Post by Satori Ryuutei on Dec 26, 2020 3:30:30 GMT -5
So currently we only have mana zone for Dungeon stuff which feels uh. Very odd. So I thought I'd offer the same system we were working on while I was staff.
Mana Zone
Requires the character to have at least 175 Control.
Mana Zone is the term used for one's mastery of mana rising to such a level that they are able to manipulate the very energy of the world around them instead of relying only on their own power. Through mastery of this technique, the user is capable of being used offensively or defensively to various degrees of potency. Able to enhance the range, number, and size of spells. Alter the points of a spell to fire from somewhere aside from the user's location, or to even allow one to simply enhance their own reaction times, mana skin and physical augmentations by draining the mana from around themselves.
Unlike other abilities that rely on perks, Mana Zone is something any mage can learn to perform. As such it's root is based on your individual mana control, as well as mastery of the actual technique itself. Mana Zone holds three stages of mastery that must be performed in various training threads focused on the skill. These threads offer no stats, spell points nor can they be used to train spells, do missions, plot events, dungeons, or any other special thread.
When using a Mana Zone to manipulate a spell of another, it becomes first a battle of Mana Zone Mastery. The individual with the higher tier of Mana Zone will automatically succeed. If their mastery is equal, then whomever has higher Control is the winner.
Tier 1 Mana Zone
The first stage of learning to utilize Mana Zone allows you to expand your control over a small area around you. This allows you to amplify yourself and your magic to a lesser degree, however, this can still greatly augment the raw power of your spells well beyond their natural limits, or even the spells of other mages without the mastery that you hold.
Tier 2 Mana Zone
Finally at the point that most would consider an expert in the ability to manipulate and shift the mana around you, the range of your Mana Zone control has greatly increased. You are now able to manipulate more spells using much less control than normal, opening far more options for you in combat. No longer a slight edge, this is now a proper weapon in your arsenal.
Tier 3 Mana Zone
Beyond an Expert, you have become a master of the skill. Capable of bending the Mana surrounding you at will to augment your own spells while weakening the spells of others near you. You are now able to far more casually manipulate the mana at a great distance from you. Effectively turning the entire battlefield around you into your own personal domain.
Requires the character to have at least 175 Control.
Mana Zone is the term used for one's mastery of mana rising to such a level that they are able to manipulate the very energy of the world around them instead of relying only on their own power. Through mastery of this technique, the user is capable of being used offensively or defensively to various degrees of potency. Able to enhance the range, number, and size of spells. Alter the points of a spell to fire from somewhere aside from the user's location, or to even allow one to simply enhance their own reaction times, mana skin and physical augmentations by draining the mana from around themselves.
Unlike other abilities that rely on perks, Mana Zone is something any mage can learn to perform. As such it's root is based on your individual mana control, as well as mastery of the actual technique itself. Mana Zone holds three stages of mastery that must be performed in various training threads focused on the skill. These threads offer no stats, spell points nor can they be used to train spells, do missions, plot events, dungeons, or any other special thread.
When using a Mana Zone to manipulate a spell of another, it becomes first a battle of Mana Zone Mastery. The individual with the higher tier of Mana Zone will automatically succeed. If their mastery is equal, then whomever has higher Control is the winner.
Tier 1 Mana Zone
The first stage of learning to utilize Mana Zone allows you to expand your control over a small area around you. This allows you to amplify yourself and your magic to a lesser degree, however, this can still greatly augment the raw power of your spells well beyond their natural limits, or even the spells of other mages without the mastery that you hold.
- Acquiring this tier of mastery requires a 6,000 Word Count Training Thread.
- You may only apply a Mana Zone to a single spell at a time of Senior Rank or lower.
- Using a Mana Zone counts as [7] spells toward you [Casting Limit].
- This can increase or decrease a spell's damage by a single [Senior] Rank, or health by a [Grand] Rank.
- This can increase or decrease a spell's speed by [20m/s] or range by [40m].
- This can increase or decrease a spell's buff or debuff by [6], [Intermediate] Strength, or [10m/s] Speed.
- This can [x2] the normal amount of [Ammo] a spell can produce.
- This can increase or decrease a spell's cost by [15] and it's maintenance cost by [10] per post.
Tier 2 Mana Zone
Finally at the point that most would consider an expert in the ability to manipulate and shift the mana around you, the range of your Mana Zone control has greatly increased. You are now able to manipulate more spells using much less control than normal, opening far more options for you in combat. No longer a slight edge, this is now a proper weapon in your arsenal.
- Acquiring this tier of mastery requires a 9,000 Word Count Training Thread.
- You may only apply a Mana Zone to two spells at a time of Grand Rank or lower.
- Using a Mana Zone counts as [5] spells toward you [Casting Limit] per spell this is used on.
- This can increase or decrease a spell's damage by a single [Grand] Rank, or health by a [Archmage] Rank.
- This can increase or decrease a spell's speed by [40m/s] or range by [80m].
- This can increase or decrease a spell's buff or debuff by [9], [Senior] Strength, or [20m/s] Speed.
- This can [x3] the normal amount of [Ammo] a spell can produce.
- This can increase or decrease a spell's cost by [25] and it's maintenance cost by [15] per post.
Tier 3 Mana Zone
Beyond an Expert, you have become a master of the skill. Capable of bending the Mana surrounding you at will to augment your own spells while weakening the spells of others near you. You are now able to far more casually manipulate the mana at a great distance from you. Effectively turning the entire battlefield around you into your own personal domain.
- Acquiring this tier of mastery requires a 12,000 Word Count Training Thread.
- You may only apply a Mana Zone to three spells at a time of Grand Rank or lower, or a single Archmage spell.
- Using a Mana Zone counts as [3] spells toward you [Casting Limit] per Grand spell this is used on, or [10] if used on an Archmage spell.
- This can increase or decrease a spell's damage by a single [Grand] Rank, or health by a [Archmage] Rank.
- This can increase or decrease a spell's speed by [75m/s] or range by [150m].
- This can increase or decrease a spell's buff or debuff by [12], [Grand] Strength, or [40m/s] Speed.
- This can [x4] the normal amount of [Ammo] a spell can produce.
- This can increase or decrease a spell's cost by [40] and it's maintenance cost by [25] per post.