Post by Jagen Lavender♛ on Oct 18, 2020 2:41:32 GMT -5
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Spirits are beings composed of raw mana taking on physical form. They come in all different shapes and sizes but when at bay and traditionally summoned, take the form of a creature no larger than the size of a small house cat. It is unknown if all spirits have the ability to talk or if only a select few. Spirits all have different personalities that seem to fundamentally tied to the element that they are closest in affinity to.
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Spirits come in TWO known types, Secondary and Main.
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Those with Platinum grimoires or weilding two elements cannot obtain a spirit of any tier or type.
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You may only have a single account with a spirit. If you have a spirit you must have been an active member of the site for at least 3 months and will have to remain active to keep them.
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Main Spirits are the purest of the spirits. There are only four of these in existence; Sylph the Wind Spirit, Salamander the Fire Spirit, Undine the Water Spirit, and Gnome the Earth Spirit.
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These spirits have been known to be the rarest and most picky when it comes to bonding with a mage, opting to only seek out those with the purest forms of their respective element (wind, fire, water, earth). Due to there only being four of these spirits, they are often leaving their masters for new ones, appearing in different locations and kingdoms throughout the ages. Befriending them would be wise for any mage. The Four Main Spirits are the only ones known in the world to have the ability beyond Spirit Dive known as True Form. True Form allows the spirit to grow in immense size and act as a golem of sorts.
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THE KNOWN MAIN SPIRIT USERS
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MECHANICS
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THE FOUR MAIN SPIRITS
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SYLPH, THE SPIRIT OF WIND
Appearance: A small fairy that is no larger than a grown man’s hand.
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Personality: Playful and friendly like most wind spirits. Known to have quite the attitude towards those she dislikes.
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True Form: The playful Sylph will opt to stay the most humanoid of shape and size of the four main spirits. She will become an elf-like in appearance, with slender features, pointed ears, and long flowing hair. She’ll keep her wings during this transformation. She’ll stand nearly 3 meters tall, much taller than the average human but much smaller than all the others.
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SALAMANDER, THE SPIRIT OF FIRE
Appearance: A small lizard with wings.
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Personality: Serious and brash. Doesn’t speak much but known for temper like other fire spirits.
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True Form: The simple-minded Salamander spirit takes on the form of a fierce dragon. The creature will stand at 7 meters tall with a wingspan nearly 20 meters from tip to tip. Its rage and anger in this form are unmatched by any other spirit.
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UNDINE, THE SPIRIT OF WATER
Appearance: She appears to be a mermaid-like creature that seems to be able to swim through the air without a care.
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Personality: Easy going and friendly. Perhaps the kindest of the Four Main spirits.
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True Form: The water spirit becomes more of a Sea Serpent like beast, stretching to roughly 7 meters long with a girth of 1 meter. The spirit is rather quick and elegant in its movements.
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GNOME, THE SPIRIT OF EARTH
Appearance: A goblin-like looking creature composed of earth.
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Personality: Grumpy and loyal are the two words that would describe Gnome.
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True Form: The Gobin like spirit will grow to an astonishing height of nearly 10 meters tall and take on the form of a more ogre looking creature with a club composed of rocks and gemstones.
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The Four Main Spirits have a unique ability known as ‘True Form’. This is the process of their master’s pouring in large amounts of mana upfront and a minor amount to sustain the form. The spirits will grow in size and power.
[break][break]
They will be able to interact and fight like a pseudo-golem spell. They will have access to your grimoire and be able to use the spells found within it acting as a medium. Unlike typical golems, they will have higher health pools, stats, speed, and their own mana pool. Their mana pool cannot regenerate but can be used instead of your own to fire off spells.
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If the spirit is destroyed while in its true form the player will be under the effects of Spirit Drain and Spell Lock for the remainder of the thread so beware of using it in risky situations!
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Secondary Spirits, while they are not as powerful or rare as the Main Spirits, are still supernatural beings that can be fearsome with the right host. These spirits are more plentiful than the Main Spirits but will also leave their masters if they become bored. These spirits, unlike their main counterparts, are not always tied to the four main elements but seem to be based on the various branches. Unlike Main Spirits, these spirits start off rather weak but naturally gain strength the stronger the bond between them and their masters become.
[break][break]
The Secondary Spirits have three main forms which they progress throughout: Minor, Lesser, and Greater forms. Each form gives the user a small bonus in mana and a particular stat. Players will have to train these spirits similar to how relics are handled in order to have them progress in power.
[break][break]
For some odd reason, the spirits seem to favor those with lower-tier grimoires, bonding much quicker than those with higher ranks. Due to this, each rank of grimoire beyond copper will have its word count needed to train the spirits increased by 10%. For example, a gold tier grimoire would need 30% more words when training than that of a copper.
[break][break]
They still are restricted to smaller forms when manifesting themselves, typically the size of a house cat. It is unknown how many of these spirits are found in the world and what all their appearances and shapes are taken.
[break][break]
KNOWN SECONDARY SPIRIT USERS
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BONDING[break]
Players will have to bond/train with their spirit in order for them to grow that spirit’s power. Bonding will occur with the player role-playing this out. During these sorts of threads, the player will not be able to train other spells, be on missions/dungeons, or even gain stat or spell points. As stated above, the spirits seem to grow quicker with lower-ranked grimoires than upper ranked. Below you will find a chart with the needed word counts to progress that spirit. When training not all the word counts must be met in the same thread, they can be spread out up to four threads!
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SECONDARY SPIRIT PASSIVES[break]
Whenever a pact is formed with a spirit that person will receive a minor passive boost to their mana and a particular stat that is associated with that spirit’s element (these would be the same as the affinity bonuses for that player’s element). The passives will increase as the bond between the spirit and its master increases. These passives do not count towards any buffs. These passives stack together, when you go from minor to lesser you would have both these tiers bonuses.
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Spirit Dive is the process of tapping into the rawest and most primal energies of the world. By fusing with the spirit, the user is able to cause their body to take in an abundance of raw magical energy tied to that element, giving them massive boons and skills. Though temporary, if they are in the right hands they can be cataclysmic. By opening their bodies for the spirits to dwell in, the player’s abilities rise well beyond a normal mage’s limitations. However it at the cost of wearing their bodies down in the process.
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Spirit Dive has TWO forms: Partial and Full Spirit Dive.
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How Spirit Dive’s spells look per person is totally based on them, but should have some sort of reference or make sense with their respective spirit’s element.
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After a player leaves Spirit Dive they will undergo a status effect labeled as Spell Lock. During this time period, the player will be unable to use any spells of the Dive’s rank or higher. Once a dive wears off the player will also be under a secondary effect known as Spirit Drain. Spirit drain causes a debuff to power | durability | control | sensory by -5, their mana will regenerate 5 less than normal, and their physical speed by is decreased by 5 m/s for a set amount of time.
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Dives can only be active for so long before they are required to have their mana cost increase to that of a full rank spell (no longer the sustained cost). This also increases the duration of the Spell Lock and Spirit Drain.
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PARTIAL SPIRIT DIVE[break]
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FULL SPIRIT DIVE
PSD & FSD DURATION
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ALLOTTED DIVE ABILITES PER TIER
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DIVE ABILITES
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SPELL LOCK & SPIRIT DRAIN DURATION[break]
[attr="class","header"]THE SPIRIT SYSTEM
[break]
Spirits are beings composed of raw mana taking on physical form. They come in all different shapes and sizes but when at bay and traditionally summoned, take the form of a creature no larger than the size of a small house cat. It is unknown if all spirits have the ability to talk or if only a select few. Spirits all have different personalities that seem to fundamentally tied to the element that they are closest in affinity to.
[break][break]
Spirits come in TWO known types, Secondary and Main.
[break][break]
Those with Platinum grimoires or weilding two elements cannot obtain a spirit of any tier or type.
[break][break]
You may only have a single account with a spirit. If you have a spirit you must have been an active member of the site for at least 3 months and will have to remain active to keep them.
[break][break]
[attr="class","header"]MAIN SPIRITS 1/4
[break]
Main Spirits are the purest of the spirits. There are only four of these in existence; Sylph the Wind Spirit, Salamander the Fire Spirit, Undine the Water Spirit, and Gnome the Earth Spirit.
[break][break]
These spirits have been known to be the rarest and most picky when it comes to bonding with a mage, opting to only seek out those with the purest forms of their respective element (wind, fire, water, earth). Due to there only being four of these spirits, they are often leaving their masters for new ones, appearing in different locations and kingdoms throughout the ages. Befriending them would be wise for any mage. The Four Main Spirits are the only ones known in the world to have the ability beyond Spirit Dive known as True Form. True Form allows the spirit to grow in immense size and act as a golem of sorts.
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THE KNOWN MAIN SPIRIT USERS
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USER | MAIN SPIRIT |
Ardere✧ | Salamander the Fire Spirit |
-- | Undine The Water Spirit |
-- | Sylph The Wind Spirit |
-- | Gnome The Earth Spirit |
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MECHANICS
- Naturally gain +40 Mana upon bonding
[break][break]- Gain +15 in their respective spirit’s element correlating stat upon gaining the spirit
[break][break]- Can only be gained by those with a pure element (Fire, Water, Wind, Earth)
[break][break]- If a player misses a census, the spirit will auto leave them in hopes of finding a more worthy user of their powers!
[break][break]- Unlike the Common Spirits, Main Spirits do not need to be trained in order to reach their full potential, they are so pure in magic that they automatically start as their strongest version. This is not directed towards the Spirit Dives!
[break][break]- In order for players to use the spirits’ true form, they must meet the proper requirements.
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THE FOUR MAIN SPIRITS
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SYLPH, THE SPIRIT OF WIND
Appearance: A small fairy that is no larger than a grown man’s hand.
[break][break]
Personality: Playful and friendly like most wind spirits. Known to have quite the attitude towards those she dislikes.
[break][break]
True Form: The playful Sylph will opt to stay the most humanoid of shape and size of the four main spirits. She will become an elf-like in appearance, with slender features, pointed ears, and long flowing hair. She’ll keep her wings during this transformation. She’ll stand nearly 3 meters tall, much taller than the average human but much smaller than all the others.
[break][break]
SALAMANDER, THE SPIRIT OF FIRE
Appearance: A small lizard with wings.
[break][break]
Personality: Serious and brash. Doesn’t speak much but known for temper like other fire spirits.
[break][break]
True Form: The simple-minded Salamander spirit takes on the form of a fierce dragon. The creature will stand at 7 meters tall with a wingspan nearly 20 meters from tip to tip. Its rage and anger in this form are unmatched by any other spirit.
[break][break]
UNDINE, THE SPIRIT OF WATER
Appearance: She appears to be a mermaid-like creature that seems to be able to swim through the air without a care.
[break][break]
Personality: Easy going and friendly. Perhaps the kindest of the Four Main spirits.
[break][break]
True Form: The water spirit becomes more of a Sea Serpent like beast, stretching to roughly 7 meters long with a girth of 1 meter. The spirit is rather quick and elegant in its movements.
[break][break]
GNOME, THE SPIRIT OF EARTH
Appearance: A goblin-like looking creature composed of earth.
[break][break]
Personality: Grumpy and loyal are the two words that would describe Gnome.
[break][break]
True Form: The Gobin like spirit will grow to an astonishing height of nearly 10 meters tall and take on the form of a more ogre looking creature with a club composed of rocks and gemstones.
[break][break]
[attr="class","header2"]MAIN SPIRITS TRUE FORM
[break]
The Four Main Spirits have a unique ability known as ‘True Form’. This is the process of their master’s pouring in large amounts of mana upfront and a minor amount to sustain the form. The spirits will grow in size and power.
[break][break]
They will be able to interact and fight like a pseudo-golem spell. They will have access to your grimoire and be able to use the spells found within it acting as a medium. Unlike typical golems, they will have higher health pools, stats, speed, and their own mana pool. Their mana pool cannot regenerate but can be used instead of your own to fire off spells.
[break][break]
If the spirit is destroyed while in its true form the player will be under the effects of Spirit Drain and Spell Lock for the remainder of the thread so beware of using it in risky situations!
[break][break]
[attr="class","header"]SECONDARY SPIRITS 3/9
[break]
Secondary Spirits, while they are not as powerful or rare as the Main Spirits, are still supernatural beings that can be fearsome with the right host. These spirits are more plentiful than the Main Spirits but will also leave their masters if they become bored. These spirits, unlike their main counterparts, are not always tied to the four main elements but seem to be based on the various branches. Unlike Main Spirits, these spirits start off rather weak but naturally gain strength the stronger the bond between them and their masters become.
[break][break]
The Secondary Spirits have three main forms which they progress throughout: Minor, Lesser, and Greater forms. Each form gives the user a small bonus in mana and a particular stat. Players will have to train these spirits similar to how relics are handled in order to have them progress in power.
[break][break]
For some odd reason, the spirits seem to favor those with lower-tier grimoires, bonding much quicker than those with higher ranks. Due to this, each rank of grimoire beyond copper will have its word count needed to train the spirits increased by 10%. For example, a gold tier grimoire would need 30% more words when training than that of a copper.
[break][break]
They still are restricted to smaller forms when manifesting themselves, typically the size of a house cat. It is unknown how many of these spirits are found in the world and what all their appearances and shapes are taken.
[break][break]
KNOWN SECONDARY SPIRIT USERS
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USER | SPIRIT |
Hania Ravencrest✾ | Ice |
Zaven Blake✧ | Shadow |
Joseph Ravencrest✾ | Carbon Matter |
-- | -- |
-- | -- |
-- | -- |
-- | -- |
-- | -- |
-- | -- |
[break][break]
BONDING[break]
Players will have to bond/train with their spirit in order for them to grow that spirit’s power. Bonding will occur with the player role-playing this out. During these sorts of threads, the player will not be able to train other spells, be on missions/dungeons, or even gain stat or spell points. As stated above, the spirits seem to grow quicker with lower-ranked grimoires than upper ranked. Below you will find a chart with the needed word counts to progress that spirit. When training not all the word counts must be met in the same thread, they can be spread out up to four threads!
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GRIMOIRE TIER | WC MINOR -> LESSER | WC LESSER -> GREATER |
Copper | 6,000 | 12,000 |
Bronze | 6,600 | 13,200 |
Silver | 7,200 | 14,400 |
Gold | 7,800 | 15,600 |
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SECONDARY SPIRIT PASSIVES[break]
Whenever a pact is formed with a spirit that person will receive a minor passive boost to their mana and a particular stat that is associated with that spirit’s element (these would be the same as the affinity bonuses for that player’s element). The passives will increase as the bond between the spirit and its master increases. These passives do not count towards any buffs. These passives stack together, when you go from minor to lesser you would have both these tiers bonuses.
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SPIRIT TIER | MANA BONUS | AFFINITY BONUS |
Minor | +5 | +3 |
Lesser | +10 | +5 |
Greater | +15 | +7 |
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[attr="class","header"]SPIRIT DIVE
[break]
Spirit Dive is the process of tapping into the rawest and most primal energies of the world. By fusing with the spirit, the user is able to cause their body to take in an abundance of raw magical energy tied to that element, giving them massive boons and skills. Though temporary, if they are in the right hands they can be cataclysmic. By opening their bodies for the spirits to dwell in, the player’s abilities rise well beyond a normal mage’s limitations. However it at the cost of wearing their bodies down in the process.
[break][break]
Spirit Dive has TWO forms: Partial and Full Spirit Dive.
[BREAK][break]
How Spirit Dive’s spells look per person is totally based on them, but should have some sort of reference or make sense with their respective spirit’s element.
[break][break]
After a player leaves Spirit Dive they will undergo a status effect labeled as Spell Lock. During this time period, the player will be unable to use any spells of the Dive’s rank or higher. Once a dive wears off the player will also be under a secondary effect known as Spirit Drain. Spirit drain causes a debuff to power | durability | control | sensory by -5, their mana will regenerate 5 less than normal, and their physical speed by is decreased by 5 m/s for a set amount of time.
[break][break]
Dives can only be active for so long before they are required to have their mana cost increase to that of a full rank spell (no longer the sustained cost). This also increases the duration of the Spell Lock and Spirit Drain.
[break][break]
PARTIAL SPIRIT DIVE[break]
Partial Spirit Dive, also known as PSD, is the first version of the dive that players have access to. It only transforms a person partially. The quality of the dive will depend on the tier of the spirit. The way this can be seen is the purity of your spirit equals the full potential it can bring out.
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Partial Spirit Dive is accessible at Senior Rank and when the spirit has reached Lesser Form. When activating a PSD your character will gain a natural boost of abilities that you have preselected and crafted into a senior rank spell. Generally, look wise, you will remain the same. You can change three minor features about yourself.
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This ability is considered a senior rank spell and will have to be activated and sustained. The strength of your spirit determines the number of abilities you have while in PSD.
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Partial Spirit Dive requires 5,000 words of training. This cannot be applied to any other sort of mission/dungeon/event base thread!
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When crafting a PSD please be careful as you will be building on the abilities for your future Full Spirit Dive and even when your spirit is upgraded.
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FULL SPIRIT DIVE
Full Spirit Dive, also known as FSD, is the final version of the dive that players have access to. It transforms a person completely, immersing them entirely with their element. It is only accessible once the player reaches Grand Rank and the spirit has reached Greater Form.
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The tier of the spirit will determine the quality of the dive, though all will be considered a grand rank spell. The way this can be seen is the purity of your spirit equals the full potential it can bring out.
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Full Spirit Dive can only be achieved after a person has successfully learned their Partial Spirit Dive. It will also require at least three ooc months spent with the spirit and a 10,000 word training thread that cannot be a part of any other mission/dungeon/event.
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When crafting your FSD you’ll take the abilities of your PSD and add the new ones to it, it will count as a grand rank spell and have to be sustained in order to remain in it.
PSD & FSD DURATION
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SPIRIT TIER | PARTIAL DIVE | FULL DIVE |
Minor | Unavailable | Unavailable |
Lesser | 3 posts | 4 posts |
Greater | 4 posts | 5 posts |
Main | 4 posts | 6 posts |
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ALLOTTED DIVE ABILITES PER TIER
[BREAK]
SPIRIT TIER | PARTIAL DIVE | FULL DIVE |
Minor | Unavailable | Unavailable |
Lesser | 2 | 3 |
Greater | 3 | 5 |
Main | 4 | 5 |
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DIVE ABILITES
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OFFENSIVE | DEFENSIVE | UTILITY |
+10 Power | +10 Durability | +10 Control |
Senior Rank Strength Buff | Senior Rank Endurance Buff | 10 Mana Regeneration |
Spells Gain 10 meter Knock-Back Effect | Melee Attacks drop a tier in damage | 10 Mana Reduction Cost on Spells |
Attack spells have speeds increased by 10 meters per second | Defense spells have speeds increased by 10 meters per second | +10 Sensory |
Attack Creation spells gain +5 power when clashing with another spell | Defensive Creation spells gain + 10 durability against offensive spells | Senior Rank Speed Buff |
Players can use the perk Overpowered once while in the form | Players can use the perk Aegis once while in the form | Players can use the perk Escape Artist once while in the form |
Debuffs the player places on the trainable stats on others while in dive can deduct -4 additional points than normal | Players can cleanse themselves of all debuffs currently placed on them once while in the form | Players can naturally fly at a 20 meters per second |
Players gain the perk Second Ace while in dive | Defense base spells can naturally utilize the Target perk twice while in the form | Players can increase the range (not AoE spells) of their spells by 2x the normal amount |
Spells that cause damage can naturally deal 1.5x normal damage to the mana skin of those they hit | Mana Skin naturally recovers half the damage it has taken so far when activating the dive | Players will naturally recover half of the damage done to their health pool upon activating the dive |
Players can cause their spells to naturally have the Vampiric Magic perk applied to them while in dive | Spells will naturally recover half their rank in damage each post if they have sustained damage but still intact | Players can cause their healing spells to be instant while in the dive |
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SPELL LOCK & SPIRIT DRAIN DURATION[break]
SPIRIT TIER | PARTIAL DIVE | FULL DIVE |
Minor | Not Applicable | Not Applicable |
Lesser | 4 posts | 5 posts |
Greater | 5 posts | 6 posts |
Main | 6 posts | 8 posts |
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