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PostSubject: Magic & Combat Rules   Magic & Combat Rules EmptyThu Feb 04, 2016 5:13 pm



Last edited by Lady on Thu Feb 11, 2016 10:08 am; edited 6 times in total
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PostSubject: Re: Magic & Combat Rules   Magic & Combat Rules EmptyThu Feb 04, 2016 5:13 pm

Magic Rules

Magic is very prevalent in the world of Fairy Tail. There are many powerful and wondrous types of magic, but being this is an RP site we have to strive to keep things fair and balanced--within reason. Here are some simple rules to bear in mind when choosing, or creating, or your magic.

There are two types of magic in the world of Fairy Tail:

  • Caster: Those who wield this type of magic are able to cast it with no catalyst, generating the magic from the bodies and projecting it in physical form.

  • Holder Magic: Those who wield this magic need a focus, something they can wield that helps them project their magic. The downside of this magic is that if they are ever disarmed of that item, they cannot cast their magic.
    The items used are often referred to as Holder Items and can take many forms, even weapons. Those that do use Holder Weapons will find they they are powerful artifacts, able to deal damage equal to their caster rank; however, these items are not indestructible. If the item is broken, they must pay a repair fee before they can use the item and that magic again.


Holder items sound awesome!

They can be. However, they have their limitations. As stated above, they can be broken if they receive spell damage one rank above their own rank. A Wizard's Rank determines the Holder Item Rank. I will cover this below, but basically if an A Rank Wizard's sword is struck by an S Rank spell, the sword will be broken. Ranged Holder Items do not require MP to fire.

Spells and You

Every spell on FT Unlimited costs MP. The cost for each spell depends on rank and never changes.

  • D Rank: 10 MP.
  • C Rank: 20 MP.
  • B Rank: 30 MP.
  • A Rank: 40 MP.
  • S Rank: 50 MP.


Certain spells can be sustained. To do this you must pay an 'upkeep' each post the spell is sustained. This upkeep is always half the initial cost of the spell and will be paid at the beginning of each post it is sustained. The only type of spells that can be sustained are Supplementary, Defensive, and Offensive

An example: If you are sustaining a B Rank Spell you take half of the initial cost ( half of 30 ) which is 15, and then continue to pay that amount for the duration you hold it for. It may be specified or otherwise.

Each magic has it's own unique properties. Some of them excel at blowing stuff up, others excel at helping teammates while others focus on the boosting of one's own combat abilities. These magics have their own strengths and weaknesses.


  • Normal Magic: Able to cast Offensive, Defensive and Supplementary Spells.

  • Support Magic: Incapable of casting offensive spells of any kind, these magics are often healing or defensive roles. They are able to cast defensive, healing and supplementary spells. They can only have 4 buffing spells in their repertoire total.

  • Buffing Magic: This magic relies solely on buffing your own physical capabilities. They cannot cast defensive spells, offensive spells, or healing spells but may have as many buffing spells for themselves and allies.


Spells have their own category as well.

Offensive

Offensive Spells are used to damage your opponent. They cost MP to deal damage, and have no other use.

  • D Rank: These spells cause light bruising to the skin. Slashing damage is nothing more than paper cuts. Fire spells of this rank give minor 1st degree burns. These spells travel at 5 m/s.
  • C Rank: These spells cause welts on the skin, and deep bruising. Slashing damage is little more than 1/8 an inch deep. Fire spells of this rank cause major 1st degree burns. These spells travel at 10 m/s.
  • B Rank: These spells can fracture bones, cause bruising to the bone, and slashing damage is 1/4 an inch deep. Fire spells of this rank cause 2nd degree burns. These spells travel at 20 m/s.
  • A Rank: These spells can snap bones entirely in half, cause internal bleeding, and slashing damage is 1 inch deep. Fire spells of this rank cause 3rd degree burns. These spells travel at 30 m/s.
  • S Rank: These spells are deadly. They can remove limbs, powder bones, and fire attacks cause 4th degree burns. These spells travel at 40 m/s.


Defensive

Defensive spells are caused to prevent harm to you, or another. The spells do not move, and are often stationary shields. The exception to this are high level barrier spells, which coat the skin. These spells are only A Rank and above. ALL DEFENSIVE SPELLS HAVE A 2 POST DURATION UNLESS BROKEN!

  • D Rank:  Can stop 2 D Ranks, or 1 C Rank spell before breaking.
  • C Rank: Can stop 4 D Ranks, 2 C Ranks, or 1 B Rank before breaking.
  • B Rank: Can stop 8 D Ranks, 4 C Ranks, 2 B Ranks, or 1 A Rank before breaking.
  • A Rank: Can stop 16 D Ranks, 8 C Ranks, 4 B Ranks, 2 A Ranks, or 1 S Rank before breaking.
  • S Rank: Can stop 32 D Ranks, 16 C Ranks, 8 B Ranks, 4 A Ranks, or 2 Ranks before breaking.


Supplementary

These spells range from flying, to healing, to buffing. Buffing Magic will be covered in a separate section.

Healing

Healing spells are used to heal the wounds of other people. These spells are always sustained after the initial burst healing.

  • D Rank: Stops bleeding.
  • C Rank: Instantly heals 1 D Rank wound, then 1 D Rank wound every post this is sustained.
  • B Rank: Instantly heals 1 C Rank wound, then 1 C Rank wound every post this is sustained.
  • A Rank: Instantly heals 1 B Rank wound, then 1 B Rank wound every post this is sustained.
  • S Rank: Instantly heals 1 A Rank wound, then 1 A Rank wound every post this is sustained.


Flight

Flight is used to maintain yourself aloft. These spells can be no lower than A Rank.

  • A Rank: Capable of lifting the user 20 meters in the air, and allows them to fly at 20 m/s.
  • S Rank: Lifts the user 30 meters in the air and allows them to fly 30 m/s.

Teleportation

Is a thing here on FT Unlimited, however, the range is limited to that of a spell of it's Rank, as indicated in the offensive section. Furthermore the cool down on these spells is 3 times as longer as other spells of it's rank. Check the cool downs of each spell rank in this section.

Restoration Magic

This magic is very unique, allowing the ability to restore other people's MP at the cost of your own. Sadly, this magic is severely limited. It can only heal and cast MP restoring abilities. The MP restored would be the equivalent of a spell, so a C Rank spell can only restore 20 MP--as it costs 20 MP. You can spread this effect to multiple targets, however, doing so splits the MP received. So if you cast a C Rank restoration spell, costing 20 MP, at two targets they would only receive 10 MP each. These effects are instant and can not be channeled. Sustained restoration spells are not allowed.

Cool Downs

Each spell's cooldown depends on it's rank. These numbers are TRIPLEDfor teleportation.


  • D Rank: 2 posts
  • C Rank: 3 posts
  • B Rank: 4 posts
  • A Rank: 5 posts
  • S Rank: 6 posts


No matter what spell it is, teleportation excluded, these are the cool downs. For spells that are sustained, the cool down starts after the sustained period has ended.

Max Range and Area of Effect

The max range of any spell is the equivalent of it's speed. So a D Rank spell can only travel 5 m/s. This can be extended by 2 meters if the caster is immobilized for the following post. Area of effect spells are those that cause damage with an area. AoE can only effect a maximum of 10 meters before it takes a damage reduction by 1 rank, meaning only C Rank and above spells can be AoE. For each 10 meters above the initial 10 there is another reduction in rank. An example would be an S Rank spell that detonates a selected area of 40 meters. This means that everything within the area would take D Rank damage because the initial 10 reduces the rank to A, the second 10 B, the third 10 C, and finally the fourth to D.

Buffing Magic
NOTE:
ONE BUFFING SPELL MAYBE BE USED AT A TIME, UNLESS YOU HAVE BUFFING MAGIC. STANDARD STATS ARE LOCATED IN THE HP/COMBAT RULES

Buff & Debuff Duration:
Buff's and Debuff's have a sustained Duration WITHOUT paying the extra MP price.

  • D & C: 2 post Duration
  • B & A 3 posts Duration
  • S & SS: 4 Posts Duration

Strength Buffs:
Everyone does D ranked base damage, this buffing guide will show you what each Ranked Buff will do.

  • D: Deal D 1/2 Damage. Duration 2 Post.
  • C: Deals C Ranked Damage Duration 2 Post.
  • B:Deals B Ranked Damage. Durations 3 Post.

For A and S Ranked Strength Buff there is a difference to how they work depending on the magic you use.  If you are Using a Normal magic or a Supplementary Magic the buffs Do B rank damage but last Longer due to the level of magic used.

  • A:Deals B Ranked Damage. Duration 3 Post
  • S:Deals B Ranked Damage. Duration 4 Post.

However if your magic is a BUFFING magic that contain no offensive or defensive spells the Buffs with do at rank damage.

  • A:Deals A Ranked Damage. Duration 3 Post
  • S:Deals S Ranked Damage. Duration 4 Post.

Endurance Buffs

  • D Rank: Able to take blunt damage (punches, clubs etc) and shrug off the pain. 2 Post Duration
  • C Rank: Able to take cutting damage and blunt damage and shrug off the pain. 2 Post Duration
  • B Rank: Able to take cutting damage, blunt damage, and broken bones and shrug off the pain. 3 Post Duration
  • A Rank: Able to take aforementioned damage, as well as 3rd degree burns and shrug off the pain. 3 Post Duration
  • S Rank: Allows the person using to this bust to become nearly unstoppable, short of decapitation and can shrug off pain from burning to the bones, removed limbs, impalement, shattered bones, and 4th degree burns and shrug it off. 4 Post Duration

Speed Buffs
Base Speed is 5 M/S [Meters Per Second]

  • D Rank: Run 7 m/s, Dash 9 m/s. Can only dash once per post. 2 Post Duration
  • C Rank: Run 10 m/s, Dash 12 m/s. Can only dash once per post. 2 Post Duration
  • B Rank: Run 12 m/s, Dash 14 m/s. Can only dash once per post. 3 Post Duration
  • A Rank: Run 15 m/s, Dash 17 m/s. Can only dash once per post. 3 Post Duration
  • S Rank: Run 20m/s, Dash 22 m/s. Can only dash once per post. 4 Post Duration

Sight:

  • D Rank: Can see clearly up to 30 meters so long as nothing is blocking users view. 2 Post Duration
  • C Rank: Can see clearly up to 50 meters so long as nothing is blocking users view. 2 Post Duration
  • B Rank: Can see clearly up to 70 meters so long as nothing is blocking users view. 3 Post Duration
  • A Rank: Can see clearly up to 90 meters so long as nothing is blocking users view. 3 Post Duration
  • S Rank: Can see clearly up to 150 meters so long as nothing is blocking users view. 4 Post Duration

Hearing:

  • D Rank: Can hear obvious noises up to 50 meters from current position. 2 Post Duration
  • C Rank: Can hear breathing up to 50 meters from current position. 2 Post Duration
  • B Rank: Can hear normal talking tones up to 50 meters from current position 3 Post Duration
  • A Rank: Can hear whispers up to 50 meters from current position. 3 Post Duration
  • S Rank: Can hear heartbeats up to 50 meters from current position. 4 Post Duration

Smell:

  • D Rank: Can pick up familiar scents from 50 meters away, but not people. 2 Post Duration
  • C Rank: Can pick up unfamiliar scents from 50 meters away, but not people. 2 Post Duration
  • B Rank: Can pick ups cents of persons one is familiar with up to 50 meters away. 3 Post Duration
  • A Rank: Can pick up all personal and item specific scents up to 50 meters away. 3 Post Duration
  • S Rank: Can pick up emotional range of scents such as fear, anger, etc up to 50 meters away. 4 Post Duration


Debuffs

Strength

  • D Class: Target is unaffected.
  • C Class: Target is only able to do bruising damage with physical attacks.
  • B Class: Target is only capable of doing superficial damage (red marks) with physical attacks.
  • A Class: Target is only capable of dealing half damage with physical attacks.
  • S Class: Target is no longer able to inflict physical damage upon contact (spells that require physical contact, such as a sword swing, are not affected)

Endurance

  • D Class: Target feels pain easier and takes an additional 1/2 D Rank Damage.
  • C Class: Target begins to weaken, causing additional D Rank damage (Bruises) when struck.
  • B Class: Target has been moderately weakened, and takes an additional C Rank damage (welts) when struck.
  • A Class: Target has been severely weakened, and all physical attacks result in bruises to the bone.
  • S Class: Targets bones are very brittle and all melee attacks result in fractures. Additionally, they also take double damage from melee attacks.

Speed

  • D Rank: Target's speed is reduced by 10%.
  • C Rank: Target's speed is reduced by 25%
  • B Rank: Target's speed is reduced by 50%
  • A Rank: Target's speed is reduced by 75%
  • S Rank: Target's speed is reduced by 100%

Sight

  • D Rank: Target can only see up to 12 meters away.
  • C Rank: Target can now only see up to 10 meters away.
  • B Rank: Target can now only see up to 5 meters away.
  • A Rank: Target is nearly blind, only able to see blurs and mass of colors.
  • S Rank: Target is blind.

Hearing

  • D Rank: Target's hearing has dropped to only being able to hear up to 12 meters away.
  • C Rank: Target's hearing has started to fail, only able to hear up
  • to 10 meters away.
  • B Rank: Target's hearing is failing, only able to hear someone shouting at them up to 5 meters away.
  • A Rank: Target's hearing has failed to the point that even shouting from one meter away sounds entirely muffled.
  • S Rank: Target is deaf.

Smell

  • D Rank: Target's sense of smell now only smells like smoke.
  • C Rank: Target's sense of smell has become warped, making everything smell like chicken.
  • B Rank: Target's sense of smell now only detects wet dog.
  • A Rank: Target's sense of smell has distorted to only being able to smell putrid fumes.
    S Rank: Target's sense of smell has failed entirely.

Debuff Limits

Debuffs, like buffs, only last for a short period of time before fading away. Because of their potency, their limits are far reduced to that of regular buffing spells. Below is a chart for how many posts a debuff lasts based on rank.

  • D Rank: 4 posts
  • C Rank: 3 Posts
  • B Rank: 3 Posts
  • A Rank: 2 Post
  • S Rank: 2 Post


Unison Raid

As we've seen, when two characters are in tune with one another they can meld their magics to produce a stronger one. An example of this, and the one we follow, is Juvia and Gray combining water and ice to create a massive storm of icicles, with water shaping way that ice cannot. With this set of rules you too will be able to rain death and destruction, or just blow stuff up with your cuddly partner!

So I get Unison Raid!?

Not quite that easy, I'm afraid. You see it's mentioned in Fairy Tail that it is very difficult to do, and it's only seen a handful of times. Also, you see that part I mentioned above about cuddly partner? Unison Raids are granted to, and only allowed, for those who win Couple of the Month--at least for now. Once granted, you and your snuggle buddy can fling death and destruction, or hope and love, once per thread.

So how strong is Unison Raid?

Pretty darn powerful. As far as Ranks go, the spell used can never be higher than the weakest of the couple. For example: Juvia is a B Ranked Wizard, and Gray is an A ranked wizard. Their unison Raid spell will be a B Rank; however as stated above both will have the spell. Below I will show you an example. Trust me, it's easy:

Spell Name: Unison Raid - Frozen Rain
Rank: B (+B=A)
Magic Cost: 30
Type: Offensive
Element: Water / ice
Requirement: Partner must be present in the thread.
Spell Effect: Juvia launches large droplets of water high into the air. Once at altitude, Gray freezes them into large columns of ice that rain down in a 30 meter radius. These frozen spires total ten and deal A Rank piercing damage, severe frost bite, and travel at 30 m/s.
Duration: Instant
Cooldown: Once per thread

Okay, now let's break this down line by line.

Spell Name: Unison Raid - Frozen Rain <----this is the spells title. It HAS to have the words Unison Raid in it, so we know that's what it is.

Rank: B (+B=A) <----The spell is B Rank. But remember when I said both parties have the spell? Well two B Ranks of damage equal an A Rank total in damage. So, technically, this spell is always one rank ABOVE the weakest caster level.

Magic Cost: 30 <---- But wait, that's a B Rank Mana cost! Yep, more bigger bang for your buck.

Type: Offensive <---- This ones Offensive, but guess what? Unison Raid can be dual function! That is it can be offensive and supplementary, Defensive and offensive, etc!

Element: Water <---- Both elements of the Unison Raid are listed here, yours and your partner's.

Requirement: Partner must be present in the thread <---- Sorry, you can't launch a Unison Raid in Magnolia while your partner is stuck on Mt. Hokabe.

Spell Effect: Juvia launches large droplets of water high into the air. Once at altitude, Gray freezes them into large columns of ice that rain down in a 30 meter radius. These frozen spires total ten and deal A Rank piercing damage, severe frost bite, and travel at 30 m/s. <---one of the things you'll likely notice is that this spell doesn't respect the AoE rules. Unison Raids DO NOT respect the AoE rules; however they cannot be larger than their max speed. You'll also notice that because it uses A Rank damage, despite being B Rank. Again, this is because the end result of two combined B Ranks is an A Rank.

Duration: Instant <---- Unison Raids CAN be channeled, or sustained, but both parties must remain still while it does, and cannot cast any other spells.

Cooldown: Once per thread<---- The only real draw back, to be honest.

Oh, wow! That's awesome....and a lot to take in...

Have no fear, for we are always here to answer your questions. Unison Raid is meant to be a very powerful spell, used once per thread by a loving duo. At least, for now. Just remember that Unison Raid is only open to those who win Couple of the Month, which is a contest that will be held once a month here on-site.

IMPORTANT: IF A COUPLE THAT HAS UNISON RAID BREAKS UP, OR A PARTY LEAVES THE SITE, BOTH PLAYERS LOSE THE ABILITY TO USE THAT SPELL AND MUST BY A POTION TO CLEAR THE SPELL SLOT!


Last edited by Lady on Thu Feb 11, 2016 8:27 am; edited 5 times in total
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PostSubject: Re: Magic & Combat Rules   Magic & Combat Rules EmptyThu Feb 04, 2016 5:13 pm

Slayer Magic Info

All Slayer Magics fall into the elemental chart and can be countered by opposing elements and capitalized upon by stronger. The Tier is as such:

Demon Slayer
God Slayer
Dragon Slayer


Following that, Demon Slayers are the ultimate control and form of their magic. They are masters of their element, able to consume all forms of it.

God Slayers are the tainted, imperfect versions of their element constructed to slay Deities. They can consume their associated element of alignment including those elements strong enough to bring down Dragons.

Dragon Slayers were brought about by a sect of Dragons to bring down those of their kind (Dragons) who were tyrannical and evil. They are masters of their element to the point of being able to bring down legendary beasts and can consume any practiced magic of their element that is in normal use.

So, Demon Slayers can consume the spells of a God Slayer, Dragon Slayer, and normal magic user of their aligned element. God Slayers can consume the spells of a Dragon Slayer and normal magic use of their element, but not a Demon Slayer's spells. Dragon Slayers can consume all of the spells of a normal magic user of their element but not the spells of a God or Demon Slayer.

Consuming Your Element

We have seen in Fairy Tail show and manga that Slayers can consume magic of their element at whim. To keep things fair in this RP, you can still do so but their are limits as such. No Slayer can eat a spell that is higher rank than they themselves are. Once they do so, depending on which Slayer they are, there are certain effects that come into play. They can also only consume spells so often, but the time between being able to do so shortens as one becomes more practiced in their particular trade. You may only consume spells of your element in combat, but are free to munch on rocks in a social RP if you are the Earth Dragon Slayer. Below is a chart for the ranks.


  • D Rank: 5 post cooldown
  • C Rank: 4 post cooldown
  • B Rank: 3 post cooldown
  • A Rank: 2 post cooldown
  • S Rank: 1 post cooldown


These cooldowns cannot be affected by any items or spells that reduce the cooldowns, as consuming your element is not a spell but rather a free action one can take; however, the action will use a spell template so that it can be represented. Below is the Code to use.

Consuming:

Consuming as a Demon / God Slayer

Both Demon and God Slayers are able to heal upon eating their elements but only to a limited extent. You may only heal a single wound of a rank below the spell of which you consumed. So, if you eat a B Rank spell, you may only heal 1 C Rank wound. This is to allow God / Demon Slayers to heal like they do in the manga / show, but not make it so overbearing that they are invincible.

God Slayer Benefits

Consuming as a God Slayer has a unique perk unto itself. Eating their element supercharges their offensive capabilities allowing them to be able to deal more damage with theirs spells for a short amount of time. Below is a chart for reference.


  • D Rank: 1 Post Duration, +1 for all spells up to A Rank
  • C Rank: 2 Post Duration, +1 for all spells up to A Rank
  • B Rank: 3 Post Duration, +1 for all spells up to A Rank
  • A Rank: 4 Post Duration, +1 for all spells up to A Rank
  • S Rank: 5 Post Duration, +1 for all spells up to A Rank


What this means is, consuming any of those spells allows for the God Slayer to deal one more rank in damage of their spells, up to A Rank. If they eat an A Rank spell, then they are still healed from that but cannot do any damage with their spells higher than A Rank. The duration depends on the rank of the spell consumed, and not their actual rank.

Consuming as a Dragon Slayer

Dragon Slayers are not able to heal when consuming their element, but in the show / manga they were able to restore magic power. We cannot allow this on an RP site as it would break a very delicate balance; however, Dragon Slayers who consume their element are granted a short lasting endurance buff that allows them to fight through their sustained wounds for a short period of time. The buff is 1 rank below the spell consumed, and lasts for 2 posts each regardless of rank. This buff does not prevent or heal damage, only allows the Dragon Slayer to push through the pain as if they had cast an endurance buff of that rank. So, if a Dragon Slayer consumes a B Rank spell, they get a C Rank endurance buff for two posts that allows them to shrug off cutting damage and blunt damage without feeling pain.

The Art of Eating

Not every spell one tries to consume will be feasible to do so. If a water mage blasts you with a tidal wave you wouldn't be able to suck the whole thing up as a Slayer before it hits you. Because of that, you will only be able to reduce the damage done by the spell by half. So, if one were attacked by a massive S Rank Boulder, and you took a chomp out of it, the attack would still be coming (as you cannot eat a boulder) but would still be dealing B Rank damage. For those attacks that are not solid, like fire and water, only sips would be taken of massive attacks.

Elemental Immunity

Only the Demon Slayer is ever granted immunity to their element, and it uses a scaling chart to do so.


  • D Rank - 1 Rank Below
  • C Rank - 2 Ranks Below
  • B Rank - 3 Ranks Below
  • A Rank - 4 Ranks Below
  • S Rank - 5 Ranks Below


Now what this means is, is that all attacks of their element made against them at D Rank, would do 1 Rank below the spell damage. This scales all the way to S Class, giving them a 100% immunity to their element.

What Is Dragon Force?

Dragon Force is the ultimate form of Dragon Slaying Magic and is the pinnacle of a Dragon Slayer's power--which is already a formidable magic. Only 3rd Generation Dragon Slayers can activate this at will, but it's still not certain if it's a true Dragon Force as it seems relatively weaker to the First Generations Dragon Force when used. For first Generation Magic users, it is only achieved through digesting a super concentrated form of magic--particularly their element. Ether-nano can be used, though it has adverse effects upon the body. A list below will state the 'items' required for Dragon Force to be entered, based on elements.


  • Fire: Flames of Retribution
  • Hellfire: Hellfire's Fury
  • Water: Water of Absolution
  • Wind: Winds of Virtue
  • Holy: Light of the Heavens
  • Shadow: Shadows of the Past
  • Frost: Snows of Justice
  • Poison: Fumes of Ill Intent
  • Jewel: Crystallized Vengeance
  • Earth: Shard of Resolution
  • Lightning: Thundering Resolve


How can I enter Dragon Force?

You must have one of the aforementioned items, and ingest it. These items will be initially available through limited time shops around the site. You can only ever have one of these items on your person at any given time, and thus cannot purchase and horde them. The cost of these items will be substantial.

So I can enter Dragon Force with one of these items!?

There are some things to keep in mind: First, you must obviously possess Dragon Slaying Magic. Secondly, you must be S Class. The Dragon Force ability is an S Rank spell that, if purchased, will fill one of the Dragon Slayers S Rank spell slots--and these spell slots only become available upon reaching S Rank.

We all have different items, are the Dragon Forces different too?

Yes! Each Dragon Slayer has a different Dragon Force spell based on their element that compliments their abilities. Lightning Dragon Slayer? Except to be turning into Lightning and bolting around--at whim. Poison Dragon Slayer? You can spread Poison like Santa spreads joy.

Why are these spells outside of the rules?

Dragon Force spells do not follow the normal sustainable rules in that they cannot be turned off once activated. You must remain in Dragon Force until the fight is ended, or you run out of Magic. Either end will see you put into a Hospital where you cannot participate in any threads except Hospital visits for 1 week real time.

Wait...What?

Dragon Force spells are very powerful, and are designed to be the Ace in the Hole for Dragon Slayers. To be able to use them, and push the boundaries of what is allowable on the site, there are severe drawbacks to using them. This is done so that the spells feel powerful, as they should be, but the player must ask themselves if this particular fight or altercation they are in is worth it.

Initial Cost

It is worthy to note that to enter Dragon Force there is no initial spell cost, as the item is used as the catalyst to put the Dragon Slayer in that mode. The sustainable cost remains to be paid every post (including the post that Dragon Force was entered).

The Spells

Fire

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Fire Dragon Slaying Magic, Flames of Retribution
Class: Supplementary
Element: Fire
Cooldown: 1 per thread, 1 per item
Duration: The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. This spell greatly enhances the user's magical power. While in Dragon Force, flames can be seen surrounding the caster. The flames emit a passive heat that can deal 2nd degree burns to anyone within the range of one meter. Direct impact would cause 3rd degree burns. All of the caster's stats are increased by C Rank Buffs. All spells cast while in this form will be increased by one rank up until A-Rank (An A-Rank can't be increased to S-Rank), but they will cost an extra 10MP to cast. All elemental weaknesses of fire are ignored while the the user is in Dragon Force and the fire no longer respects the elemental chart. When no longer sustainable, the caster is disabled and cannot participate in any threads other than hospital visits for a week real time.

Hellfire

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Hellfire Dragon Slaying Magic, Hellfire's Fury
Class: Supplementary
Element: Hellfire
Cooldown: 1 per thread, 1 per item
Duration: The caster enters into Dragon Force, effectively becoming a humanoid hellfire dragon, gaining wings of pure flame, sharper and elongated canines as well as flames cascading from their fists and feet. This spell greatly enhances the user's magical and physical power. While in Dragon Force, the wings produced by the transformation do not allow flight; however they can be used once per post to stop or launch an attack. If used for defense the wings stop 1 A Rank or below spell. If used for attack, the wings deal A Rank burning damage, though no physical damage is applied. The casters speed and strength are increased by C Rank buffs. All fire spells cast in this form leave trails of fire in their wake that persist for 2 posts and deal B Rank burning damage, but all spells cost an additional 10 MP. All elemental weaknesses of fire are ignored while the the user is in Dragon Force and the fire no longer respects the elemental chart. When no longer sustainable, the caster is disabled and cannot participate in any threads other than hospital visits for a week real time.


Holy

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Holy Dragon Slaying Magic, Light of the Heavens
Class: Supplementary
Element: Holy
Cooldown: 1 per thread, 1 per item
Duration: Sustained, until no longer sustainable
Effect:  The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. When activated, the caster takes on the aspect of the Holy Dragon, increasing stamina and MP reserves temporarily by 150 MP--only usable for the duration of this effect. The caster has the ability to let out a flash of light magic that fully blinds the target for 1 post. This light reaches 10 Meters around them, and costs 10 MP. This ability is usable once every other post. When no longer sustainable, the caster is disabled and cannot participate in any threads other than hospital visits for a week real time.


Poison

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Poison Dragon Slaying Magic, Fumes of Ill Intent
Class: Supplementary
Element: Poison
Cooldown: 1 per thread, 1 per item
Duration: Sustained, until no longer sustainable
Effect:  The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. When activated, the caster takes on the aspect of the Poison Dragon. For the duration of this effect, the caster is able to expel fumes up to 10 meters away from their body for an additional 10 MP cost. These fumes decrease the targets statistics by an S Rank Debuff of their choosing (caster must state, and only one debuff can be active at any time) for each post they remain within the fumes. This debuff lasts two posts. When no longer sustainable, the caster is disabled and cannot participate in any threads other than hospital visits for a week real time.

Ice

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Frost Dragon Slaying Magic, Snow of Justice
Class: Supplementary
Element: None
Cooldown: 1 per thread, 1 per item
Duration: Sustained, until no longer sustainable
Effect:  The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. The caster takes on the aspect of the Frost Dragon. While activated, the caster's spells passively reach 10 meters farther, and the caster has the ability to harden the water within their body to use it as a shield, capable of stopping up to 1 S Rank spell, at an additional 10 MP cost. They may also harden the water in the air anywhere within the limits of an S Rank spell (persons are immune to this) to create barriers or shields where ever the see fit. This ability is usable once per post, and this shield is ignores the elemental charts. When no longer sustainable, the caster is disabled and cannot participate in any threads other than hospital visits for a week real time.

Earth

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Earth Dragon Slaying Magic, Shard of Resolution
Class: Supplementary
Element: None
Cooldown: 1 per thread, 1 per item
Duration: Sustained, until no longer sustainable
Effect:  The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. The Slayer takes on the aspect of the Earth Dragon. While activated the caster can cover their skin entirely in rock formations, so much so that they grow to 3 meters in height and width. While in this golem form the Slayer is granted a B Rank Strength and Endurance buff, but cannot move faster than 7 m/s, regardless of any speed buffs. The golem form automatically reduces all incoming spell damage by 1 rank.

Sky

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Sky Dragon Slaying Magic, Winds of Virtue
Class: Supplementary
Element: None
Cooldown: 1 per thread, 1 per item
Duration: Sustained, until no longer sustainable
Effect:  The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. This spell greatly enhances the user's magical power. While in Sky Dragon Force, the caster's healing spells are increased by a single rank. They can also cast their healing spells on themselves. The caster can spend 10MP to launch themselves into the sky and can stay airborne by spending another 10MP per post. While airborne, the caster's speed is increased by a C Rank speed buff. While in Dragon Force, the caster can manipulate the sky to a certain extent. As a result, the cool downs for spells B-Rank or lower are removed. Certain Sky Dragon Slayer spells can also be used in different angles, such as a spell appearing from behind or above the target when the caster is in front of the target. When the spell is no longer sustainable, the caster is disabled and cannot participate in any threads beside hospital visits for a week real time.

Water

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Water Dragon Slaying Magic, Waters of Absolution
Class: Supplementary
Element: None
Cooldown: 1 per thread, 1 per item
Duration: Sustained, until no longer sustainable
Effect:  The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. The caster takes on the aspect of the Water Dragon. While activated, the caster gains Water Body which causes all physical attacks to pass through them with no harm (spells still hit). For an additional 10MP, the caster can absorb water from all sources around them except ice to restore vigor, healing B Rank wounds and below. This ability can be used every post. When no longer sustainable, the caster is disabled and cannot participate in any threads other than hospital visits for a week real time.

Lightning

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Lightning Dragon Slaying Magic, Thundering Resolve
Class: Supplementary
Element: None
Cooldown: 1 per thread, 1 per item
Duration: Sustained, until no longer sustainable
Effect:  The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. This spell greatly enhances the user's magical power. Small sparks of electricity can be seen emitting from the caster's skin when they are in Lightning Dragon Force. The caster's speed is increased by a C Rank Speed Buff and all of their spells move 50% faster. Once every two posts, the caster can turn into a lighting bolt and dash 10 meters in a single second. When the spell is no longer sustainable, the caster is disabled and cannot participate in any threads beside hospital visits for a week real time.

Shadow

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Shadow Dragon Slaying Magic, Shadows of the Past
Class: Supplementary
Element: None
Cooldown: 1 per thread, 1 per item
Duration: Sustained, until no longer sustainable
Effect:  The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. The caster takes on the aspect of the Shadow Dragon. When activated, the caster melds their shadow and physical body together, granting them the ability to dodge 1 A Rank spell every post. The caster can spend an additional 10MP once per post to turn their body into a Shadow and move along the ground to a location within 10 meters. Any attacks that strike them while in this form do 1 Rank less in damage. When no longer sustainable, the caster is disabled and cannot participate in any threads other than hospital visits for a week real time.

Jewel

Name: Dragon Force
Rank: S
Magic Cost: 25 MP Sustained (as the item initiates it, the spell itself has no cost)
Requirements: Any Jewel Dragon Slaying Magic, Crystalized Vengeance
Class: Supplementary
Element: None
Cooldown: 1 per thread, 1 per item
Duration: Sustained, until no longer sustainable
Effect:  The caster enters into Dragon Force, effectively becoming a humanoid dragon, gaining reptilian scales, sharper and elongated canines as well scale patterns on their skin. The caster takes on the aspect of the Ruby Dragon. When activated, the caster passively becomes as tough as diamonds taking 2 ranks less damage from all sources. All spells cast while in this form cost 10MP more, but do 1 Rank higher in damage up to S Rank. Any attacks that strike them while in this form do 1 Rank less in damage. When no longer sustainable, the caster is disabled and cannot participate in any threads other than hospital visits for a week real time.

These Spells are subject to change, and the owner will be notified.

Dual Elements

As we've seen in the Fairy Tail Manga and Anime, Slayers can obtain dual elements. Examples of this are Natsu's Fire / Lightning, Gajeel's Shadow / Steel, etc. This can be done here, as well, however there are criteria that must be met first. Further on I will explain how Slayers can obtain dual elements, namely, the element of another Slayer.

Once a Slayer has obtained dual elements they can create spells using one or the other element, i.e. if I had Fire and Lightning I could have a Lightning Dragon's Roar and a Fire Dragon's Roar. Spells can only have dual element, that is a Fire-Lightning Dragon Roar when in Dragon Force. These spells, when created, must state that they can only be used in Dragon Force.

So how do I obtain dual elements?

Slayers must form a 'bond' in order to have enough affinity with the representation of that element to use that element. They do not both have to be Dragon Slayers or God Slayers, but can be a mix of the two. You cannot bond with someone of the same element and create a 'super' element, however. If a Dragon Slayer bonds with a God Slayer, than the element they use is black as it would be for the God Slayer, and is treated as if it were a God Slayer spell. Slayers do not, however gain the ability to eat above their pay grade, that is Dragon Slayers still will not be able to eat God Slayer spells.

What is this 'Bond'?

It's actually probably what you already think. Close Friends, Family, Lovers, Guildmates, etc. The connection is based on the players discretion, as we aren't forcing anyone into relationships not of their design without their choosing. The bond can only be done between Slayers, as previously stated, and is more or less exchanging elements. If I, as the Fire Dragon Slayer, bonded with the Earth God Slayer, I would obtain Earth as my second element, and they fire.

The bond is forged through a certain amount of completed jobs, and social RP, totaling in 30. You can do 30 missions, 30 social RPs, or any combination of the two. Once that is done you can apply to the staff to have your bond forged; however, if the bond is ever broken for whatever reason both parties lose their dual elements and all spells associated with it cannot be used. You must pay the fee for unlearning spells to remove them or simply buy more spell slots. If the bond is severed, another bond can be formed with another player by re-completing the 30 RP events.


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PostSubject: Re: Magic & Combat Rules   Magic & Combat Rules EmptyThu Feb 04, 2016 5:13 pm

Take Over

Take Over magic is a type of magic that allows you assume the traits of a specific beast, or race of creatures. These traits vary depending on the type of creature and can be used in combat. Each Take Over is treated as a particular spell and is a unique form of buffing magic that can also grant offensive capabilities. Take Over slots on the site are limited, and if all slots are filled no more Take Over Wizards will be allowed.

Each rank of Take Over grants a different progression of traits being assimilated into your magic. A D Rank spell couldn't possibly effect the full body, as those transformations are for those who have truly mastered their craft.

Take Over By Rank


  • D Rank: You are capable of transforming a single aspect of your body such as a fist, a foot, or eyes. You cannot do both fists, only 1. You may use D Rank Buffs for the change.
  • C Rank: You are able to transform a single limb of your body, such as an arm or leg, but not both. You may however transform either both fists or both feet. These transformations can use C Rank buffs for the change.
  • B Rank: You are capable of transforming two limbs of your body, such as both arms or both legs. You may use B Rank buffs for these transformations.
  • A Rank: You are capable of transforming half of your body, such as torso and up, or waist and below. Wings count as half the body, and thus cannot be used in conjunction with anything else. A Rank buffs from the buffing only magic section are allowed with this transformation.
  • S Rank: You are capable of transforming your entire body. You may use S Rank buffs from the buffing only section and can buff more than 1 stat at a time. Doing so results in a 1 rank reduction per buff. An example would be an S Rank transformation that buffs speed and strength, both speed and strength would be A Rank buffs max, from the buffing only magic section.


It is important to note that sustain costs must be paid to upkeep the transformations. Similar to buffing only magic, Take Over wizards can have two transformations going with separate buffs (i.e. a B Rank transformation that increases speed, and a B Rank transformation that increases strength) but must pay the upkeep for BOTH of these transformations. Take Over wizards ignore the sustain requirements for their spells and can maintain their transformations so long as they have the magic to do so, meaning there is no set limit of posts they can sustain a transformation. Take Over cannot stack buffs, however, meaning you cannot have two separate transformations that both increase strength and stack damage. The higher will always be chosen, or if both are are the same rank they will simply negate each other.


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PostSubject: Re: Magic & Combat Rules   Magic & Combat Rules EmptyThu Feb 04, 2016 5:14 pm

Celestial Spirit Summoning

Celestial Spirit magic is a very rare magic due to the lack of numbers in the keys. There are two types of keys in this magic; Gold and Silver. Gold keys are the rarest type of keys because of the limited amount. Reason being so that the spirits summon human like version of the 12 zodiac keys, and therefore is a one of a kind. However silver keys are a dime a dozen and are much more common.

As a Celestial spirit mage, you are given a starter of TWO silver keys and ROLL for a chance at a Gold key. Silver keys however are able to be made like normal spells and training is in the form of a contract. Spirit mages also have the normal set of starter spells and slots as well, however they will have to specify spells for certain keys. (Once your character's app is made there is a die for Cs mages alone that give them the chance to win a gold key.)

In addition to it all, FTU is utilizing two new additions to CS magic! First of the two is Self sustaining spirits. All keys will have a base magic pool that allows them to sustain themselves when the user cannot do so any longer. There is of course a drawback to this. The pool used for the summons are 50 LESS than a normal mages rank. So a D rank spirit would have 50 mp.

The second addition to the mages is the ability to use their spirits magic THEMSELVES! This is an ability that allows them to use a specific spirits magic power and any and all spells related to them. This is the equivalent to Dragon Force essentially, to which a very advanced mage can use this and so is only available to a mage of A rank or higher. The cost to this type of ability in mages able to use it, is that when this spell is used, the key in which it is designated for is not useable for the rest of the thread.

Special Abilities:

Multiple Summons: Starting at B rank, Celestial Spirit Users may summon two spirits at once, but their sustain costs are still the same, and stack.

Urano Metria:: A powerful spell, known as the "Ultimate Magic of the Stars". Use is TBD

Star Dress: A Celestial Spirit Magic spell in which the user incorporates the power of the Celestial Spirit they summon into their body, which manifests itself in the form of a dress(or suit for males) and a tattoo of the Spirit's zodiac sign on their body. This is used similar to Dragon Force, and the Celestial Spirit user must be S rank to use it. The abilities of the Star Dress form will be determined by the GOLD key that is used for it, but the abilities will be amplified. When the user reaches S rank, they can request their Star Dress form which will be made by staff, or posted in the future when the Celestial Spirit user spots are filled, and staff is confident this is a level that will be reached.

Gold Key's
Gold Key's scale with the user's rank. The summoning of a Gold Key spell slot will scale along with the user in rank. That means that the mana cost go up with rank as well.

Aquarius:

Aries:

Capricorn:

Cancer:

Gemini:

Leo:

Libra:

Pisces:

Sagittarius:

Scorpio:

Taurus:

Virgo:

Silver Key's
Silver Key's do not scale with the user's rank they have 50% of the user's HP as their own. The summoning of a silver key is a spell and any Celestial Mage can create one. The shop will occasionally sell silver keys as that will be improved. All of their mana pools are 50 less than the caster's rank MP.

Summoning

Summoning is a type of magic where the caster brings forth power creatures, or more simple ones in a multiple amount to fight for them. This may be through lack a medium of a weapon or item of some sort, or can simply be done by a phrase or word. There are two forms of summoning used; Limited summons, and Unlimited summons.

Limited Summons: These types of summons are stronger and a more focused type of summon. Usually more of an ace in fights. Limited summons are only allowed to be summoned if no other limited summon used by the summoner is out. Once a Limited summon is destroyed in combat, it is unable to be re summoned for the rest of that thread.  Limited summons deal damage equal to the rank they were summoned at.

Unlimited Summons: This form of summoning is a more basic type of summoning. A summoner can summon a number of more basic creatures of the subtype of summons from which they make, but in a larger scale of numbers. Based on the rank of the spell being used, the summoner can bring forth a small army of minions to help aide them in combat. However, the drawback of this is simply that all unlimited summons deal D rank damage, no matter the rank of the summon. Below is the number of summons allowed per rank for unlimited summons when making spells for them.

  • D: 2
  • C: 4
  • B: 8
  • A: 16
  • S: 32

Spells: Summoners, just like normal mages are allowed spells to use as well. Spells made as a summoner may be specified to specific summons or a specific type of summoning (limited or unlimited). These spells are separate from the summons and take up spell slots as well.


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PostSubject: Re: Magic & Combat Rules   Magic & Combat Rules EmptyThu Feb 04, 2016 5:14 pm

ReQuip

ReQuip Wizards are, quite literally, walking armories. They have the ability to summon various weapons and armaments at will. Unique unto them, they have a slightly reduced spell cost and do not have to pay a sustain cost for a weapon they summoned--as the weapons are not magically, rather just the act of summoning is. They have increased inventory slots, which function as their spell slots, to hold their vast armories. The reduced MP cost is to allow ReQuip wizards the freedom of swapping on the fly that is demonstrated in the show, as well as allowing them to utilize the most of their armory. ReQuip slots are limited and when all filled, no applications for ReQuip will be accepted. ReQuip Wizards do not need the Weapons Training trait, or any other traits, to use their weapons.

ReQuip potency depends on the rank of the spell, as do the weapons. A D Rank sword isn't going to cleave limbs, while an S Rank sword could cleave someone in half rather easily. The armor sets can grant elemental resistance, though not immunity, but cannot be mixed. The weapons can grant elemental attacks passively (i.e. a sword can have the fire element) though only high ranked weapons can have separate abilities.

ReQuip Spell Ranks

  • D Rank: 5 MP cost. Capable of summoning simple weapons and armor, though the armor can be no bigger than a gauntlet to the elbow, or a boot to the knee. This armor functions like a defensive spell in it's durability, and grants no elemental resistance yet. Weapons can be destroyed the same manner the armor can, though cannot stop spells.
  • C Rank: 15 MP Cost. Capable of summoning two simple weapons, though armor can be no bigger than a full arm or leg. This armor functions like a defensive spell in it's durability, and grants no elemental resistance yet. Weapons can be destroyed the same manner the armor can, though cannot stop spells.
  • B Rank: 25 MP Cost. Capable of summoming advanced weaponry. Can summon full suits of armor now, with elemental resistance of reduction by 1/2 a rank. This armor functions like a defensive spell in it's durability, and weapons can be destroyed in the same manner, though cannot stop spells.
  • A Rank: 35 MP Cost. Can summon full suits for armor now, with elemental resistance of reduction by 1 rank. This armor functions like a defensive spell in it's durability and can be destroyed. Weapons can now have 1 ability attached to them. Weapons can be destroyed in the same manner as armor, but cannot stop spells.
  • S Rank: 45 MP Cost. Suits of armor summoned have elemental resistance of reduction by 2 ranks. Armor functions like a defensive spell in it's durability and can be destroyed. Weapons can have 1 ability attached to them. Weapons can be destroyed in the same manner as armor, but cannot stop spells.


Any weapon or armor that is destroyed cannot be re-summoned for the duration of that thread. Use of ReQuiping to change clothes requires no MP and is okay for cosmetic purposes only.


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PostSubject: Re: Magic & Combat Rules   Magic & Combat Rules EmptyThu Feb 04, 2016 5:14 pm

HP & Stat Guidelines

THESE RULES ARE FOR PvP AND PvPLOT. HP rules are required in PvP and Plot missions however. In PvP however, if BOTH parties agree, it may be done in a more cinematic fashion. Please have both parties post their consent in an out of character statement in a post BEFORE the fight starts.

Damage per rank of attack (Weapon, Spell)

  • D = 6 damage
  • C = 12 damage
  • B = 24 damage
  • A = 48 damage
  • S = 96 damage


An unbuffed unarmed attack, regardless of the character's rank, will always do D rank damage, or 6 points of damage.

In addition to dealing damage, characters take damage. Below is a list that dictates how much damage a person can take (Hit Points, or HP) before FALLING UNCONSCIOUS, not dying. Death occurs at negative one fifth max HP, and is listed in parentheses next to max HP.

HP per character rank


  • D = 100 HP (-20 HP Death)
  • C = 120 HP (-24 HP Death)
  • B = 160 HP (-32 HP Death)
  • A = 220 HP (-44 HP Death)
  • S = 300 HP (-60 HP Death)
  • SS = 400 HP (-80 HP Death)


Changes:

With the introduction of HP, this causes a few things in other systems to be changed slightly, though these are only clarifications, not outright changes.

Healing

    ( Per Post & Sustained )
  • D = Heals 6 damage
  • C = Heals 12 damage
  • B = Heals 24 damage
  • A = Heals 48 damage
  • S = Heals 96 damage


Strength Buffs (non buffing magic)

  • D = +3 damage
  • C = +6 damage
  • B = +18 damage
  • A = +18 damage
  • S = +18 damage


Strength Buffs (buffing magic)

  • D = +3 damage
  • C = +6 damage
  • B = +18 damage
  • A = +42 damage
  • S = +90 damage


Endurance Buffs

  • D = Ignore 6 points of damage over the duration of the buff
  • C = Ignore 12 points of damage over the duration of the buff
  • B = Ignore 24 points of damage over the duration of the buff
  • A = Ignore 48 points of damage over the duration of the buff
  • S = Ignore 96 points of damage over the duration of the buff


Strength Debuffs

  • D = No effect
  • C = Target does 5/6 damage with unarmed attacks
  • B = Target does 2/3 damage with unarmed attacks
  • A = Target does 1/2 damage with unarmed attacks
  • S = Target does 0 damage with unarmed attacks


Endurance Debuffs

  • D = No effect
  • C = Target takes an additional 6 damage with every attack
  • B = Target takes an additional 12 damage with every attack
  • A = Target takes 24 damage from every D and C Rank attack, and an additional 12 damage from B, A, and S rank attacks
  • S = Target takes 24 damage from every D and C Rank attack, and additionally double damage from every attack


Weapon Health (Damage Threshold)

  • D = 12 HP
  • C = 24 HP
  • B = 48 HP
  • A = 96 HP
  • S = 192 HP


Two-Handed Weapon Health (Damage Threshold)

  • D = 24 HP
  • C = 48 HP
  • B = 96 HP
  • A = 192 HP
  • S = 384 HP


Base Stats
In regards to Buff's, Debuffs & Perks, All (Non-Slayer) players begin with these basic stats. * If your race boost any of these stats, go off your racial information.
.DCBAS&SS
Speed5 M/S5 M/S5 M/S5 M/S5 M/S
Hearing (Loud Noises)35 Meters35 Meters35 Meters35 Meters35 Meters
Sight25 Meters25 Meters25 Meters25 Meters25 Meters
Smell (Scents)30 Meters30 Meters30 Meters30 Meters30 Meters


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PostSubject: Re: Magic & Combat Rules   Magic & Combat Rules EmptyThu Feb 04, 2016 5:14 pm

Dueling Rules

This is going to be  how you gain EXP through combat. [PvP]
What is a Duel?
A Duel is considered getting into a fight with another mage player character, not NPC. This can be a friendly spar between mages, or a more serious challenge between the mages.
All Duels must have a [Duel] tag in the Title of the Thread.

Okay so then what do you gain?

Excellent question, defeating another mage will give you equal to the amount of EXP you gain from THEIR rank Jobs.

So if a D rank mage Fights a D they gain 1,000 EXP for that fight.

This way  if a D rank Beats a C Rank mages they then get the 3,000 EXP.

Now some of you are probably like well why would I do jobs now? Well You can do a job with ease, fights will take longer to complete as you will need more than 6 post for the fight to even be valid.  

Alright well then what about the loser?


Well the loser gets half EXP of their rank.  Okay okay , but what if we do a tag match or two on one with a higher mage?

Well in the Case of the tag team each winner will get the EXP of their opponent, In essence it's just whichever team wins.

As for a 2v1 and etc the person who is against the higher number of mages will gain the EXP for beating both mages, as the team of mages will split the EXP if they win.

DEATH BATTLE:

If both parties agree to a death battle the winner gains all the Jewels and EXP the other person had so bam.

*All Duels will be monitored and reviewed by Staff upon completion to make sure rules were upheld.



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PostSubject: Re: Magic & Combat Rules   Magic & Combat Rules EmptyThu Feb 11, 2016 8:30 am

Spell Slots
As a starting mage of any rank you are given 3 D & 2 C Rank spells for free and untrained. Beyond that you must purchase the spells and train them. Here is a list of spell slots a mage has compared to their rank.


  • D Rank: The starting rank. 10 Spell Slots
  • C Rank: 15 Spell Slots
  • B Rank: 20 Spell Slots
  • A Rank: 25 Spell slots (Maximum of 3 A Rank spells known)
  • S Rank: 30 Spell slots (Maximum of 5 A Rank Spells and 3 S Ranks)
  • SS Rank: Must be S Rank, 40 Spell Slots (Spell Limits removed, meaning you may possess any number of D thru B Rank spells)


More Spell Slots
The only free spells you receive are Starter Spells, 3 D & 2 C. Other than that, you must purchase the spell slots and train the spells accordingly. They can be purchased HERE

Spell Slots: A & S rank spell slots cannot be bought. To have an S Rank and A Rank spell you must train and upgrade previously created spells. Look below for more info.

Price:

  • D rank spell slot = 5,000 J
  • C rank spell slot = 10,000 J
  • B rank spell slot = 15,000 J


Spell Training

Aside from your starter spells, each additional spell must be trained before it can be utilized in combat (outside of a training thread). Spells made for training threads MUST have the [Training] tag.

The cost for training a spell depends on whether it is new, or you are upgrading an old spell to a stronger rank. I will cover initial costs first.


  • D Rank: 750 Words
  • C Rank: 1,000 Words
  • B Rank: 1,500 Words
  • A Rank: 2000 Words
  • S Rank: 2,500 Words.


Upgrading a spell is cheaper, as you already know the spell you're just making it stronger. An example of this is having a fireball spell at B Rank. You reach A Rank and you really like your little fireball, so you want to upgrade it. Instead of having to retrain a new spell, you can just upgrade that B Rank spell to A Rank for 1,500 Words. Each spell upgrade is 500 less than actually learning a new spell. There is a list below for the word cost of upgrading a spell.


  • C Rank: 500 Words
  • B Rank: 1,000 Words
  • A Rank: 1,500 Words
  • S Rank: 2,000 Words


** NOTE! If you switch magics, you must retrain all your spells. You don't have to rebuy the slot, but you must retrain each spell slot. **
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