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Post by Twilight-Claw on Feb 7, 2018 11:53:27 GMT -6
NodesBasic Elemental Nodes 0x Elemental Node (3 MP Each)
Lesser Elemental Nodes 0x Elemental Node (6 MP Each)
Greater Elemental Nodes 0x Elemental Node (9 MP Each)
Total Magical Power of Nodes: 0
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Post by Twilight-Claw on Feb 7, 2018 12:00:14 GMT -6
Grimoire The Source of MagicAround here, there is only one source of magic. Of course, things can be magical, but there is only one source of magic players can use to do magic of their own. The source of magic is called a “node”. They're a rare spherical manifestation of pure magical energy. There are 9 kind of nodes, four elemental (fire, water, wind, earth), four divine (pure, tainted, order, chaos), and a special “hollow” node that is not associated with any element. Beyond that, there are three power levels for nodes: basic, lesser, and greater. Though nodes are the only source of magic, there are a few places to find nodes in the world. Most commonly, nodes are found deep in the heart of magical places. A water node, for example, may be found at the center of a great body of water, or an earth node deep in caverns within the earth. There's also a process for making your own node* from magical materials, but the price is steep. Once you have a node, you have a few choices on what to do with it. If you want to use it's magical power for yourself, you have two choices. You may “swallow” the node, instantly gaining it's power, or you may “tap” it, slowly borrowing its power. The choice in Tapping or Swallowing a NodeMagic Points (MP) Magic points, hereafter referred to as MP, are a measure of your magical power. Most people in the world have 0 MP, even if they have some magical objects or abilities. The only way for your character to gain MP is to use a node, either tapping or swallowing it.
Using a node, all of the MP you gain is of the same element of the node. A basic fire node, for example, will give you 3 fire MP. You cannot use your fire MP on water spells; that just doesn't make sense!
Tapping a Node Tapping a node is by far the more “safe” option. It's also more diverse. If you tap a node, you gain MP equal to it's power level. (3 for basic, 6 for lesser, and 9 for hollow.) The great thing about tapping nodes is that you can tap many different nodes, casting spells from multiple elements. The bad thing about tapping nodes is that you have to find a lot of them to get a lot of power. If you are patient, however, this method will ultimately result in more power. Please note, while Hollow magic can be accessed by any elemental Node, you can't access any elemental magic with a Hollow Node as it lacks the elemental aspect of it. Learning Spells this way.If you're tapping into a node, you need to learn some spells. You may know as many MP worth of spells as you have MP to spend. So if you have 3 MP, you may learn 3 MP worth of spells. You may also learn additional spells by spending skill points, though you can't learn spells you couldn't cast. If you're really clever, you may craft your own spells that only you can use! Unfortunately, this option is only available to those who tap nodes. The Pros and Cons of this.- Gain power more slowly, with limited MP per node. - Can have unlimited MP with enough nodes. - Can tap into many nodes, including different elements. - Can learn many new spells, and even invent your own. - Can cast spells that belong to multiple elements. - Can lose your node, losing your magic. Swallowing a Node Swallowing a node is a much quicker way to gain a lot of power. When you swallow a node, it becomes a part of you, and you instantly gain 25 MP of that element, no matter what power level the node was.
Swallowing a node makes you a magical being, like an elemental. You gain new features related to your element, including a resistance to your element. However, you can never tap another node, and will never gain more than 25 MP or spells of different elements.
Learning Spells this way.
If you've swallowed a node, this is easy for you. You automatically know all of the spells of your element (and purely hollow spells)!
But you will never be able to craft your own spells!
The Pros and Cons of this.
- Instant 25 MP to spend. - Can't ever lose your node. - Gain a resistance to your element. - Never have to learn spells, since you know all of the ones for your element. - Can only spend MP in your element, and can't use multi-element spells. - Will only ever have 25 MP, and can't tap into additional nodes. To cast a SpellNow you have MP and you know some spells, so the next thing you have to do is, well, cast them!
If you are tapping a node, you must have it on your person to use it. Be careful with your node, for if it is stolen or lost, so is your ability to use magic! Those who swallow nodes don't have this problem, of course, as their node is a part of them.
Casting a spell is pretty easy. If it is your turn in battle, instead of attacking, defending, moving, or using an ability, you can instead cast a spell! Outside of battle, you can cast a spell the same way you use an ability or move.
When you cast a spell, you expend the spell's MP cost from your total. When you run out of MP, then you can't cast any more magic so use it sparingly! You must wait 24 hours in character time after using a spell to regain your MP from that spell.
Spells are so powerful that they cannot be dodged, and can only be countered by a spell caster or an ability that would stop them. For example, resistances or immunities to the type of damage would work as normal. You wouldn't use Fireball on a creature with Fire Immunity!
Wait, counter? That's right, a fellow spell caster can counter your spell! To counter a spell, you must expend the same amount of MP as your opponent, in an opposite element.
For example, to counter a 3 MP fire spell, you need to spend 3 water MP. What elements are opposing?
Fire - Water Air - Earth Chaos - Order Light - Dark Hollow - Hollow Spell's done solely with Nodes {N} Used / Power of Node 0/0 Fire Node 0/0 Water Node 0/0 Air Node 0/0 Earth Node 0/0 Chaos Node 0/0 Order Node 0/0 Light Node 0/0 Dark Node 0/0 Hollow Node
Acquired knowledge of Learned Spell {LS} Used / Rank 0/0 Hollow Magic Spell (0 MP) {-}Cost: Description: Effect: Fire Magic Spell (0 MP) {-}Cost: Description: Effect: Water Magic Spell (0 MP) {-}Cost: Description: Effect: Earth Magic Spell (0 MP) {-}Cost: Description: Effect: Air Magic Spell (0 MP) {-}Cost: Description: Effect: Light Magic Spell (0 MP) {-}Cost: Description: Effect: Dark Magic Spell (0 MP) {-}Cost: Description: Effect: Order Magic Spell (0 MP) {-}Cost: Description: Effect: Chaos Magic Spell (0 MP) {-}Cost: Description: Effect:
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Post by Twilight-Claw on Feb 7, 2018 12:24:54 GMT -6
Familiar Bond of Spirit and Magic A familiar is a creature that bonds itself through magical or spiritual means to it's "master". It's "other half". This is a mutual bond in which the creature gains physical strength (of it's master) and the master gains spiritual strength (of it's familiar). This is most helpful with all manner of spell-casters, but much less helpful to non-magically inclined people such as warriors.
All familiars are small, and though some have physical forms, others do not. They feed on the strengths (and weaknesses) of their master, and share a bond so intimate with them - that without them, they would die.
The BenefitFamiliars use magic based on loyalty to their master. They are not limited to what they can know, but rather what they can do, based on their loyalty. They can only cast "spells" (which are more like abilities) from the Familiar Specific Magic. Obviously, if a familiar does not have enough FP (familiar points), it cannot cast the spell.
A familiar restores it's FP when the caster performs the skill "restore familiar", which can only happen to a maximum of once per day.
(Familiar Points)
Loyalty 0 = No magic Loyalty 5 = 2 FP Loyalty 7 = 3 FP Loyalty 9 = 4 FP Loyalty 11 = 5 FP Loyalty 13 = 6 FP Loyalty 15 = 7 FP Loyalty 17 = 8 FP Loyalty 19 = 9 FP Loyalty 21 = 10 FP Every 2 loyalty above that, the familiar gains an additional 1 FP.
The maximum FP that a familiar can have is equal to their master's MP divided in half. Should the MP be uneven in number (such as 11 MP) than it will always be rounded down. Familiars can boost a mage in a number of ways. The primary way is through spells. Specifically the "Share Power" spell, which allows the caster to cast more spells.
The more a caster puts effort into their familiar, the more help their familiar can be to them. There are many familiar-based skills that a caster can pick up - and many "familiar specific" spells that a caster can learn. and Negative side of the coinA familiar must stay with you at all times. It can't "leave your aura" - which is an undetermined amount of space. From what we can tell, it's a space under a mile diameter. The farther your familiar gets from you, the weaker it becomes. If it gets too far from you - it dies.
What does this mean for you? Once you choose a familiar and have bonded to it magically by spending 1 MP permanently (ie. gotten 2 skill ranks or more in Familiarity), it must stay with you in ALL roleplay posts, including beyond unless you're willing for it to die.
If your familiar dies, when you revive it, it looses 3/4s of it's loyalty to you.
A familiar can be trained by another player, but will never gain loyalty to another player. It will only ever gain loyalty to you (after it's bonded with you).
Magical Items (including ribbons) no longer have any effect on the familiar!
If you choose to use a new familiar, your familiar instantly looses ALL of it's loyalty (and bonuses of it), making you need to start all over again. Then again, you'll have a new familiar, so you probably don't care. Name: Gender: Personality: Species: Breed Info Average Top Speed: Cunning: Level: Loyalty: Familiar Points: StatsStamina: Strength: Resistance: Dexterity: Mentality: Special Abilities: Moves: Familiar Spells Spell Name - Familiar Points Spell {0} Familiar Enhancements Spell Name - Rank Spell {0}
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Post by Twilight-Claw on Feb 7, 2018 13:15:12 GMT -6
Draconic Magic of their BloodAlmost all Draconics have some sort of magic in their blood. They're born with a capacity for magic that humans will never truly know.
A Draconic's stats may include 'Innate Magic' which is a kind of magic they know from birth. They can use this magic regardless of what other magic they may know. It's 'free'!
Draconic's have their intelligence x2 worth of MP to spend! (They may also learn that many MP worth of spells to use, like other magical creatures) Intelligence - Magic Points
1 - 2 2 - 4 3 - 6 4 - 8 5 - 10 6 - 12 7 - 14 8 - 16 9 - 18 10 - 20 Every Clan has a natural affinity toward a particular element. Draconics learn magic of their clan's Element at half the cost, however, learning magic of the opposing element costs twice as much. While those elements that give neither a affinity or oppose the Clan alignment have the normal cost. Draconics who are taught to perform a spell within a instance must spend TP equal to the MP cost to do so. To clarify: The TP for the spell is the same as the MP. If the MP is half because of affinity, so is TP (Rounded up if is has a 0.5 when getting it split into half). If it is double because of an opposing element, it is double TP. Flame Crest = Fire Magic Thalassa = Water Magic Gaia's Guardians = Earth Magic Clarity = Air Magic Steel = Can learn all Elements of Magic Equally Umbral Will = Dark Magic Sacred Hope = Light Magic Veil = Order Magic Tainter = Chaos Magic Frost = Water and Order Magic Thunderhead = Air and Chaos Magic Opposing Elements
Fire - Water Air - Earth Chaos - Order Light - Dark Hollow - Hollow Registry Form Name: Gender: Clan Alignment: Intelligence: Size: Movement: Stamina: Strength: Resistance: Dexterity: Mentality:
Special Abilities: Moves: Breath: Innate Magic: Magic Points: Spells Learned [-spoiler]Spell Name - Element - Strength Spell | Element {0} [/-spoiler]
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Post by Twilight-Claw on Feb 7, 2018 13:37:21 GMT -6
Beings with a disposition for Magic Magic of the Creatures You may notice that some creatures can cast magic of their own. They have a fixed number of MP that never changes. (3 for Magical Touch, 10 for Magical, and 30 for Enigmatic.)
Creature magic is slightly different than node magic, though it uses the same basic system. Creature magic is not inherently elemental, meaning you can spend a creature's MP on spells of any element(s).
Non-natural (from the Labs) creatures cannot tap into nodes, even those that are sentient or magical.
Learning how to do it within a instanceCreatures with magic have a set spell list that is determined along with their base stats, which is recorded in your spell library. Like the default for node users, creatures with magic may know as many MP worth of spells as they have MP to spend. Creatures cannot learn new spells, so choose carefully!
A creature with magic will know how to use its magic when it wants to, but it doesn't know how to use the spells on command. If you would like to teach your pets to use their spells on command, you must use TP equal to the MP cost to do so. Proceed with caution! Magical creatures can be very dangerous, especially if they're not intelligent enough to understand how powerful they are. Registry FormName: Gender: Species: StatsStamina: Strength: Resistance: Dexterity: Mentality: Special Abilities: Moves: Magic Points: Spells Learned [-spoiler]Spell Name - Element - Strength Spell | Element {0} [/-spoiler]
Name: Lyse Gender: Male Species: Crossbreed StatsStamina: 1 Strength: 1 Resistance: 1 Dexterity: 3 Mentality: 4 Special Abilities: Linked Sense (Sight), Bioluminescence, Shadow Resistance, Mechanical Mind, Magical Touch Moves: Spectral Bite, Moonlight, Shadow Meld, Flash Magic Points: 3
Spells Learned Spell Name - Element - Strength Spell | Element {0}
Name: Muninn Gender: Intersexual Species: Crossbreed StatsStamina: 1 Strength: 1 Resistance: 2 Dexterity: 4 Mentality: 7 Special Abilities: Glide, Bioluminescence, Mechanical Mind, Magical Touch Moves: Spectral Bite, Shadow Meld Magic Points: 3 Spells Learned Spell Name - Element - Strength Spell | Element {0}
Name: Crysis Gender: Male Species: Cyberpunk Yumenokei StatsStamina: 1 Strength: 0 Resistance: 0 Dexterity: 4 Mentality: 10 Special Abilities: Glide, Ethereal, Bioluminescence, Magical Moves: Moonlight, Travel by Moonlight, Grace Magic Points: 10 Spells Learned Spell Name - Element - Strength Spell | Element {0} Name: Lithium Trihal Gender: Male Species: Custom Equilion StatsStamina: 8 Strength: 5 Resistance: 5 Dexterity: 5 Mentality: 2 Special Abilities: Magically Resistant, Magical Touch, Opposable Thumbs, Complex Thought Moves: Glass Spear, Illusion, Punch Magic Points: 3 Spells Learned
Spell Name - Element - Strength Spell | Element {0}
Name: Casimir Gender: Male Species: Offspring Equillion v3 StatsStamina: 8 Strength: 8 Resistance: 4 Dexterity: 3 Mentality: 2 Special Abilities: Telepathy, Refined Senses, Enigmatic, Psychic Immunity, Water Immunity, Amphibeos, Swim, Chlorophyll Moves: Fountain Spray, Psychic Distortion, Foreshadow, Wall-Walk, Web Magic Points: 30 Spells Learned
Spell Name - Element - Strength Spell | Element {0}
Name: Nalani Gender: Female Species: Doul Nebuli
Stats Stamina: 2 Strength: 2 Resistance: 1 Dexterity: 4 Mentality: 6 Special Abilities: Ethereal, Magical Moves: Howl, Chilling Aura, Ethereal Claw Magic Points: 10
Spells Learned
Spell Name - Element - Strength Spell | Element {0}
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