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Magic
Topic Started: Jan 6 2014, 12:51 PM (51 Views)
Hikaru Atarashii
Administrator
Magic is the main form of combat used in FTRPG. When you create a character you will select a type of magic and that will be the type of magic that your character can use and will become adept with. But first you must understand the basics behind magic. First of all, just what is magic?

Magic is the physical embodiment of the spirit that occurs when the physical spirit of an organism is able to connect with the spiritual flow of nature which is why creatures other than humans such as dragons and monsters are able to use it. So what exactly does that mean? Well essentially it means that it takes an intense amount of concentration and mental ability to use magic.

Every mage has a source of energy known as Magic Power in their body, this fuels their spells and determines how powerful a mage is. This is comprised of Eternano. When a mage expends all of their magical power Eternano comes from the atmosphere and gradually returns the mage to full power.

There are two main types of magic.

Caster Magic: Magic that is expelled from the body as opposed to Magic done through the use of a weapon or outside source.

Holder Magic: Magic that requires a Mage to use an external source to produce the Magic.

Essentially Caster Magic comes from the wizard whether it involves shooting fire from their hands or boosting allies' attack power with a dance Caster Magic comes totally from the individual. Holder Magic however involves the use of items such a lance that can fire lightning or a gun that fires bolts of magic.

Another major difference between Caster and Holder magics is that Holder Magic can often be purchased. For example although Golden Celestial Keys are an exception many different Celestial Keys can be purchased in stores. In addition swords would likely be easily made and created by blacksmiths.

You begin with only one magic but more can be acquired in the future.

Edited by Hikaru Atarashii, Jan 6 2014, 01:31 PM.
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Hikaru Atarashii
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Restricted Magic

Dragon Slayer: 12 people

Dragon Slayer Magic is a type of Lost Magic that allows the user to gain the physical characteristics of a dragon of a certain element. This form of magic makes the user impervious to their respective element and they are able to expel their element from various parts of their bodies which allows them to deliver punches or kicks surrounded by their element.

In order to keep this magic balanced Dragon Slayers will not be immune to their element if it is cast by somebody who is two ranks higher than they are. If cast by somebody two ranks or more below them it will do no damage. If cast by somebody of equal rank it will only do 25 percent of the damage it would normally. If cast by somebody two or more ranks above them it will do 50 percent normal damage.

So essentially Dragon Slayers gain a resistance to their element but are only impervious to those weaker than them. This is to prevent a D-rank Dragon Slayer being impervious to the attacks of say an A-rank mage who used that element. However Dragon Slayers still have a resistance to their own element.

Dragon Slayers can indeed eat their own element. However it cannot be created by them and the one who cast it must be two ranks or more below the Dragon Slayer. Naturally occurring sources of the element however are a different story altogether and can be costumed at any time. In addition consuming their element will not restore magical power, but rather their will to fight and actual physical energy.

There are going to be two kinds of Dragon Slayers on this site, one is going to be those who were trained by a Dragon and had an enchantment placed on them which makes them into First Generation Dragon Slayers. These people were raised by dragons and suffer from unusual motion sickness.

The second group are those who had a Lacrima inserted into their body which contained Dragon Slayer Magic. This means that their magic is not authentic, but it is just as powerful as the First Generation's.

Now the rules regarding Dragon Slayer numbers are that any person who wants to create a Dragon Slayer are simple. It's your choice upon creating a character as to which generation your character belongs to. This will obviously make a difference in your backstory and there can be six First Generation and six Second Generation.

or go and learn it as a secondary or tertiary magic must do one of two things. One they must purchase a Dragon Lacrima from the store which determines their element or they can seek out a dragon to learn the magic. If this is done Dragon Slayer Magic becomes their primary magic. However finding a dragon may not be so easy...

Celestial Mages: 12 people

Celestial Spirit Magic is a type of Holder Magic that involves the use of keys that involves summons Celestial Spirits. There are two types of keys. The common silver keys that are actually sold in various shops and can be found around the world and the rare golden keys of which there are only twelve. These each summon a powerful spirit that are as follows.

Aquarius: The Water Bearer
Taurus: The Golden Bull
Cancer: The Giant Crab
Virgo: The Maiden
Sagittarius: The Archer
Leo: The Lion
Gemini: The Twins
Aries: The Ram
Scorpio: The Scorpion
Capricorn: The Goat
Pisces: The Paired Fish
Libra: The Heavenly Scales

When a Celestial Spirit Mage comes into possession of a key and opens the Celestial Gate for the first time a contract must be made between it and the mage. This determines when the spirit can be called and is very important for the bond between the mage and the spirit. If circumstances such as battle prevent it the creation of the contract can be postponed.

As trust grows between the two the contract can be extended to encompass more days and can allow for the spirit to be summoned more often, eventually leading to some being able to be summoned on any given day at any given time. Of course this is relative to the mage's magical strength.

Skilled mages (B-rank and above) are able to summon multiple spirits at once. This allows the user to use combination attacks by combining the powers of their spirits. At B-rank you can summon and use two spirits at once and at S-rank and above three spirits can be summoned at once.

Summoning a spirit requires magical energy to be expended and keeping it in the material world also requires magic. The strength of the spirit is also relative to the strength of the mage. The amount required to sustain or summon a spirit can vary depending on the summons and will be based on rank.

D-rank: 10 MP to summon, 5 MP to sustain.
C-rank: 20 MP to summon, 10 MP to sustain
B-rank: 30 MP to summon, 15 MP to sustain.
A-rank: 40 MP to summon, 20 MP to sustain.
S-rank: 45 MP to summon, 25 MP to sustain.
X-rank: 50 MP to summon, 30 MP to sustain.
Z-rank: 60 MP to summon, 35 MP to sustain,
Legendary: 75 MP to summon, 40 MP to sustain.

Now, silver keys will have a set rank that determines the magical requirements in order to summon it. However golden keys are automatically one rank above the mage. So a is B-rank mage use a golden key the spirit will automatically become an A-rank.

A Celestial Wizard can begin with one golden key and one silver key. Silver keys can be registered and purchased however golden keys can only be obtained if given by the mage who owns them who has broken the contract or by killing the mage. Keys can to be stolen as they will not work for you.

God Slayer: Event only

God Slayer Magic is a type of magic similar to Dragon Slayer Magic that grants the user the ability to conjure their respective element from their bodies. Similar to Dragon Slayers they are immune to their own element and are actually able to devour the element of a Dragon Slayer and use it to replenish their vigor and physical energy.

The element used by God Slayers always has a black tint to it regardless of what it may be and like Dragon Slayers they cannot consume an element if they created it. This magic is incredibly rare and only a few individuals in the world know or are able to use it.

This magic will be distributed in the future for special events so stay tuned.


Edited by Hikaru Atarashii, Jan 7 2014, 05:16 AM.
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Hikaru Atarashii
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Holder Magic vs Requip Magic

Within the world of FTRPG there are two types of magic used that involve weapons. The first is the type of magic known as Requip Magic. This is used by Erza Scarlet in the series and involves cycling through various armors and weapons which all posses different effects. The other is Weapon Magic, this involves magic that focuses on a specific weapon, for example gun magic. The difference is quite large.

Requip magic allows the user to store various armors in a pocket dimension of their creation and call on them at will. Although initially slow this can be done in an instant if the user is experienced and a high level mage. Now, in the game this means that a Requip mage can become a highly versatile mage at higher levels.

Each armor or weapon required is considered to be a different spell and they must be submitted in the item creation area. Each item comes with a single spell that can be used freely with it. For example.

Name: Water Emperor Armor
Rank: S
Appearance: The Water Emperor Armor appears to be a traditional western knight armor that is a deep blue color on the chest plate and legs and a light blue on the helmet, arms and greaves.
Abilities: The Water Emperor Armor reduces damage taken from Water Magic spells by one rank.

Spell:
Name: Maelstrom:
Rank: A
Description: This spell allows the user to create a cyclone of water around them self and use it as a defense mechanism for spells up to B-rank. This can be used to defend against fire spells up to the A-rank but only to C-rank Earth Spells.

So as you can see each item comes with its own individual spell. This spell is always one rank below the actual rank of the item, except at D-rank where it is a D-rank spell. Besides this initial one no other spells can be created for the armor, that one spell is all that is granted for that armor.

This isn't the case for those who use Holder Magic. Say for example you have selected sword magic. This allows you to create a sword upon creation and place it in the Item Registration Area. Once this has been done you will be able to register numerous spells involving swords. These can do virtually anything but they must be based off a sword and cannot be used without one.

Unfortunately only one of the items that you register can posses any kind of magical abilities naturally and the others must only be useful if infused with magic. In addition you can only posses up to three items at once, meaning that if you want to remove one you must sacrifice one of the items.

It is possible for a Requip Mage to register multiple spells for their items, however they must first take on the type of magic that would allow them to do so. For example gun magic to use guns. This allows Requip mages to claim up to three spells per item. But they must sacrifice spell slots and by extension extra items they could use.

So, essentially Requip mages have the advantage of diversity, however they aren't overly strong with only one type of weapon while Holder Mages can use their item in a multitude of different ways but lack the diversity.
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