Magic Guidelines

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Magic Guidelines Empty Magic Guidelines

Post by The Goddess on Thu Aug 04, 2016 8:29 pm

Magic! an Essential part of the world of Astoria, and what caused the end of the 1st age and truly begun the second age. Something so expansive and diverse it has been broken into several different classes and huge discoveries about it are being made, and there are still huge mysteries to it as well.

The Schools
Currently speaking there are only 7 schools of magic, but more are being discovered and classified.

Life Magic
Life magic is magic centered around life it's self, and is most commonly used to heal wounds, however is also frequently used by necromancers to animate the dead, and in even rarer cases life magic can be used to actually create life its self. However doing so permanently removes magic from the caster, and as such spells that create life are forbidden in all areas of Astoria.

Elemental Magic
Elemental Magic is magic that utilizes the Four Main elements of Wind, Fire, Water, and Earth to create powerful spells as well as combining them or using aspects of them to make and utilize new elements. Elemental Mages are among the most common simply for their sheer offensive, defensive, and utility capabilities.

Force Magic
Force Magic is magic that works with the forces of the universe, either this be amplifying gravity, or Folding space to move yourself to other locations, Force magic is strong in the right hands but often a less used magic as it is not as versatile as elemental magic or has as much obvious uses as some of the other Magics.

Illusion Magic
The power to change perception is the power to change reality, because reality is merely the accumulation of one's perceptions. These are the thought of master Illusionist's and they hold true. A master in illusions and became a quite scary adversary, and while illusions cant directly hurt you, they can certainly lead to a lot of trouble.

Conjuration Magic
Conjuration Magic is quite simply that. The ability to bring things forth by calling upon them via a contract, whether this be items or other beings, these contracts bind these things to serve you, and you alone, and a master conjurer can become a deadly force, summoning even armies to bring about mass destruction.

Alteration Magic
Alteration magic is a magic that allows one to change the physical make up of things, such as hardening one's skin into stone, or turning a sword into goo. While this magic is generally seen as a buffing or debuffing magic, in the right hands it can become a strong tool for just about any purpose.

Divination Magic
Divination Magic Refers to Feelings or Sensing Magic, and generally use by Scryers, and while it cannot tell you the future it can give you a general sense of what's ahead. For example if you send a Scry to scout out an enemy nation and they sense them building an up an army, it can generally be foretold that war is on the horizon. Divination can also be used to counter Magic Sensors.

Now that we have the schools of magic out of the way let's talk about spells. Spells are assigned 9 different ranks based on how powerful they are with rank 1 being the weakest and general nothing more than household magic such as heating up a cup of tea or healing a small wound, all the way to rank 9 which are massive powerful spells that can wipe out entire cities. Now this isn't to say that you cna use rank 9 spells at the very beginning, oh no. What spells you can use depends on your magic mastery.

Rank 0 Magic Mastery - Can use rank 1 spells from any School.
Rank 1 Magic Mastery - Can use rank 3 spells from Primary School, and rank 2 spells from Secondary Schools.
Rank 2 Magic Mastery - Can use rank 5 spells from Primary School and rank 3 spells from Secondary Schools.
Rank 3 Magic Mastery - Can use rank 6 spells from Primary School and rank 4 spells from Secondary Schools, and rank 2 spells from any other Schools.
Rank 4 Magic Mastery - Can use rank 8 spells from Primary School, and rank 5 spells from Secondary Schools.
Rank 5 Magic Mastery - Can use Rank 9 spells from Primary School, rank 6 spells from Secondary Schools, and rank 3 spells from any other Schools.

Now just because you have the magic mastery to cast a spell doesn't mean you can just cast anything you think might fall into that tree and just send out spells as much you as like.

The reason why you can't send out spells as much as you like is because everyone only possess a finite amount of mana. How much mana you start out with depends on your race, but it can be increased via Mysticism. It also goes up every time you increase your power level. Mana starts fresh at the beginning of every thread, and you generate you Mysticism's level in mana for every post you are not "Mana Active"

"Mana Active" refers to people that have used mana within the last three posts, and as such can generally be tracked by people and creatures that can track Expended mana, can't regen mana, as well as any other spells that have effects for people who are Mana Active. Generally speaking these people are easily to sense. This is propotion to the amount of mana exhausted within the last three posts, as such the more mana spent, the easier to track.

How much mana is used on a spell is varies between spells but all spells should generally follow this pattern.
Rank 1 - 50 mana initial cost, 25 maintenance.
Rank 2 - 100 mana initial cost, 50 maintenance
Rank 3 - 200 mana initial cost, 100 maintenance
Rank 4 - 350 mana initial cost, 175 maintenance
Rank 5 - 600 mana initial cost, 300 maintenance
Rank 6 - 800 mana initial cost, 400 maintenance
Rank 7 - 1000 mana initial cost, 500 maintenance
Rank 8 - 1500 mana initial cost, 750 maintenance
Rank 9 - 2000 mana initial cost, 1000 maintenance

If you ever run out of run out of Mana you reach a state called "Mind Zero". In Mind Zero you will instantly go unconscious, no matter conditions or stats for 24 hours, while your character recovers from draining themselves of Magic. For beings that live off of Magic, "Mind Zero" means death.

However, these things only really matter if you have spells, and to get spells you need to apply for them and train them. Training spells is fairly simple, and requires the follow word counts and gold.
Rank 1 - 5 gold, 250 words
Rank 2 - 10 gold, 500 words
Rank 3 - 20 gold, 1000 words
Rank 4 - 30 gold, 1500 words
Rank 5 - 50 gold, 2500 words
Rank 6 - 75 gold, 4250 words
Rank 7 - 100 gold, 5000 words
Rank 8 - 150 gold, 7500 words
Rank 9 - 250 gold, 12500 words

Now before you can train spells, you need to apply for them and get them approved. This can be done by following the template below, and putting them up in your Magic Registries. Examples of Magic Registries can be found Here.

Name: (Name of Spell)
Rank: (What rank is the Spell?)
Type: (Is the spell Offensive, Defensive, Supplementary, or Utility?)
School: (What School(s) is the Spell?)
Points: (Please allocate Points here, further explanations can be found below)

  • Damage:
  • Defense:
  • Healing:
  • Range:
  • Duration:
  • Size:
  • Speed:
  • Potency:
  • Effects:

Cost: (How much does the spell cost? if it lasts more then one post include the maintenance cost. Remember! Even if you spell doesn't cost mana, something else should be given up in order to utilize the spell)
Concentration: (Is the spell a concentration spell?)
Range: (what is the range of the spell)
Duration: (How long the spell last?)
Activation Requirement: (What is the requirement to activate the spell? This includes things like chants or drawing magic circles or even consumable objects. If there is none, the spell must be Concentration. Please go into detail)
Description: (Please go into full description about the spell, and what it does.)

[b]Name:[/b] (Name of Spell)
[b]Rank:[/b] (What rank is the Spell?)
[b]Type:[/b] (Is the spell Offensive, Defensive, Supplementary, or Utility?)
[b]School:[/b] (What School(s) is the Spell?)
[b]Points:[/b] (Please allocate Points here, further explanations can be found below)
[b]Cost:[/b] (How much does the spell cost? if it lasts more then one post include the maintenance cost. Remember! Even if you spell doesn't cost mana, something else should be given up in order to utilize the spell)
[b]Concentration:[/b] (Is the spell a concentration spell?)
[b]Range:[/b] (what is the range of the spell)
[b]Duration:[/b] (How long the spell last? in posts.)
[b]Activation Requirement:[/b] (What is the requirement to activate the spell? This includes things like chants or drawing magic circles or even consumable objects. If there is none, the spell must be Concentration. Please go into detail)
[b]Description:[/b] (Please go into full description about the spell, and what it does.)

Spell Points
Spell points are an essential of making your spell what you want them to be, while forcing you to narrow down your choices to where your spell simply doesn't do everything amazingly. So you are given a certain amount of points depending on the rank of your spell and you put them into the different categories to make the spell you want as effective as possible. Each spell has spell points equal to the spells rank *3 (rank 0 spells get 1 point).

Each category can only have a maximum of 9 points put into it, and you can only put a maximum of 3 points above the rank of the spell you are currently using into any one category. This means that if you are using a rank 3 spell, you can't put any more than 6 points into any one category.
Damage and Healing
Probably two of the more important categories. Damage being one of the most popular things, given that when most people look at spells, they look to see how badly they can hurt someone. Although it is important to note here that healing and damage do go off of the same numbers, as well as each listing only lists the max for each point value. a Mod may ask you to lower to anywhere within the range of that value to slightly above the previous value.

0 Points: Virtually nothing
1 Point: Very light tissue damage, and paper cuts, extremely light bruises
2 Points: Minor 1st degree tissue damage, 0.5 inch cuts, light Bruising
3 Points: Major 1st degree tissue damage, 1 inch cuts, moderate external bruising.
4 Points: Minor 2nd degree tissue damage, 2 inch cuts, minor internal bruising.
5 Points: Major 2nd degree tissue damage, 3 inch cuts, major internal bruising.
6 Points: Minor 3rd degree tissue damage, 3.5 inch cuts, and can cut through bone on multiple strike to the same area, Minor organ damage and bone fractures.
7 Points: major 3rd degree tissue damage, 4 inch cuts, can cut through bone with well angle strikes, major organ damage, can break bones with well placed strikes.
8 Points: 4th degree burns, 6 inch cuts, can go through bone, can crush bones.
9 Points: Complete incineration or the elemental equivalent, can cut through just about anything, can break just about anything.

Defense spells need to put 2 points into something for it to count for one, and can only put a max of 8 points into damage. (meaning their highest damage caps at 4 points)
Defensive spells are basically a need for anyone who doesn't want to be full of openings, especially in a world full of magic. These spells not only are effective for blocking and defending from other spells but as well as from physical attacks. This only works on spells that it makes sense to be able to "break". For instance you can't break a wall of fire because it's not something that's actually an object, but a wall of earth on the other hand would make sense.

For normal spells, spell can be broken with strength of 1/2 of the mana cost that the spell used on that post. Meaning if i spell used 1000 mana, it would take a strength of 500 to break it.
For defensive spells it is a direct 1 to 1 ratio, where you need strength equal to or greater than the spell to break it.

Consecutive hits may work to break something, but it is largely dependent on the spell. and the general rule of thumb is that all values applied are 1/2, so if you have 400 strength, and need 600 to break a spell, then you need to hit 3 times to break it.

Most Spells work on a 1 to 1 Ratio, Meaning when spells of equal rank clash they will cancel each other out. However due to the defensive nature of defensive spells they can generally take higher spells.

Before we get into the Point list lets define a list of terms, as well as clarifications:
"Break Through": The Offensive Technique will break the defensive technique, thus rendering it useless, but the Offensive technique was blocked.
"Push Through": The Offensive technique will break the defensive technique, but suffer a complete rank less in power.
"Block(ed)": The Defensive technique completely blocks the offensive technique and is still standing.
"Overpower": Offensive Technique will completely blow through the defensive with no adverse effects.

Generally speaking 2 spells of one rank are an equivalent force to the spell rank above it. (meaning 2 rank 3 spells together will clash as a rank 4 spell.), this also works for Defensive spells meaning if a spell can block 2 ranks of a technique of equal rank, than it can alternatively block 1 technique of one rank higher.

If not stated, all spells higher than the one's listed will simply Overpower the defense.

When decreasing a spell's power you take away points 1 at a time form the highest stat, and then from top to bottom. For example if you had a rank 9 spell that had the following
Damage: 9
Range: 8
Size: 1
Speed: 9

And then you decreased the spell by 2 ranks in power, the stats should then look something like this.
Damage: 6
Range: 7
Size: 1
Speed 7

0 Points: Basic Clashing; Nothing changed.
1 Point: Can block 1 spell of equal rank, Then any spell of equal rank or lower will push through.
3 Points: Can block 1 spell of equal rank; Then any spell of equal rank or lower will break through.
5 Points: Can fully block 2 spells of equal rank; Any spell of one rank higher or lower will push through.
7 Points: Can fully block 3 spells of equal rank; Any spell of rank higher or lower will push through.
9 Points: Can fully block 2 spells of one rank higher; any spell of two ranks higher after that will break through.

Offensive spells can only put a maximum of 6 points into defense, and 2 points only count for 1.

Range is fairly simple and straight forward. It's simply how far a technique. As no spells can not auto hit and are dodge able. Unless you wish to touch someone, you'll need a range.

0 Points: N/A Contact
1 Point: 5 meters
2 Points: 10 meters.
3 Points: 20 meters.
4 Points: 35 meters.
5 Points: 50 meters.
6 Points: 75 meters.
7 Points: 100 meters.
8 Points: 150 meters.
9 Points: 250 meters.

Range also effects explosions. When a spell "explodes" It explodes based on it's Size times 1/4th of it's range rounded up. If 1/4th of it's range is below 2m or the spell is contact, then the explosion radius is simply size + 1.5m.

Please note: you are not sparred from your own techniques unless the technique explicitly states otherwise, and even then it'll need to have a reason why.

Duration is how long your spells can last. this applies to all things that relate to your spell, so if your spell has lasting effects on an area or person they MUST be in line with the duration.

0 Points: Instant/1 post
1 Point: 3 posts
3 Points: 5 posts
5 Points: 10 posts
7 Points: 15 posts
9 Points: Indefinite

Note: on very special occasions, certain spells do NOT need a duration stat. This includes things like some passive spells, as well as some racial abilities.

Size is how big your spell is, not like explosion radius (as that is a mix of range and size) but like projectile size, which would be how big your fireball is, or how big your defensive wall is, or the size of the circle in which you teleport people, or how big your ice shards are. Any of these fall under the Size category.

0 Points: 0.5m radius.
1 Point: 1m radius.
2 Points: 2m radius.
3 Points: 3m radius.
4 Points: 5m radius.
5 Points: 8m radius.
6 Points: 10m radius.
7 Points: 15m radius.
8 Points: 20m radius.
9 Points: 25m radius.

Speed is also fairly straight forward. Speed is how fast something moves from point A) to point B). and as said before. All spells and attacks are dodge able, so if you don't want to touch someone, or throw something at someone, you are generally going to want to have some points into speed.

0 Points: No speed, or thrown.
1 Point: 2.5m/s.
2 Points: 5m/s.
3 Points: 10m/s.
4 Points: 17.5m/s.
5 Points: 25m/s.
6 Points: 37.5m/s
7 Points: 50m/s.
8 Points: 75m/s.
9 Points: 125m/s.

Potency largely covers over buff spells. This includes buffs to other spells as well. Although it may preside over a few other things as well, so if a mod says you need potency to do certain things please don't argue with them. Potency is.. well. how potent something is. More specifically how strong it's buffs, debuffs, and effects are. And follows a fairly simple rule set to do so.

If you are giving buffs to stats, then at 3 points it'll allow a 1 tier increase/decrease. At rank 6 it'll allow for a 2 tier increase/decrease. At rank 9 you can have a 3 tier increase/decrease.

To have "enchantment" buffs, you must have potency equal or greater than the stat you wise to imbue onto something else. For instance, if you want to enchant your sword with a wind buff that makes it cut deeper, not only do you need to have your damage up to where you want it, but you need to have the potency as well.

Effects are just that. How many effects you can have in your spell, by default this is one. you can earn a 2nd at 3, a 3rd at 6, and a 4th at 9. Fortunately there ARE other ways you can earn additional effects such as drawbacks, but for the most part, this is the only way to get your spells to do more than one thing.

Not all spells are as easy to cast as other spells. Some spells require you to actually focus on them to make sure they are active and to even activate them at all. These spells are known as concentration spells. There are two different types of concentration spells.

The first type of concentration spell is the standard concentration spell. When a regular concentration spell is active, this means that NO other spells can be active. This is mandatory for spells that don't have any form of start up.

Special Concentration Spells, are like concentration spells but work a little bit different. While they apply restrictions on what you can or cannot cast during the time they are active, it most often won't exclude all other spells. Examples of this are, A special concentration spell, that makes it so you can only cast fire spells during it's time active. The most common example of a Special Concentration spell is one that makes it so you can't use any other concentration spells during it's use.
The Goddess
The Goddess

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