Jun 13, 2020 20:49:57 GMT
Post by Imuit on Jun 13, 2020 20:49:57 GMT
Hey again, everyone! We got quite a massive update for you all that I hope will spur some activity on the site and get the site plot rolling too!
Instead of Magic Power, we will now use Mage Class to compare the strength between mages. If mages are the same class, they are equal in strength. If two characters’ are within one Mage Class of each otther, then the weaker character is at a distinct disadvantage. However, through strategy and planning, the weaker character has a chance of defeating the stronger character. If the difference between the two mages are two Mage Classes or more, the weaker character has little chance of winning unless they team up with others or receive another sort of help.
Much to popular demand, there is now a new brand of magic: Summoning Magic! Summoning Magic involves either the infusion of power into an entity or the summoning of an entity from another location or plane of existence. Users of this magic can either empower a companion of theirs with magic in order to fight on their behalf or summon forth magical beings to fight for them. Celestial Spirit Magic counts as Summoning Magic (as well as Holder). When using this magic, the beings attached to this magic do not require spell slots. However, all summons share the same pool of spell slots. Spell slots can be divided among the summons however you see fit, but the total spell slots cannot exceed your magic’s limit. Multiple summons, whether through Celestial Spirit Magic or any other summoning magic, is only possible at A-Class.
As of now, Golden Celestial Keys and Black Keys are unavailable. However, we will make an announcement when it is possible to obtain them.
Guidelines for passive abilities have been added to the Magic Guide. Passives are abilities that are always active and do not require activation. However, while passives do exist, they should strictly be used for aspects that do not directly increase a mage’s power in any way. Passives CAN and WILL be denied if they provide too much of an advantage or if they offer some sort of boost to a mage’s physical or magical ability. Passives follow the same rules as any other spells, and each passive effect requires a mod slot of its own.
Due to popular opinion, the duration and cooldown system has been reverted. Instead, we will be using the original freeform system. We trust that people will be fair and reasonable with their spells and properly portray how repeated spell use will drain a mage's stamina. If not, then staff will step in and solve the issue.
There are now several new mods for use! First, the amount of mods a spell can have has changed to:
Also, the new mods are listed below. If you want to change any of your spells to account for the new changes, you may. Regardless, everyone will need to update their spells to fit the new guidelines. Simply put up your new spells in your Magic Diary, and staff will review them to make sure they fit the new guidelines.
Existing mods have also been changed and balanced.
Dungeons have been released! You may read up all about them HERE.
Hidden somewhere within the Stygian Hollow are the Ruins of Khal-Urn, an underground city that is now home to a powerful group of dark mages. Enticed by the site’s bloody history and plethora of knowledge and magical artifacts, a cult known as the Immortal Condition has recently taken up residence within the ruins. The cult is known for its practice of several dark magics, and its members have committed several crimes against Fiore’s populace such as kidnapping, murder, unethical experimentation, extortion, and more.
To test out the dungeon system, I will be running a beta test dungeon for anyone who would like to join! It will be a B-RANK dungeon, meaning the average enemy will be B-Class. The maximum party size is four people. If you wish to participate, please say so in the Beta Test Dungeon channel in the site's Discord! Only join if you feel that you can keep up with the activity. If there is enough demand, I MAY run a second beta test dungeon. However, this is not a promise.
COMBAT CHANGES
Instead of Magic Power, we will now use Mage Class to compare the strength between mages. If mages are the same class, they are equal in strength. If two characters’ are within one Mage Class of each otther, then the weaker character is at a distinct disadvantage. However, through strategy and planning, the weaker character has a chance of defeating the stronger character. If the difference between the two mages are two Mage Classes or more, the weaker character has little chance of winning unless they team up with others or receive another sort of help.
NEW MAGIC: SUMMONING MAGIC
Much to popular demand, there is now a new brand of magic: Summoning Magic! Summoning Magic involves either the infusion of power into an entity or the summoning of an entity from another location or plane of existence. Users of this magic can either empower a companion of theirs with magic in order to fight on their behalf or summon forth magical beings to fight for them. Celestial Spirit Magic counts as Summoning Magic (as well as Holder). When using this magic, the beings attached to this magic do not require spell slots. However, all summons share the same pool of spell slots. Spell slots can be divided among the summons however you see fit, but the total spell slots cannot exceed your magic’s limit. Multiple summons, whether through Celestial Spirit Magic or any other summoning magic, is only possible at A-Class.
As of now, Golden Celestial Keys and Black Keys are unavailable. However, we will make an announcement when it is possible to obtain them.
PASSIVES
Guidelines for passive abilities have been added to the Magic Guide. Passives are abilities that are always active and do not require activation. However, while passives do exist, they should strictly be used for aspects that do not directly increase a mage’s power in any way. Passives CAN and WILL be denied if they provide too much of an advantage or if they offer some sort of boost to a mage’s physical or magical ability. Passives follow the same rules as any other spells, and each passive effect requires a mod slot of its own.
DURATION/COOLDOWN REVERSION
Due to popular opinion, the duration and cooldown system has been reverted. Instead, we will be using the original freeform system. We trust that people will be fair and reasonable with their spells and properly portray how repeated spell use will drain a mage's stamina. If not, then staff will step in and solve the issue.
NEW MODS AND MOD CHANGES
There are now several new mods for use! First, the amount of mods a spell can have has changed to:
D-Rank: 2 mods
C-Rank: 3 mods
B-Rank: 4 mods
A-Rank: 4 mods
S-Rank: 5 mods
SS-Rank: 5 mods
X-Rank: 6 mods
Also, the new mods are listed below. If you want to change any of your spells to account for the new changes, you may. Regardless, everyone will need to update their spells to fit the new guidelines. Simply put up your new spells in your Magic Diary, and staff will review them to make sure they fit the new guidelines.
Boost - The spell raises a single aspect of the target by one rank for three turns. You may choose between Physical Strength, Speed, and Durability. Each time this mod is taken, the spell may grant an additional boost. You cannot stack boosts of the same type. Each boost requires TWO mod slots, and those affected with Boost cannot be affected by a Debuff of the same type. This may only be attached to Support spells and cannot be paired with the Healing, Cleanse and Restore mods. Once the boost’s duration runs out, you cannot be affected by a boost of the same type for five turns.
Debuff - The spell decreases a single aspect of the target by one rank for three posts. You may choose between Physical Strength, Speed, and Durability. You cannot stack debuffs of the same type. Each time this mod is taken, the spell may inflict an additional debuff. Each debuff requires TWO mod slots. Debuffs last three posts unless cleansed and cannot be removed with a Boost.
Dispel - The spell removes a boost or resistance equal to or lower than this spell’s rank. Each time this mod is taken, the spell may remove an additional boost. This mod requires TWO mod slots.
Elemental Damage - The spell deals elemental damage. The available elements are fire, water, earth, wind, lightning, ice, metal, wood, poison, light, dark, ghost and arcane (non-elemental). This mod may be taken multiple times; each time it is taken, the spell may do another type of elemental damage.
Physical Damage - The spell deals slashing, piercing or bludgeoning damage. This mod may be taken multiple times; each time it is taken, the spell may do another type of physical damage.
Resistance - Instead of defending against attacks, the spell offers resistance against a certain type of physical or elemental damage for three turns. Resistance reduces the damage received by a specific damage type by one rank and only applies if the incoming damage is equal to or less than the spell's rank. You must specify what damage type this mod gives resistance to. Each time this mod is taken, the spell may grant another type of resistance. This mod costs TWO mod slots, and resistances of the same type cannot be stacked from any source. Once the resistance's effect wears off, a target cannot be affected by a resistance of the type for five turns. This mod may only be attached to Defensive spells and cannot be used with any other mod.
Restore - The spell removes a debuff equal to or lower than this spell’s rank. Each time this mod is taken, the spell may remove an additional debuff. This mod requires TWO mod slots and cannot be used in conjunction with the Healing, Cleanse or Boost mods. This mod may only be attached to Support spells.
Stagger - The spell interrupts any active offensive spells the opponent has up. If an opponent is struck by this, any active offensive spells equal to or less than the rank of the user’s spell will become inactive. This mod takes up ALL of a spell's mod slots and may only be paired with a single damage type. This may only be attached to Offensive spells.
Wall - The defensive spell can only be destroyed by a spell of higher rank and remains active for the entire duration otherwise. However, the defensive spell must be stationary and cannot be moved in any way once it is placed down. This mod takes up ALL of a spell’s mod slots and may only be attached to Defensive spells.
Existing mods have also been changed and balanced.
Damage Over Time now lasts for three turns instead of four.
Healing cannot be paired with Cleanse, Boost or Restore.
Cleanse cannot be paired with Healing, Boost or Restore.
Overcharge still takes up all of a spell's remaining mod slots but may be paired with a single damage type mod.
DUNGEONS
Dungeons have been released! You may read up all about them HERE.
BETA TEST DUNGEON: RUINS OF KHAL-URN
Hidden somewhere within the Stygian Hollow are the Ruins of Khal-Urn, an underground city that is now home to a powerful group of dark mages. Enticed by the site’s bloody history and plethora of knowledge and magical artifacts, a cult known as the Immortal Condition has recently taken up residence within the ruins. The cult is known for its practice of several dark magics, and its members have committed several crimes against Fiore’s populace such as kidnapping, murder, unethical experimentation, extortion, and more.
To test out the dungeon system, I will be running a beta test dungeon for anyone who would like to join! It will be a B-RANK dungeon, meaning the average enemy will be B-Class. The maximum party size is four people. If you wish to participate, please say so in the Beta Test Dungeon channel in the site's Discord! Only join if you feel that you can keep up with the activity. If there is enough demand, I MAY run a second beta test dungeon. However, this is not a promise.