specified in the effect rules below, you are welcome to ask a staff member what it would be considered. The possibilities for effects are only limited by a player's creativity, much like spells themselves are, and one is welcome to attempt to create their own effects, though staff can and will balance effects to fit in our magic system and follow our effect rules, making their own balancing decisions for effects if necessary. By default, effects can occur once per post max if passive or on a spell with a duration. Below you'll find the chart specifying how many effects a spell can have per rank, spell type, and spell category:

      • D Rank Spells: 1 base effect
      • C Rank Spells: 1 base effect
      • B Rank Spells: 1 base effect
      • A Rank Spells: 2 base effects
      • S Rank Spells: 2 base effects
      • H Rank Spells: 3 base effects
      • Advanced Spells gain +1 additional base effect
      • H++ Rank / Guild Spells: 5 base effects
      • AoE type Offensive, Defensive, and Supportive Category spells gain +1 additional base effect (If not paired with another spell type)
      • Active Auxiliary Category spells gain +1 additional base effect


      • Effect Guidelines:

        • Additional Information: By default, effects affect everyone equally, regardless of rank. However, whenever an effect from a spell or ability is a lower rank than the character who is hit/affected by it, that character can spend an equal amount of MP that it cost to cast the effect to automatically cancel the effect that applies to them. This mechanic only applies to effects up to and including H+ Rank at max. This is considered negation and the effect in question is negated before it can apply to the affected player. Effects are only imparted on an opponent if a spell hits them, meaning they can be blocked through the use of Defensive Spells, provided the defending party doesn't take direct damage from the spell in order to suffer the spell's effects.

        • Controlling effects: Mind/body control, pushing insanity, reading minds, or any kind of effect that controls a character may only be used on player characters with explicit OOC permission. Otherwise, this breaks the rules governing powerplay/metagaming.

        • Immobilization: Status effects that contain any form of immobilization, such as paralysis, sleep, or freezing, last for a maximum duration of 1 post. Immobilization can, by default, only happen once every other post to prevent stunlocking of characters. In order to immobilize a target after the duration of the initial post of immobilization has run out, targets must be hit again in order for the immobilization to take effect once more. Automatically immobilizing a target once every other post without hitting them again is considered a form of stunlocking/autohitting and thus not allowed.

        • Debuffs: When creating a debuff effect one should use the amount they could receive in said ability/spell as a buff as their basis, but in its opposite form. This means if one makes a D rank debuff they could decrease up to 50% of a stat on an opponent, etc. You may not drop somebody into the negatives below -50% of their base stat. Debuffs cannot be passive effects.

        • Damage over Time: Also known as DoT spells, these are spells where the damage occurs over several posts after one initial hit. The blow from a DoT spell can normally do, at maximum, 50% of its spell categories and ranks maximum damage in the initial post. It can then do the same damage per post for several posts thereafter until the damage has reached a maximum of 2.5x the damage specified for the spell's rank and type. This can potentially do a lot of damage if it can continue. The damage of a DoT spell can be distributed differently, such as 2.5x spell rank and type damage spread out over three posts, or potentially the spell's maximum duration. Regardless of how much damage a DoT spell does per post, the damage done by the DoT must be split equally between all posts within its duration. The minimum duration for a DoT spell is 3 posts. The most common type of DoT is 50% of a spell's original damage spread out over 5 posts. A DoT spell's damage is locked to its duration, and the DoT effect cannot continue past a spell's duration. A single DoT spell may not be stacked on any single target, but can otherwise be recast during its duration like other spells can, though naturally, the damage of the DoT would subsequently be reduced, as the spell would use a reduced number of posts for its duration.

        • Burns/Drains: Effects that drain/burn away or directly destroy an opponent's HP or MP in any way or form separately from damaging spells. These types of effects are calculated by percentages of health or magic power. The max percentage for an HP or MP drain may not go over 5% for one ability or spell per opponent per post.

        • HP/MP Regen: Any single regen ability caps at 5% per post regardless of rank or type. By stacking abilities from passives, weapons, spells, lineages, abilities, and anything else on a character you are only allowed to max out at 15% every post for HP regen and 5% every post for MP regen.

        • Reclassifying: Users may not make abilities that “reclassify” what their own, or an opponent’s ability, spell, or effect is or does. Base rules supersede such effects entirely, and as such, they are not allowed.

        • Negations/Redirections: Negating or redirecting an opponent’s effect with an ability requires a drawback or the mana cost that the opponent paid in order to use the spell or effect on top of the cost of the spell that contains this negation effect. When using negations or redirections in signature spells, the user must still pay equal mana to negate another person's spell or effect, though naturally not the cost of the spell containing the negation effect, as signature spells do not cost MP. When negating or redirecting a signature spell or an ability that did not cost MP to use, rank mana cost must be paid regardless in order to negate or redirect the spell despite the fact the opponent paid no MP to cast it. Passive spells, abilities, and effects may not be negated/redirected. With negation or redirection effects, you can only affect spells and abilities of the rank of spell that contain these effects or lower, and any single negation/redirection effect may be used once per post max. Negations/Redirections themselves cannot be negated, redirected, or reflected. Negation and Redirection effects may only be used within spell rank burst range around the user, and only against Offensive or Auxiliary Spells aimed at the user or an ally. If a spell like this is negated/redirected, the spell is not canceled (i.e. it stays active if it has a duration left unless the user negates a harmful effect applying to their character, which negates the harmful effect or any harmful effect contained in a given spell applying to them without canceling the spell itself), but that particular attack with the spell is negated/redirected. Positive effects, spells, and abilities applying to an opponent only, as well as defensive or supportive spells of the same nature, require contact with one of the user's spells or abilities that contain a negation effect in them in order to be negated. Summons, Requips, and Take-Overs themselves cannot be negated/redirected, their abilities, however, can be. HP may be used in place of MP for Negations/Redirections in Blood Spells and SP may be used in place for Negations/Redirections in Techniques.

        • Reflections: Reflecting an opponent's spell or ability back at them or reflecting a spell or ability at another target requires the user to pay the original mana cost the opponent paid in order to cast said spell twice on top of the cost of the spell that contains the effect. You may reflect an opponent's spells once per post per reflection effect. When using reflections in signature spells, the user must still pay twice the mana to reflect another person's spell or effect. When reflecting a signature spell or an ability that did not cost MP to use, rank mana cost must be paid twice regardless in order to reflect the spell despite the fact you or the opponent paid no MP to cast it. Passive spells, abilities, and effects may not be reflected. With reflection effects, you can only affect spells and abilities of the rank of spell that contain these effects or lower. Reflections themselves cannot be negated, redirected, or reflected. Reflection effects may only be used within spell rank burst range around the user, and only against Offensive or Auxiliary Spells aimed at the user or an ally. If a spell like this is reflected, the spell is not canceled (i.e. it stays active if it has a duration left), but that particular attack with the spell is reflected. Positive effects, spells, and abilities applying to an opponent only, as well as defensive or supportive spells of the same nature, cannot be reflected at another player or reflected back at the original caster. Summons, Requips, and Take-Overs themselves cannot be reflected, their abilities, however, can be. HP may be used in place of MP for Reflections in Blood Spells and SP may be used in place for Reflections in Techniques.

        • Multiplication/Copies: You may multiply one of your own or copy one of an opponent's spells once per copy effect and up to once per round max. You will have to pay the original mana cost you or the opponent paid in order to cast said spell again on top of the cost of the spell that contains the effect. Durations still apply. When using copy effects in signature spells, the user must still pay the original mana cost to copy another person's or their own spell or effect. When multiplying or copying a signature spell or an ability, rank mana cost must be paid regardless in order to multiply or copy the spell despite the fact you or the opponent paid no MP to cast it. With multiplication or copy effects you can only affect spells and abilities of the rank of spell that contain these effects or lower. Copies themselves cannot be copied. A single spell may be copied once per its duration max.  HP may be used in place of MP for Copies in Blood Spells and SP may be used in place for Copies in Techniques.

        • Teleports: Instantaneous movement bursts, teleports, or anything that moves a user or an ally from point A to point B directly is known as a teleport. Spells must be Burst type when containing these effects or done within burst rank range if used in Unique Abilities. Any single teleport may only be used once per post max.

        • Mobility Spells: Any spell that makes the user move at a spell's speed is classed as a mobility spell. Mobility spells follow the rules for teleport effects as specified above. Spells containing these effects, similarly to teleports, must be burst type spells.

        • Piercing Effects: Effects that allow spells to pierce armors or shields are allowed but reduce the base damage of spells that include them by 50%.

        • Anti-Piercing Effects: An effect that can only be applied to defensive category spells. If an anti-piercing effect is applied to a shield spell, its base durability is lowered to 1x rank damage (e.g. a single target S rank anti-piercing shield could take 120 HP before breaking), but cannot be pierced by spells with piercing effects, instead taking the full damage of the spell that hits it.

        • Homing Effects: Usually spells will always fire in a straight line or affect a wider area, depending on the spell type. Spells that automatically home in on targets and follow them in an attempt to hit them, however, constitute a homing effect, which naturally takes up an effect slot. Spells using a homing effect can only follow targets for a distance of up to their maximum spell range, and after reaching said distance will vanish ineffectually. Naturally, spells that home in on targets can only do so within the range of the spell, as well.

        • Knockback Effects: Knockback effects are not classed as effects, but rather the natural consequence of a spell, ability, or attack hitting a target. Still, however, knockbacks or other effects that change the position of a target in any way, knock them down, knock them upwards, etc., require OOC permission to be used on a target, as these directly move another player or character or force them into a situation where they have to move. In any given case, the target of a spell will always determine if they are knocked back, down, upwards, etc. by a spell, and if they are, how far they are knocked back.

        • Counter-Effects: You can counter certain negative effects and thus reduce their potency by a maximum of up to 50%, but no further than that. While some effects can be countered like that you can, however, not counter counter-effects. Damage types, such as DoT effects or Piercing effects cannot be countered, as damage reductions can already reduce the damage a mage suffers by up to 50%. H++ Rank Spells and Guild Spells are unaffected by counter-effects. Standard effects that can be countered include the following:

          • Immobilization Effects
          • Drain Effects
          • Debuff Effects









    Buffs


    • Overview: Buffs are anything that increases a character abilities based of a % and are classed as effects. The number-based Statistics that can be buffed on FTRP are:

      • Movement Speed
      • Health Points (HP)
      • Damage Resistance
      • Casting Cost Reduction

      • Magic Power (MP)
      • Spell Damage
      • Spell Healing
      • Spell Durability
      • Spell Range
      • Spell Speed

      • Stamina Points (SP)
      • Strength
      • Technique Healing
      • Technique Durability
      • Technique Range
      • Technique Speed


      Buff amounts can be found in the Tables and FAQ rules thread. Unless otherwise stated in the description of the buff below, there is no cap on high a buff total applying to a character can go. Generally, buffs must always apply to a character as a whole, and cannot apply to any specific spells. Below is a list that describes each buff in more detail, in addition to the rules and limitations of said buffs:

      • Strength: How physically strong your character is. Increasing your character's strength increases the amount of damage that is dealt via Melee Damage and Techniques.

      • Movement Speed: How fast your character is. Increasing your character's movement speed naturally increases the maximum movement speed your character is capable of.

      • Health Points: How much punishment your character can take. Increasing your HP increases your HP pool and thus your ability to withstand damage. Increases to HP can only be obtained via passive buffs and it cannot be debuffed.

      • Stamina Points: How much stamina your character possesses. SP is used in order to activate techniques, and increasing it increases your capacity to utilize techniques in combat. Increases to SP can only be obtained via passive buffs and it cannot be debuffed.

      • Magic Power: How much Magic Power your character has at their disposal. Magic Power is used to cast spells, and increasing it increases your capacity to utilize spells in combat. Increases to MP can only be obtained via passive buffs and it cannot be debuffed.

      • Damage Resistance: How sturdy your character is and how much they can reduce incoming damage, both physical and magical. This stat is always a percentage from 0% to 75% at maximum. Damage Resistance buffs are only obtainable via the Ancient Magic benefit. It applies to damage after other modifiers have been calculated (such as all the opponent’s damage buffs, etc.). Resistance cannot be debuffed via regular spells. Resistances may apply to characters only and cannot affect summons, requips, other equipment, or even shield spells.

      • Spell Cost Reductions: How much your character can reduce the cost of their spells and techniques. This stat is always a percentage from 0% to 75% at maximum. Cost Reduction buffs are only obtainable via the Caster Magic benefit. Cost Reductions cannot be debuffed via regular spells.

      • Spell Damage: How damaging your magic is. Increases to spell damage, naturally, increases the damage your spells do to enemies.

      • Spell Healing: How potent your healing magic is. Increasing your spell healing allows your character’s healing spells to heal more damage.

      • Spell Durability: How sturdy your defensive magic is. Increases to spell durability increase the damage your shield spells can absorb

      • Spell Range: How far your spells can go before dissipating. Increasing this stat increases the range of your character's spells.

      • Spell Speed: How fast your spells can move. Increasing this stat increases the speed of your character's spells.

      • Technique Healing: How potent your healing Combat Arts are. Increasing your technique healing increases the amount of damage that can be healed by your character's techniques.

      • Technique Durability: How sturdy your defensive Combat Arts are. Increasing this value will allow your techniques to absorb more damage.

      • Technique Range: How far your technique can move before being rendered ineffective. Increasing this stat will increase the range of your techniques.

      • Technique Speed: How fast your techniques move. Increasing this stat increases the speed of your techniques.


    • Additional Buff rules: When making a passive ability that contains a buff the maximum % number you can use in that passive buff is -10% of the total possible buff for that rank. For example: D Rank passive buffs are 40% instead of 50%, 50% - 10% = 40%. For each additional type of buff (such as buffing strength and speed) the buff percentage must be split between the stats. For example: a D Rank Passive buff with two buffs would be 20% strength and 20% speed, etc.

      • Base Buffs / Base Debuffs: Due to their potentially incredibly powerful nature, base increases can only be created in custom lineages and only in exchange for a significant, severe, and impactful drawback (e.g. sacrificing 50% base Spell Range for 50% base Spell Speed). All base buffs and debuffs are calculated in percentages and flat increases by a given number are not permitted. Base Buffs and Debuffs always apply before any other buff is taken into account and modify the end total values as written in spells, abilities, and techniques.



      Current date/time is 8th May 2024, 1:29 am