Post by Void on Nov 17, 2015 0:47:57 GMT -6
~Magical Abilities~
While players are welcome to create their own set of customized skills they must fall under the appropriate branch of magic. Spells come in ranks; Novice, Journeyman, Expert, and Master. Spells can be ranked up to become more powerful and be modified to create additional effects.
While players are welcome to create their own set of customized skills they must fall under the appropriate branch of magic. Spells come in ranks; Novice, Journeyman, Expert, and Master. Spells can be ranked up to become more powerful and be modified to create additional effects.
~Fields of Magic~
-Evocation-
Elements of the Universe
Elements of the Universe
*Fire
*Water
*Energy
*Air
*Ice
*Nature
*Earth
*Water
*Energy
*Air
*Ice
*Nature
*Earth
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-Enhancement-
Skills that allows temporary boost of items and transmutation of objects.
*Imbuing- Temporarily enchant items with other powers, can only be used with magical powers that you have.
*Augmentation- Can warp the user’s body into different shapes and sizes.
Skills that allows temporary boost of items and transmutation of objects.
*Imbuing- Temporarily enchant items with other powers, can only be used with magical powers that you have.
*Augmentation- Can warp the user’s body into different shapes and sizes.
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-Psionic-
Mental powers that tap into the users mind.
*Telekinesis- Ability to lift and move objects or people.
*Telepathy- The ability to go into others minds in order to search for knowledge or speak through their mind.
*Conjuration- Able to temporally pull mental images from one’s mind into existence.
-Spells of Old-
Some spell types are generally considered over powered and hard to maintain a proper balance. While it is possible to learn these spell trees only certain moves will be allowed and will only be attainable through quests, Npcs, and events.
*Rejection- Quick removal of diseases, poisons, curses, and debuffs.
*Healing- Quick healing of lacerations and other wounds.
*Debuff- Can steal positive effects from targets; can only take what the users level is.
*Transmutation- Can convert a substance into another.
*Teleportation- The ability to move oneself or others vast or short distances in fragments of seconds.
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~Spells and Modifying~
Spell Modifiers-
Spells can be modified with coin to add additional effects such as homing, burst, stream, wave and other extra abilities to make weaker spells more potent.
-Modify points-
Each spell will have an open availability of four modifications, which can be changed at any time (outside of a thread) though coin will not be refunded. Each modification costs a modify point and increases in cost the stronger it is.
Novice- 1 MP
Journeyman- 2MP
Expert- 3MP
Master- 4MP
The spell itself does not have to be the rank of the modification, however the users Magical power must be of equal or greater power.
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~Magical Power~
To be able to use higher ranked spells each tier of magical power must be unlocked, this unlock is across all spell types so each level only has to be unlocked once. It also increases the overall mana pool that a character has to use.
Journeyman- Unlocks at Lv.5
One extra mana
Expert- Unlocks at Lv.15
One extra mana
Master- Unlocks at Lv.25
One extra mana
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~Mana Pool and Regeneration~
Every player starts off with a small pool of mana which they call upon to cast spells of any sort. Novice spells costs one energy, Journeyman costs two energy, Expert costs three energy and Master costs four energy.
Mana Pool-
Every character starts off with a mana pool of *two mana, these pools can be increased over time with leveling up. The max mana any one person can have is five unless they have means to store more such as a master skill or an item.
Mana Regeneration-
Mana is slow to recover especially in combat which is why spells must be used wisely. *For every post where a character is actively moving, dodging, attacking, or using any type of spell they regenerate half a point of mana. *If their post is spent idle, such as hiding, talking or anything that requires nothing more than a walk one point of mana is restored. The mana from the post is only gained in the next post, so if you have zero mana and do nothing for a post then the next time you post you will have one mana.
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~Enchanting Weapons and Armor~
To enchant a weapon or armor the item must be the level of the enchantment that you wish to place on it, Novice weapon for a novice enchantment, Journeyman weapon journeyman enchantment and so on and so forth.
A item can only have one enchantment on it regardless of the enchantments rank. The users Magical power must be of equal or greater power of the enchantment before the user can use it. The enchantment placed on the item must be under a magical tree which the player has already learned; if a player wishes to have flames sprouting out of their weapon of a journeyman rank them they must know up to journeyman fire. Enchanting can only be done through the shop and are permanent for the item.
Mental powers that tap into the users mind.
*Telekinesis- Ability to lift and move objects or people.
*Telepathy- The ability to go into others minds in order to search for knowledge or speak through their mind.
*Conjuration- Able to temporally pull mental images from one’s mind into existence.
-Spells of Old-
Some spell types are generally considered over powered and hard to maintain a proper balance. While it is possible to learn these spell trees only certain moves will be allowed and will only be attainable through quests, Npcs, and events.
*Rejection- Quick removal of diseases, poisons, curses, and debuffs.
*Healing- Quick healing of lacerations and other wounds.
*Debuff- Can steal positive effects from targets; can only take what the users level is.
*Transmutation- Can convert a substance into another.
*Teleportation- The ability to move oneself or others vast or short distances in fragments of seconds.
---------------------------------------------------------------------------------------------------------------------------------------------
~Spells and Modifying~
Spell Modifiers-
Spells can be modified with coin to add additional effects such as homing, burst, stream, wave and other extra abilities to make weaker spells more potent.
-Modify points-
Each spell will have an open availability of four modifications, which can be changed at any time (outside of a thread) though coin will not be refunded. Each modification costs a modify point and increases in cost the stronger it is.
Novice- 1 MP
Journeyman- 2MP
Expert- 3MP
Master- 4MP
The spell itself does not have to be the rank of the modification, however the users Magical power must be of equal or greater power.
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~Magical Power~
To be able to use higher ranked spells each tier of magical power must be unlocked, this unlock is across all spell types so each level only has to be unlocked once. It also increases the overall mana pool that a character has to use.
Journeyman- Unlocks at Lv.5
One extra mana
Expert- Unlocks at Lv.15
One extra mana
Master- Unlocks at Lv.25
One extra mana
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~Mana Pool and Regeneration~
Every player starts off with a small pool of mana which they call upon to cast spells of any sort. Novice spells costs one energy, Journeyman costs two energy, Expert costs three energy and Master costs four energy.
Mana Pool-
Every character starts off with a mana pool of *two mana, these pools can be increased over time with leveling up. The max mana any one person can have is five unless they have means to store more such as a master skill or an item.
Mana Regeneration-
Mana is slow to recover especially in combat which is why spells must be used wisely. *For every post where a character is actively moving, dodging, attacking, or using any type of spell they regenerate half a point of mana. *If their post is spent idle, such as hiding, talking or anything that requires nothing more than a walk one point of mana is restored. The mana from the post is only gained in the next post, so if you have zero mana and do nothing for a post then the next time you post you will have one mana.
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~Enchanting Weapons and Armor~
To enchant a weapon or armor the item must be the level of the enchantment that you wish to place on it, Novice weapon for a novice enchantment, Journeyman weapon journeyman enchantment and so on and so forth.
A item can only have one enchantment on it regardless of the enchantments rank. The users Magical power must be of equal or greater power of the enchantment before the user can use it. The enchantment placed on the item must be under a magical tree which the player has already learned; if a player wishes to have flames sprouting out of their weapon of a journeyman rank them they must know up to journeyman fire. Enchanting can only be done through the shop and are permanent for the item.