V. Magic

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V. Magic

Post by Game Master on Sun Mar 12, 2017 11:09 pm

Magic is made when an individual uses the Mana within them to control the Etherium around them, pull it into their bodies, through a medium- either their hand or a weapon, and out in the form of a spell. Not all people can use magic, it takes a very specific trait that the person is born with to store Mana in their body. Of those who have this trait, almost none of them are capable of tapping into it naturally and controlling the outcome, so those who can use magic are often times encouraged to not use it until they can find a master to teach them.

• Spell have six main element; Fire, Water, Earth, Air, Steel, and Nature.
• They have nine sub-elements; Steam, Magma, Smoke, Slag, Mud, Mist, Dust, Crystal, and Non-Elemental.
• There's also five non-physical elements; Light, Darkness, Life, Death, and Mind.
• All other elements are considered irregular elements. Examples of these would be Space, Heaven, and Hell magic.
• Magic has two factors to how strong it can be; the level of mastery, and the amount of Control a person has. It's possible to have very powerful magic, but very little control over it, resulting in a spell that's highly inaccurate. It's also possible to have extremely weak magic, but so much control it's nigh impossible to miss. Mages are encouraged to focus heavily on both aspects to make the most of their magical talent.


• For all spells, there are three (3) parts.
○ Preparation is the first step. This is where you perform a motion while thinking of the spell you wish to cast. It's the most crucial aspect of using magic or abilities, which neither can be used without this step.
○ Initiation is the next step. Feel your spell welling up inside, feel the essence of that spell and everything it resembles in your heart. When you're ready, cry to the world and let the name of your spell be known! Character Abilities and Magic Weapons can be used to negate the need to call your spell, but all methods result in a slightly weaker spell.
○ Execution is the final step when the spell is launched. Even at this point, the spell can be stopped either by negation or by the target dodging it.


• Spells at level one have power enough to break most glass products, but not much more. They're good for staggering opponents, or being used on utility spells or simple illusions like changing into other people.
• Buffing spells enhance by 1/4 of a star at the most if used in stats at level 1.
• Buffing spells used to enhance non-stats can enhance by 10% at level 1.
• Naturally as the level increases, the spells can do more; +1/4 of a start for stats, +2.5% for non-stat buffs per level above 1.
• Spells can be enhance more, IF there is a significant enough drawback to the spell.



Put simply, the effectiveness of your spells are directly related to the amount of stars in your "Control" stat. Healing spells with One Star in Control are able to heal non-lethal flesh wounds like first-degree burns, and minor cuts. The same kind of spells with Ten Stars in Control can reform an entire limb. A fireball with One Star could maybe be used to start a camp fire, or distract an enemy; but, the same fireball with Ten Stars in Control could potentially blast a hole through a mountain. Naturally, the capabilities of the spell is limited by the level of it since some actions are harder to accomplish than others no matter how good at magic you are. As mentioned before, having high Control allows you to make your spells more accurate. With Rank 1 Control, your Accuracy is roughly 50%. With Rank 10 Control, it's 65% accurate. Control also gives you more Magic Power to work with, on top of the MP you gain from your Magic Proficiency level.


• Abilities follow much the same guidelines as Magic, just with a slight twist.
• Abilities cost no Mana to cast.
• Abilities have limited uses instead of cooldowns.
• Abilities must have a fixed number of uses per thread before they start costing MP to use.


• Leveling Up your Magic increases the amount of Spell Slots you have.
• Doing this requires Development Points.
• The level of a spell is equal to the level of your Magic, unless specified in the spell itself that it's lower.
LevelDP CostSpells
1501
21002
32004
44006
58008
61,60010
73,20012
86,40014
912,80016
1025,60020


• Magic power is calculated based off of three factors:
○ Character Level gives the base amount of MP a person has.
○ Each level of Magic Proficiency increases the amount of MP they have a bit further.
○ Each rank of Control increases their MP even more.
• To find the total amount of MP you have in total, take your Characters' Level.
○ Next, find the modifier for your Magic Level in the chart below and add it to your base amount.
○ Lastly, find the modifier for your Control Modifier and add that.
○ As an example: Level 2 character, Level 5 magic, 1 Control = 8,250MP
Magic LevelBase Magic Power
On Characters
Magic Level
Modifier
Control Modifer
1500+500+1,000
21,250+1,500+2,500
32,250+2,750+4,500
43,750+4,250+7,000
55,500+6,000+10,000
67,500+8,000+13,500
79,750+10,250+17,500
812,250+13,250+22,500
915,000+16,500+28,000
1018,000+20,000+34,000


• Time magic
• Immunity inducing effects
• Effects that increase your stats permanently
○ An exception is for Natural Passive since you only have 1.
• Effects that decrease your opponents stats permanently
• Effects that affect Achievement Perks
• Not banned but limited: Level increasing stuff, max +2 each can only increase by 1, does not effect things above the level of the effect.
• Not banned but restricted: Effects that alter the meta (spell slots, equipment slots, crafting stuff, etc...) are limited to being Character Abilities or Natural Abilities. These effects are individually limited heavily for balance purposes.
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