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MAGIC POWER
Magic Power is the source of all power for Mages. Without it, Mages are unable to use any form of Magic at all. Magic Power gauges a Mage’s general power; the higher the Magic Power, the stronger a Mage is. The maximum Magic Power a player can reach is 9,999.
Here is a guide that gives an idea about how strong a Mage is and what kind of spells they are able to use depending on their Magic Power.
0 - You have no Magic Power whatsoever.
10 [D-Class] - You are a rookie mage and essentially a nobody in the magical world. People generally won’t know who you are and don’t care enough to remember once they do find out your name. You don’t have a firm grasp of your own capabilities; however, with persistence and practice, you can easily climb the ranks and become stronger and stronger.
You are able to use D-rank Magic at this stage, but you cannot use any other magic types other than the one you start off with.PHYSICAL STRENGTH. Physical strikes are capable of shattering wood.
SPEED. Movement and reaction speed is on the verge of superhuman; speeds are equivalent to sprinting dogs/cats.
ENDURANCE. Physical durability is near superhuman. They are able to take several strong strikes from those of their class before succumbing to their injuries.
100 [C-Class] - Now, you can consider yourself to be competent and no longer a beginner. You have a firm grasp of your magic, enough to where you are able to use spells consistently without fail, but you still have a ways to go until you can consider yourself a master. People that you have directly affected will remember your name, but you still aren’t important in the grand scheme of things. People within your own guild will know who you are, but mages from other guilds will generally never have heard of you.
You are able to able to use C-rank Magic and two types of magic.PHYSICAL STRENGTH. Physical strikes are capable of shattering stone and decimating entire walls of buildings.
SPEED. Movement and reaction speed is to a point where average people will never hope to reach. They’re fast, but not so fast to where people of their class or lower won’t be able to see or react to them.
ENDURANCE. Durability is to the point where several, strong attacks can be sustained from those of their class. For example, you could get launched through walls and still get up and keep going. However, multiple attacks will eventually wear them down.
1500 [B-Class] - This is where you start getting into the big leagues. These mages are considered powerful individuals who have the potential to cast spells with increased potency and lethality. Your status and fame is now on the rise; people will know your name in cities and towns you frequently visit. Members of your guild definitely respect you and your abilities while mages from other guilds will know who you are. People will now start requesting you specifically for missions, tasks and jobs.
You are able to able to use B-rank Magic and three types of magic.PHYSICAL STRENGTH. Physical strikes are capable of destroying large boulders.
SPEED. Movement speed is on par with a sprinting cheetah. Even so, it isn’t to the point where it gives off the impression that you’re teleporting.
ENDURANCE. Durability has reached supernatural levels. It’s possible to take truly powerful attacks and spells from those of their class and still have the ability to keep fighting, although they will suffer damage accordingly. Can fight through injuries such as fractures and broken bones though it’ll still affect them greatly.
3000 [A-Class] - For many mages, this is the end of the road and for good reason. A Mage at this level are capable of wonderful and terrifying things, and people all around recognize that. You are extremely proficient at what you do and now you are a local celebrity. People in towns and cities all around will know who you are; guilds, including your own and others, will firmly respect and be on the lookout for you. You’ll even have people wishing to learn from you!
You are able to able to use A-rank Magic and four types of magic.PHYSICAL STRENGTH. Physical strikes are capable of denting metal and are capable of causing large craters in the ground and major environmental damage.
SPEED. Maximum movement is on par with a typical, modern car’s top speed (~100 MPH). Still, not at the point where it seems like they’re teleporting.
ENDURANCE. Durability is to where it’s possible to shrug off weaker attacks without much issue. Injuries such as broken bones don’t affect an A-Class’s fighting ability much, though it is still an injury, and if enough injuries add up, then they’ll be down for the count.
5000 [S-Class] - You’ve made it. Not everyone has the ability to reach this level, but through sheer will, rigorous training and unbreakable determination, you’ve finally reached the elite ranks of the magical world. You are essentially a celebrity; everyone in Fiore has at least heard of you -- even down to the regular citizen -- and mages from all around idolize you. The things you can do with your magic are bordering on the line of the impossible, and your feats and exploits will be forever immortalized in history. However, there is still more power to be obtained but only to a select few.
You are able to able to use S-rank Magic and five types of magic.PHYSICAL STRENGTH. Physical strikes are capable of completely destroying metal and tear apart the landscape around the blow.
SPEED. Movement is on par with a race car’s top speed (~200 MPH).
ENDURANCE. Durability is at a point where weak attacks can be completely ignored without any sort of noticeable damage caused. Injuries such as missing limbs and even organs won’t stop a S-Class from fighting, but it will weaken them greatly.
7500 [SS-Class] - At this level, you can rightfully consider yourself one of the greatest mages alive. You have the masterful control over your magic like an S-Class mage, but you go above and beyond even that. Now, you are able to perform extraordinary feats that not even S-Class mages consider possible. Your name is enough to cause entire countries to either cheer with glee, become quiet with awe or tremble in terror.
You are able to able to use SS-rank Magic.PHYSICAL STRENGTH. Now, a SS-Class’s blows can effectively destroy chunks of a small mountain if they so choose. Strikes are also powerful enough to send shockwaves for miles upon miles away from the point of impact.
SPEED. Movement speed is almost instantaneous; to observers, it’ll look as if the SS-Class is teleporting.
ENDURANCE. Durability is absolutely insane at this level. Missing limbs and organs are now even less of a worry and won’t affect a SS-Class’s fighting ability as much as before. Still, these are grievous injuries that can eventually kill a SS-Class if they take too much damage.
9999+ [X-Class] - At this point, it’s not certain if you’re even mortal. People say that your abilities stem from the very essence of magic itself; many even consider you to be a deity -- a god walking among mortals. Your magical abilities and influence are able to reshape or shatter the world at will; you could probably even destroy the entire world if you really wanted to; reality and the laws of magic and nature have no say on what you can and cannot do. You are the peak of perfection -- someone who is worthy of being called a Legend. The true question is: what will you do with your ultimate power?
You are able to able to use X-rank Magic.PHYSICAL STRENGTH. Unreal amounts of physical strength. Strikes are capable of cataclysmic damage.
SPEED. A step beyond teleporting. Space and time literally have no effect on how fast an X-Class can move.
ENDURANCE. Why won’t you die?! Honestly, at this point, the X-Class might as well be immortal. Only the strongest attacks will be able to truly drop them, especially attacks from those near or at their level of strength.
JEWELS
Jewels are the site’s sole currency and are used in everything from purchasing Magic Power, spells, items, equipment, extra magic and more. Earning jewels is as simple as posting, completing threads and participating in jobs and events. When you complete a thread, you will be rewarded 500J per post. This amount can increase depending on the quality of the posts and thread in question. You can then use those Jewels to buy whatever you want in the Magic Shop.
Missions are also a great way of obtaining jewels. You can read more about missions
HERE.
MAGIC
Magic is the supernatural force that is present in every facet of life in the world. Originating from the One Magic, magic was once feared and oppressed. However, it gradually achieved acceptance until now where it is seen in everyday life. Mages use magic as their main form of combat and all sorts of magic exist. Magic can be based on literally anything as long as it follows a certain theme, concept or element. On this site, you will have the opportunity to create your very own magicks, whether canon or custom, by following the guidelines below.
Magic has multiple classifications, and all magic will fall into one of the groups below. When you make your magic, you must designate which category your magic belongs to.
CASTER-TYPE Magic is magic expelled through the user’s body. It is the most common type of magic and usually involves the manipulation of some material, force or other concept. The most important thing with Caster-type Magic is that it needs to be specialized. For example, a Magic that combines both Fire, Ice and Darkness Magic would not be viable. Those would all be three separate magicks. Since this magic category is the broadest of all, it allows for the most creativity in terms of possible magicks.
CANON EXAMPLES: Elemental Magic, Eye Magic, Gravity Magic
HOLDER-TYPE Magic is magic channeled through the use of an item or weapon. The item or weapon itself could be the source of the magic, or the user can use the item or weapon as a focus for their own magic power. Holder Magic items and weapons cannot be broken or stolen from the user without explicit permission. Holder Magic items need to be something that the user can carry on their person. A Holder Magic can use multiple items as long as they all share the same theme. However, as soon as a Holder Magic is able to teleport items and weapons to the user’s location, it becomes Reequip Magic. You will need to register your Holder Magic items in your inventory when creating a Holder Magic. The items’ ranks will share the same rank as the Holder Magic it is used with. However, the spells used with the items will be included with your magic.
CANON EXAMPLES: Celestial Spirit Magic, Magic Card, Gun Magic
REEQUIP Magic is magic that involves the summoning of various types of equipment from a pocket dimension. Users of this magic can summon their equipment even in the heat of battle. Reequip Magic is similar to Holder Magic except that Reequip Magic is made up of multiple weapons and/or armor sets. However, Reequip Magic must follow a theme with the equipment it can summon. Like Holder Magic, you will need to register all of your Reequip items in your inventory. The Reequip items share the same rank as the Reequip Magic it is used with. However, the spells used with the items will be included with your magic.
CANON EXAMPLES: Requip: The Knight, Requip: The Gunner
TAKE-OVER Magic is magic that allows the user to transform into another entity and take on its powers and qualities. This can either be a partial or full transformation, depending on the user’s skill. Full Take-Overs are only available at B-rank. Take-Over Magic can only be used to transform into entities that the user truly “knows”, and the forms themselves follow a theme. If the user wants different themed forms, they will have to take up multiple types of Take-Over Magic. You will describe each of your Take-Over Forms within your inventory. The spells that you can use with your Take-Over forms will be described with your magic.
CANON EXAMPLES: Beast Soul, Satan Soul, Machina Soul
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.
CANON EXAMPLES: Celestial Spirit Magic
LOST Magic is extremely rare magic that has been lost to the ages due to its sheer power. Even so, users of this magic still exist, but they are few and far between. Lost Magic can be classified as any of the other magicks above, but it still warrants its own category due to its rarity. To find out more about Slayer Magic and how to obtain it, read
HERE.
CANON EXAMPLES: Slayer Magic, Arc of Time, Arc of Embodiment
LIMITED/BANNED MAGIC
This is the list of any limited or banned magic on the site. This list can be updated as time goes on.
- Any magic that grants immortality
- Auto-hitting magic
- Slayer Magic - To become a Slayer, you must apply for a Slayer position OR purchase a Slayer Lacrima.
- Embodiment Magic - Embodiment Magic can be used, but it must follow a certain theme. For example, you could do Embodiment Magic (Medieval).
- Ankhseram Black Magic
- Immobilization Magic
- Neo Eclipse
- Space Between Time
- God Soul
- Time Magic - Time Magic can be used, but it will be heavily monitored. Time Magic may only directly affect non-living things and non-sentient living things.
- Human Subordination Magic
- Changeling
- Hidden
- Capture
- Copy
- Law/Fairy Law - Guild spells are unavailable at this time.
- Yakuma Battle Gods
- Law of Retrogression
- Memory-Make
- Mind Control
- Mind Reading
- Possession Magic
- R.I.P
- Universe One
- White Arts
MAGIC RANKS
A Magic’s rank tells how proficient a mage is with it. On this site, we use rank to determine how much a mage can do with their magic. Please note that Magic Power and Magic Rank are independent of each other. While Magic Power allows mages to achieve higher Magic Ranks, having high Magic Power does not automatically make a mage skilled with a certain magic.
IMPORTANT NOTE: Due to their incredible power, a SS-rank mage may only use ONE SS-rank spell per thread. Upon reaching X-Class, SS-rank spells may be used twice per thread while X-rank spells may only be used once. For example, if a SS-class mage uses a SS-rank spell in a thread, he or she is unable to use any more SS-rank spells for the rest of the thread.
D-Rank: At this point, you will know the basics of your magic or ability but not much beyond that. You will struggle to do anything beyond the absolute fundamentals, and you may only be able to do an extremely few amount of basic spells or feats with their magic or ability. Putting these skills to use in a fight is possible yet iffy, but with practice and guidance, you can improve to be much better.
SPELL STRENGTH. Spells are capable of busting holes in the walls of buildings.
SPELL DAMAGE. Spells can deal light bruising, light cuts, and first degree burns.
C-Rank: This is the level the average mage is at. You know the basics and low-level spells and techniques front and back, and you are able to use multiple intermediate spells and techniques though you are likely to mess up in high-stress situations. It's possible to come up with custom spells at this point, though they will be in an imperfect state at first.
SPELL STRENGTH. Spells can completely destroy small, weak structures with a single blow such as a wooden shack.
SPELL DAMAGE. Spells can deal average bruising, average cuts, and widespread first degree burns.
B-Rank: If you are B-Rank with their magic, you are considered to be truly skilled at what you do. More advanced spells and techniques become available for use, but it will only be limited to perhaps one or two. This skill can be used in combat reliably and without fear; there’s really no chance of them messing up due to pure inexperience. At this point, it’s possible for lower-ranked mages to seek you out for mentorship.
SPELL STRENGTH. Spells are able to destroy entire sections of standard buildings and cause moderate environmental damage.
SPELL DAMAGE. Spells can deal deep bruises, deep cuts, and second degree burns.
A-Rank: You are now near the top of their respective field; while you can’t be considered a full master, you are still known all over your guild and area for your prowess. You are capable of truly amazing and scary accomplishments and feats, and it doesn’t matter if you are under pressure or not. Here, you are starting to become a class of their own, along with the true masters of their craft. Don’t be surprised if people from all around start seeking you out to teach them if you reach this point.
SPELL STRENGTH. Spells are capable of destroying entire standard buildings but not large ones like a mansion, tower, mall, etc. They are also capable of creating massive craters upon impact.
SPELL DAMAGE. Spells can deal cracked bones, large lacerations, and widespread second-degree burns.
S-Rank: You have an enormous amount of proficiency in your magic or ability, enough to where you are known all throughout the world. You know concepts and details that would be completely unknown or too complicated to fully understand by most except other S-ranks or higher; watching you perform is nothing short of awe-inspiring. At this point, people look up to you and pursue their choice of magic because of you, and even A-ranks will want to learn from you. For many, this is the peak of their abilities. However, for some, they can go beyond just mere mastery.
SPELL STRENGTH. Spells are able to demolish large buildings and effectively tear apart surroundings for hundreds of meters on end.
SPELL DAMAGE. Spells can deal broken bones, gaping lacerations, and third degree burns.
SS-Rank: There’s the S-Rank and then, there’s the SS-Rank. The SS-rank takes the S-rank’s knowledge and expands it ten fold. This is where feats truly start to become absolutely ridiculous; you make the impossible probable. Even the most powerful and difficult spells and techniques out there are only moderately difficult for you to perform. SS-ranks often create their own entire brands of spells and techniques, ones that people from all over seek to learn. Hordes of aspiring students will be lining up to learn from you, even S-Ranks. Becoming an SS-rank is the true end for the large majority of individuals, yet there is still one more level left to reach for the rare few.
SPELL STRENGTH. Spells can possibly blow up the entire mountain itself as well as the surrounding area and are also powerful enough to send shockwaves for miles upon miles away from the point of impact.
SPELL DAMAGE. Spells can deal shattered bones, limb removal, and widespread third degree burns.
X-Rank: No one really knows what brings out an X-rank, whether it’s genetics, luck, hard work, divine favoritism or a mix of all of these and more. However, what is known is that the X-rank isn’t restrained by logic or magical law anymore. X-ranks are nothing short of gods, wielding power to where their names will be forever immortalized in history. If people don’t know you at this point, they’ve clearly been living under a rock for their entire lives. The whole world speaks of your accomplishments and tales whenever you act; some believe that you are literally a walking embodiment of the magic itself. Hell, some people will make it their life goal just to SEE you, and the opportunity to witness your power or even learn from you will drive hundreds of thousands of people to find you. The only thing stopping a Legend from what they can and can’t do... is themselves.
SPELL STRENGTH. Spells are so powerful that anyone or anything caught in the X-Class’s power are likely to be instantly vaporized on contact unless they too are powerful.
SPELL DAMAGE. Same as SS-Class with even higher damage possible such as vaporization, fourth degree burns, etc.
X+-Rank: This level is even beyond what a X-Rank can do. Higher beings such as Dragon Gods, Gods and Devils tend to be at this magic level. This rank is reserved only for NPCs.
SPELLS
Spells are the primary way for mages to use their magic. Just like with magic, the possibilities for spells are near endless. However, there are specific guidelines that must be adhered to when creating spells in order to make them as balanced and fair as possible.
Just like with magic types, spells have ranks as well. A spell’s rank roughly tells its power and the extent of its effects. Higher ranked spells require more magic power to use. Repeatedly using powerful spells quickly drains a mage’s available magic power. When a mage’s magic power runs out, they are unable to cast spells again until they rest.
SPELL SLOTS are gained purely through magic rank progression. Whenever you rank up, you gain more spell slots listed below. Spell slots between magicks are independent of each other, and you cannot share spell slots between different magics. Just because you have spell slots does not mean that you get the additional spells automatically. If you want more spells, you'll have to purchase them from the Magic Shop.
D-Rank: 4 Spell Slots
C-Rank: 6 Spell Slots
B-Rank: 8 Spell Slots
A-Rank: 10 Spell Slots
S-Rank: 12 Spell Slots
SS-Rank: 12 Spell Slots
X-Rank: 12 Spell Slots
Spells have different types: Offensive, Defensive and Support. A spell’s type determines what effects a spell can have.
OFFENSIVE spells are used to attack enemies. These spells are the primary means that mages use to deal damage to others, whether it is through direct damage or debuffs.
DEFENSIVE spells are used to defend either the user and even others from attacks. These spells can partially defend against a spell of one rank higher, two spells of one rank lower, four spells of two ranks lower and be completely immune to spells ranked any lower. For example, an S-rank defensive spell will be able to partially defend against a SS-rank spell, fully defend against a single S-rank spell, two A-rank spells, four B-rank spells and be completely immune to anything lower. When it comes to partial defenses, the spell still hits, but it will have its damage reduced by one rank. Using the same example as before, a SS-rank spell hitting a S-rank defensive spell will instead deal S-rank damage to the defender.
SUPPORT spells are used to heal and support the user and others with beneficial effects such as buffs and cleanses. How much a spell can heal depends on its rank. Healing an injury takes two turns if you use a spell in the same rank as an injury. For example, healing a cracked bone will take two turns if you use a B-Rank spell. However, for every spell rank higher than the injury’s rank, the injury will heal one turn faster. Using the same example, healing a cracked bone will only take one turn if you use an A-rank spell while an S-rank spell will be able to heal it near instantly. Cleansing debuffs follow this system as well: a debuff caused by a B-Class spell will require at least a B-Class support spell to cleanse it. However, cleanses happen instantly regardless of rank.
D-Class: Light bruising, light cuts, first degree burns
C-Class: Average bruising, average cuts, widespread first degree burns
B-Class: Deep bruises, deep cuts, second degree burns
A-Class: Cracked bones, large lacerations, widespread second-degree burns
S-Class: Broken bones, gaping lacerations, third degree burns; resurrection as long as the body is intact, there are no vital organs missing, and the subject has been dead no longer than an hour. If resurrected, the subject does not regrow any missing limbs.
SS-Class: Shattered bones, limb removal, widespread third degree burns. It’s possible to regrow and repair entire sections of the body. Resurrection is possible as long as the body is intact and the subject recently died (no more than a week).
X-Rank: Practically anything given that there’s SOMETHING from the subject’s body to work with and the subject has not been dead for longer than a decade.
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.
Next, spells have
MODS attached to them. Mods tell what a spell can do outside of its type. When you create a spell, you will be required to state what mods it has. Now, players are encouraged to try and create their own mods. However, they will be expected to work with staff in order to make sure that the mods are as balanced and fair as possible. Listed below are the number of mods a spell can have depending on its rank and the default list of mods.
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
NOTE: When a spell inflicts multiple damage types, the damage is split between the damage types. For example, a B-Class spell that deals slashing and piercing damage would deal C-rank slashing and C-rank piercing damage, meaning it still deals a B-rank amount of damage total. If it had three damage types, one would deal C-rank damage while the other two would deal D-rank damage. Still, the target would suffer a total of B-rank damage.
MODS:Affliction - Afflictions are any kind of illness or side effect that hinders someone’s ability to function. Examples are nausea, hallucinations, coughing, vomiting, blindness, deafness and more. Each individual affliction takes an effect, and the severity of the afflictions is determined by the spell’s rank. Afflictions last for three turns unless cleansed.
Area of Effect - The spell is able to affect an entire area centered around the caster. This cannot be applied along with Boost.
Area of Effect (Ranged) - The spell is able to affect an entire area. However, instead of being centered around the caster, the spell’s area of effect can be casted away from the caster. This effect costs TWO mod slots. This cannot be applied along with Boost.
Barrier - The spell’s defense persists after use until destroyed or after three turns. This effect decreases the spell’s defensive power by one rank. This mod can only be attached to Defensive spells.
Boost - The spell raises a single aspect of the target by one rank for three posts. 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. 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 posts.
Cleanse - The spell removes a single affliction or damage over time effect of equal rank, two afflictions of a lower rank and all afflictions of two ranks lower and more. This effect can only be attached to Support spells. This mod cannot be stacked with the Healing, Boost or Restore mods.
Construct - The spell forms some sort of persisting object or creature. Whatever constructs are formed can be destroyed by a spell of equal rank, two spells of one rank lower or three spells of two ranks lower.
Damage over Time - The spell is able to do continuous damage over time. The spell ends up doing less damage initially, equal to one rank less than the spell’s rank. However, each turn that passes, the spell damages its target for the same amount of damage. This lasts for four turns unless cleansed. For example, if a B-rank DoT spell will do C-rank damage each turn. If allowed to run its full course, it will deal the same amount of damage as two B-rank spells, making it quite dangerous if left unchecked. This mod can only be applied to C-rank spells and higher.
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.
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.
Drain - The spell converts some of the damage done to the enemy into healing for the user. This effect lowers a spell’s power by one rank. For example, a B-rank spell with this effect will have the destructive potential and healing power of a C-rank spell. Note that this only affects the spell’s POWER, not its actual rank. The healing only takes place if the user lands a successful hit. This mod cannot be used with the Offense Specialization.
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.
Flight - This spell grants the ability to fly whenever it is in use. Flight speed is determined by the spell's rank and matches a mage's typical speed of that rank.
Healing - This spell is able to heal injuries. Every time this mod is taken, a spell is able to heal an additional injury at a time. This can only be attached to Support spells.
Immobilize - The spell restricts the enemy’s movement somehow, whether it is through stunning, sleeping, paralyzing, freezing, etc. Whatever the effect, it must give ample time to react to and cannot be unavoidable. In battle, these effects last for one turn before naturally falling off. If someone has been immobilized, they are immune to any other immobilization effects for two turns after the immobilization wears off.
Knockback - This spell knocks back any who are hit by it. The knockback range depends on the spell’s power.
Magic AMP - This spell is able to temporarily disable magical items of equal rank and lower. When magic items are disabled, any spells attached to them are unable to be used. This effect lasts for three turns.
Overcharge - The spell deals damage one rank higher than its rank. This mod takes up ALL of a spell's mod slots and can only be paired with a single damage type. This mod can only be applied to C-rank spells and higher. This mod cannot be used with the Offensive specialization.
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.
Reflect - The spell is able to reflect attacks back in the direction they came. With this effect, a spell is able to reflect 50% of a spell of the same rank, one spell of a rank lower, two spells of two ranks lower, and no limit for spells three ranks lower and more. This mod is only available for Defensive spells.
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 and go into cooldown. This mod takes up all remaining mod slots and may only be paired with a single damage type. This may only be attached to Offensive spells.
Teleport - The spell allows for some sort of instantaneous movement from one point to another. These spells can only be used once per post maximum.
SPECIALIZATIONS
Now, we want to encourage people to create magic that cannot do everything. To help incentivize this, it is possible to specialize your magic. By giving your magic one of the tradeoffs listed below, your magic is able to excel in other areas. You may only pick one tradeoff per magic, so choose wisely. For example, if you want to have no defensive or healing spells, you can pick either of the two perks associated with it but
NOT BOTH. If you pick a tradeoff, you must actively state which tradeoff and perk you picked in your magic’s description.
NO OFFENSIVE SPELLSDefensive spells are one rank stronger.
Healing spells are one rank stronger.
NO DEFENSIVE OR SUPPORT SPELLSArea of Effect (Ranged) only requires one mod slot on spells.
Destructive potential of spells is one rank higher. This cannot be used alongside the Overcharge mod.
MAGICAL ITEMS
Items are an essential part of the magical universe and can grant mages all sorts of advantages. Like magic, items have ranks. The higher an item’s rank, the more rare and powerful it is. In order to gain items, you will have to purchase them from the Shop or earn them from dungeons and events. As with magic, you are able to rank up your items as well. Holder and Reequip items share the rank of the magic that they are used with and do not need to be ranked up separately.
Items are able to have a number of spells depending on their rank. Items always start with one spell regardless of rank; the remaining spells must be purchased.
D and C-Class: 1 Spell
B and A-Class: 2 Spells
S-Class and Higher: 3 Spells
When an item is upgraded, its spells are upgraded as well. Consumables, items that are one time use, can be made, but they must be repurchased after every use. Staff reserves the right to deny any items that they deem too unbalanced or overpowered. If an item is non-magical, it’s free. Items used purely for flavor do not require the use of the template.
ITEM TEMPLATE
[b]ITEM NAME:[/b] The name of the item
[b]RANK:[/b] The item’s rank (D, C, B, A, S, SS or X). Holder and Reequip items share the same rank as the magic they are used with.
[b]DESCRIPTION:[/b] Describe what the item looks like and what it does.
[b]SPELLS:[/b] List the spells that the item has if any. Use the spell template as usual. Remember that Holder and Reequip items have no spells by themselves.
COMPANIONS
Companions are NPCs who accompany you on your journeys. Companions can be either people, creatures or anything in-between. They can also be capable of battle, but they have different rules than player characters.
- You may only bring one combat capable Companion into a thread at a time. You may have multiple combat capable Companions, but you can only pick one to bring into a thread at a time.
- Combat capable Companions have Magic Power, Magic Ranks and spells just like player characters. You upgrade Companions the same way you would a player character.
- Companions can never be a higher class than the player character they accompany.
- Companions cannot have any sort of Slayer Magic or any other limited or banned magic.
- Companions can have innate abilities that do not require spells to use if it makes sense. For example, Exceeds (through the use of Aera) and other wing-possessing creatures are able to fly by default; they do not need a spell to do that.
- Companions must start at D-Class and begin with two D-Class spells. Every time they reach a new class, they gain two more additional spell slots until a maximum of ten. These spell slots are not given for free and must be purchased.
- Companions can die in Death-Enabled threads. If a combat capable Companion is killed, they can be revived by paying Jewels. The Jewel cost depends on the Companion’s class.
CLASS | JEWELS |
D-Class | 500J |
C-Class | 2,000J |
B-Class | 4,000J |
A-Class | 8,000J |
S-Class | 16,000J |
SS-Class | 32,000J |
X-Class | 64,000J |
The template for creating companions is below:
[b]NAME:[/b] Your companion’s name.
[b]MAGIC POWER:[/b] Your companion’s Magic Power. All companions start at 10 MP.
[b]CLASS:[/b] Your companion’s class. D, C, B, A, S, SS or X. This is dependent on your companion’s MP.
[b]DESCRIPTION:[/b] Describe your companion here such as their appearance, personality, how they relate to your character, etc.
[b]MAGIC TYPE:[/b] Describe your companion's magic type here. Companions cannot be Slayers or have any sort of limited/banned magic.[blockquote][b]NAME:[/b] The name of the magic.
[b]TYPE:[/b] Caster, Holder, Re-equip, Take-Over or Lost.
[b]RANK:[/b] The rank of the magic (D, C, B, A, S, SS or X).
[b]DESCRIPTION:[/b] Give a description about what the magic can do. This is the most important part of your magic and will be the one given the most attention by staff. Please be as comprehensive and detailed as possible when it comes to describing your magic’s capabilities. Also, make sure that your magic is balanced and fair in terms of how much it can do and what can be done to defend against it.
[b]DRAWBACKS:[/b] List all of the magic’s drawbacks. Make sure to make meaningful drawbacks; don’t put things like “headaches” and “fatigue”. Every mage suffers from those ailments whenever they overuse their magic.[/blockquote]
[b]SPELLS:[/b] Whatever spells your companion has, if any. If your companion is not capable of fighting, then they cannot have any sort of damaging spells.[blockquote][b]NAME:[/b] The spell’s name.
[b]TYPE:[/b] Offensive, Defensive or Support. Spells can have two types, but it must make sense for it to be so.
[b]RANK:[/b] The spell’s rank (D, C, B, A, S, SS and X). A spell rank’s cannot be higher than the magic it is a part of.
[b]MODS:[/b] List out all the mods the spell has such as Affliction (Nausea), Construct (Golem), etc.
[b]DESCRIPTION:[/b] Give a description about what the spell can do. Please be as comprehensive and detailed as possible when it comes to describing your spell’s capabilities. Also, make sure that you are adhering to the magic rank and spell strength guidelines, and do not make your spells overpowered and unfair.[/blockquote]