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    Magic Break Down Information

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    Admin



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    Magic Break Down Information

    Post by Admin on Mon Sep 14, 2015 2:08 pm

    Slayer Magic Information:

    Slayers:
    DRAGON SLAYER MAGIC:
    This form of Magic was born over four hundred years ago during the Dragon Civil War. The Dragons split into two factions: those who supported peaceful coexistence with humans, and those who did not. However, the war ripped apart the lands and was locked in a constant stalemate. To end the stalemate, the Dragons that supported coexistence played a dangerous card: they taught their special Magic to the humans they sought to coexist with. Although the war shifted in their favor, the Dragons miscalculated. Some of the humans who were taught this special Magic began to slay not only enemy Dragons, but allied ones as well. Such actions earned the humans who were taught this magic by the dragons the name Dragon Slayer. Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. In example, Ice Dragon Slayers cannot eat Dark Ice. If they do, they get incredibly sick and damage will still be done to them.

    The form of elemental magic they use is neutral (pure) one which is in between the light and dark side of the magical spectrum. This type of magic deals double damage to Lizard, Wyvern, and Dragon non-human type opponents.

    Though Dragon Slayers get all of these perks, they do have one set back: Motion sickness. Dragon Slayers cannot ride on vehicles of why kind without getting motion sickness. However, they can use their exceeds or friends to fly around as they are not vehicles. Motion sickness can be cured per thread by the use of a status effect healing spell.

    Extra Boosts:
    Dragon Force: 

    -A-rank or less Lasts 8 posts
    -S-rank lasts 10 posts
    -SS-rank lasts 12 posts
    -X-rank lasts 15 posts
     
    FIRST GENERATION:
    First Gen. Dragon Slayers have learned the magic from the Great Dragon of their respective element.

    SECOND GENERATION:
    Second Gen. Dragon Slayers have obtained the magic through a Lacrima produced from the Great Dragon of their respective element. The slayers can activate dragon force at will.
     

    THIRD GENERATION:
    Third Gen. Dragon Slayers have learned the magic from the Great Dragon of their respective element, as well as imbued themselves with Lacrima from the same Great Dragon.

    MIXED DRAGON SLAYER:
    Mixed Dragon Slayers have obtained two different elements either by through a Lacrima produced from a Great Dragon and/or by having been taught by a Great Dragon. Slayers with multiple elements have access to what is known as Dual Slayer Mode which will act as one of their abilities which will substitute dragon force. Dual slayer mode adds the noted element to all their spells for no additional cost as well as boosts the overall power of the spells by one rank. This mode lasts the same duration of Dragon Force. Mixed slayer mode may also boost two of their stats by 1 rank which must be approved and set in the ability. Spells of purely the secondary element may also be used during dual slayer mode.

    Dual slayer mode can only be activated once per thread and can be activated at will.
     
    GOD SLAYER MAGIC:
    God Slayers can eat any form of their own element; pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart.

    The color of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using. This form of elemental magic uses darkness which is on one end of the magical spectrum. The element of darkness is being mixed with the other elements to alter their properties slightly. This caused the God Slayer magic to deal double damage towards Holy, God, and Angel type non-human beings. For example, the Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Dragon and Demon Slayer's cannot consume this magic.
    Extra Boosts:
    God's Will: 
    FIRST GENERATION:
    First Gen. God Slayers have learned the magic from the God of their respective element.
    SECOND GENERATION:
    Second Gen.
    THIRD GENERATION:
    Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God.  These Slayers can activate God Force at will. They can access both First Gen (Natural) and second gen (Forced) God force at their respective costs.
    MIXED GOD SLAYER:
    Mixed God Slayers have obtained two different elements either through a Lacrima produced from a God and/or by having been taught by a God.

    DEMON/DEVIL SLAYER MAGIC:
    Also known as Exorcist Mages, Devil Slayers are people that utilize Devil Slayer Magic. Like Dragon Slayers and God Slayers, Devil Slayers can also become resistant to the effects of their respective element and can even eat it to replenish their strength. To some degree, it appears that Devil Slayers have the ability to resist the effects of curses however the majority of their body turns black and has the appearance of being dead. This ability will not be a bonus to Devil Slayers at the moment. As to how this magic began, those who have learned their devil slayer magic had their Magic Origin transformed into Devil Slayer Magic by the Magic Barrier Particles of an elemental Book of Zeref. In other words, this magic was originally created by Zeref as countermeasure to the demons he created.

    Demon Slayers can eat any form of their own element; pure and mixed. However, they cannot consume the element of their God Slayer counterpart. The color of Demon Slayer Magic is a whiter version of the element's natural color. This is because the form of elemental magic they use is light which is on the other end of the magical spectrum.

    The element of light is being mixed with the other elements to alter their properties slightly. Because of the mixed in light properties, Demon Slayers deals double damage towards Darkness, Demon, and Undead type non-human beings. For example, the Hell Demon Slayer uses a blessed form of darkness that is beyond a Dragon and God Slayer's ability to consume.
    Extra Boosts:
    Demon Force: Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength. During Demon Force, the Slayer does not lose any MP, Magic Power, from casting spells, but  after it wears off  they are left with 5% mp.  It can be summoned only when the slayer has obtained a total of 150% MP.
    Lasts for 5 posts.

    Demon's Aura: Can only be activated by consuming an enormous amount, at least 25%, of its own element, mixed or pure, once every 5 posts. Body is cloaked in a tinted aura of their respective element. It puts all stats into the next range on the character scaling. The spell power of each rank is increased to 150%. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.)
    Lasts 3 posts and can only be used twice per thread
    Cooldown is 5 posts from when Demon's Aura wears off.

    FIRST GENERATION:
    First Gen. Demon Slayers have learned the magic from the Demon of their respective element.
    SECOND GENERATION:
    Second Gen. Demon Slayers have obtained the magic through a Lacrima produced from the Demon of their respective element. These slayers can activate their Force ability at the cost of 125%MP however the duration is only 3 posts, and the cooldown is 4 posts from the point that the Demon Force ends.
    THIRD GENERATION:
    Third Gen. Demon Slayers have learned the magic from the Demon of their respective element, as well as imbued themselves with Lacrima from the same Demon. These Slayers can activate Demon Force at will. They can access both First Gen (Natural) and second gen (Forced) Demon force at their respective costs.
    MIXED DEMON SLAYER:
    Mixed Demon Slayers have obtained two different elements either by through a Lacrima produced from a Demon and/or by having been taught by a Demon.
    SPECIAL RULES FOR THE LIGHT AND SKY SLAYERS:
    Sky Slayers:
    Sky Slayers must consume air from the sky by pulling it down into their mouth as they inhale in order to tap into their respective slayer force. Another way for Sky Slayers to enter the force is to eat the wind left behind from fast movements and or eat all and any form of wind magic.  

    Air is different than wind in that wind deals with pressure that makes the air around us move whereas the air deals with the oxygen, nitrogen, and anything else in the atmosphere that enables us to breathe. For example, when a car or fast moving object passes there is wind because of the air's 'speed' or pressure. This makes fast moving mages weaker in that they provide a steady supply of wind to the slayer to eat. Likewise, atmospheric air (up in the Sky) is always moving and drifting at high speeds and so Sky Slayers must eat the air from up higher altitudes.

    As long as they are outside, Sky Slayers have an unlimited amount of elemental food. However, it is obvious when they eat and that may leave them to be more vulnerable than most types of Slayers unless, of course, their opponent is distracted.
    Light Slayer:
    Light Slayers can eat Sunlight for a 5% MP, Magic Power, per turn if it's daytime. Light Slayers can also eat reflections of sunlight by literally pulling the "glitter" off of a lake at high noon or on a summer day. All Lacrima has a glow and so a Light Slayer can eat the glow off of a Lacrima if in reach. Even still, this does not affect the Lacrima's power.  

    Eating the glow off of something does not protect the Light Slayer from damage, but can help them regenerate magic power. Anything that glows with any sort of radiance can have it's glow eaten and vacuumed towards the Light Slayer. Once the light or glow is eaten from something, it remains colorless for 24 hours or until the Light Slayer either goes to sleep or is KO-ed.  Although they can still be damaged by your spell if hit, you should beware of huge bright flashy spells against a Light Slayer or you'll be regenerating their Magic Power quickly.
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    Mizuko



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    Re: Magic Break Down Information

    Post by Mizuko on Sun Oct 04, 2015 6:58 pm

    Summoner Information

    Summoning magic is any magic in which the mage summons another creature or being to battle for them or with them. Summoning magic in itself has certain parameters. The creature/being summoned will follow the exact same rules a mage would, when it comes to battle, including the same HP system. As most summons cannot die, when a Summon reaches 10%, they simply disappear back to where they came from. Summons will need to be given their own stat and rank. The rank of the summon matches the rank of the spell slot they used, but they can be trained, the same way a pet would be trained. You can also train their stats, just as you would your own.

    As most summons can use spells, each summon has 2 active spell slots available. You can also assign your own spell slots to them to give them more spells to use. The duration for each summon goes by a per-post basis. You may decide the duration, but the staff member grading your magic will be in charge or whether or not it is too long. As well as this, summons can have 1 passive ability.

    Abilities such as Forced Gate Closure, and opening more than 1 gate at a time must be unlocked. Forced Gate Closure is unlocked at A-Rank. Double gate openings is unlocked at B-Rank. Forced Gate Closure is natural ability of summoners, and is not a spell. It adds 2 posts to the regular cooldown of the summon when used.

    Stellar Spirit mages may only have 2 Golden Keys at any given time.

    Requip Information

    This is magic in which a mage uses spacial storage and magic to switch through enchanted armor and weapons to fight with. As this is a magic, you are not required to buy any of your armors, as they will be considered spell slots. Typically, these spells will be sets of armor and weapon, and will be given 2 passive abilities, and one active one. Whether the active ability is the armor's or the weapon's is up to you. As well as this, you can make one spell slot that is exclusively a weapon. It will, however, only have 1 passive ability, and one active. As they are enchanted weapons, they are considered spells, and will deal the damage equal to a spell of the spell slot they take up.  A Requip mage may summon only their armor, or only their weapon, despite them being in a set. On this occasion, the cooldown until they may requip once more is halved.

    Because these armors are considered spells, they do have required durations. You can hold each armor or weapon for a max amount of time for each rank. The cooldown for each armor or weapon is the duration at which you held it, plus 1. Here are the limits for each rank's max duration for Requips:

    Max Durations:
    D-Rank: 3 posts
    C-Rank: 4 posts
    B-Rank: 5 posts
    A-Rank: 6 posts
    S-Rank: 7 posts
    SS-Rank: 8 posts
    X-Rank: 10 posts

    If your Requip is broken or damaged during a fight, it must be changed out, and will have to go through the full cooldown for your rank (duration plus 1) before it can be considered repaired.

    Takeover Information

    Takeover, being a magic with many different species and types involved, will be a pretty strange magic. Given that a mage can have any number of Takeovers at their disposal, the spell usage will be different. Takeovers will be one spell on their own, with no duration, but a cooldown that is the total number of posts the Takeover was held, plus one. As well as this, any leftover spells after the Takeovers are made can be used as regular spells for the Takeover itself. For example, a mage with, say, a Satan Soul as one Takeover, and then a Demon Soul as another, would have to split their total number of leftover spells at whatever rank they happen to be at between the two. Satan Soul would receive half of their spells, and Demon Soul would take the other half. There is no requirement as to what rank spells each may receive, so some Takeovers a mage has may be more powerful than others. When a Takeover mage wishes to only do a Takeover on half of their body, such as the arm, the the spells cast while in the half-transformed state will be half their regular power, as well as the partial Takeover having half the cooldown a full Takeover would.


    Last edited by Mizuko on Sat Oct 17, 2015 4:14 pm; edited 5 times in total
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    Zed The Workaholic



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    Re: Magic Break Down Information

    Post by Zed The Workaholic on Sun Oct 04, 2015 7:08 pm

    Things such as Dragon Force, Dragon aura, ect should be unlocked through WC and after at least B rank as their power levels are off the charts.



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    Ean Sableheart



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    Re: Magic Break Down Information

    Post by Ean Sableheart on Thu Oct 08, 2015 5:58 pm

    repost
    1. We aren't using a mana system here. Remove the parts that indicate a use of mana/MP

    2. Approved slayer types should be listed here for each.

    3. some of the durations and cooldowns seem a little short. Can we extend a few of these by a couple posts? 

    4. Call dibs of metal devil slayer!

    5. I'm going to go against teh canon laws and request that god slayers and devil slayers reject each other. In the sense that neither can eat the others element. This is to provide balance between the two and prevent any excessive OPness.

    6. Again with god and devil slayers. Put them in a category where they have a weakness either similar to the dragon slayers again to prevent the OPness. The same motion sickness weakness is fine however it would also be cool to have others. Again, I'm probably going against the current canon but preventing OP powers is important.

    7. edited it: make sure yous explains how one goes about getting the 1st gen slayer positions.


    now for the other stuff.

    summoner information will probably need to differ quite a bit from regular spells. So a second template may be necessary.

    Also increase the number of gold keys one can have by 2.

    Otherwise I'm fine with all this.
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    Mizuko



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    Re: Magic Break Down Information

    Post by Mizuko on Thu Oct 08, 2015 7:33 pm

    [quote="Ean Sableheart"]
    Also increase the number of gold keys one can have by 2.

    I'm not okay with that. There are only 12 total. I understand while the site is small, but when the site grows larger, it will be unfair for somebody to have two keys. They're rare positions. You don't see somebody with two types of slayer magic, do you?
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    Zed The Workaholic



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    Re: Magic Break Down Information

    Post by Zed The Workaholic on Thu Oct 08, 2015 7:34 pm

    Mizuko wrote:
    Ean Sableheart wrote:
    Also increase the number of gold keys one can have by 2.

    I'm not okay with that. There are only 12 total. I understand while the site is small, but when the site grows larger, it will be unfair for somebody to have two keys. They're rare positions. You don't see somebody with two types of slayer magic, do you?
    you are aware it is possible for someone to have two types of slayer magics right so long as they are the same genre. . .it's elements



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    Mizuko



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    Re: Magic Break Down Information

    Post by Mizuko on Sat Oct 17, 2015 1:58 pm

    Changes made to my Summoning, Requip, and Takeover post

    We need this through quickly guys, so actually suggest things or agree with it.

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    Re: Magic Break Down Information

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