In this world, Magic is Everything. All people, all races, are granted with the power to perform mystical and magical feats via grimories, mystical tomes granted to each and every child on their 15th birthday. Those blessed by the mana can have their names written down in legend.
Shattered Grimoires is the work of the mind(s) of Ardere & Shattered Grimoire's staff. All characters and content are copyright their creators, and may not be replicated without their creators' permission. Black Clover is owned by Yuki Tabata and published by Viz Shonen Jump. All images belong to their original owners. The theme you are currently viewing was made by Eliza of ElizaCodes exclusively for Shattered Grimoires.
This is the spec for all those cool illusions and to better perceive the things around you. (Disclaimer: does not increase chances of getting a girl/boyfriend.)
Post by Jagen Lavender♛ on Jan 14, 2021 0:07:55 GMT -5
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[attr="class","header"]BASIC SPELL SYSTEM INFORMATION
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Spells are the heart of a mage’s arsenal. They are scripts that manifest themselves on the owner’s Grimoire throughout the course of that person’s life. Oftentimes these abilities are learned during times of great distress and can be seen as a way for that person to improve further and grow their magical abilities.
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[attr="class","header"]TRADITIONAL SPELLS
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These are spells that are often the bulk of a person’s arsenal. They utilize a single magic specialization. These spells function completely normal within the onsite systems. These spells follow the most basic system. To see how each magic specs would handle another spell from the same or another spec, please review that magic spec's mechanics.
Control is perhaps the most diverse of the five main stats, in the sense that it can be applied to a spell’s functionality. At its base, control gives a mage the ability and right to access spells of various ranks. Having your grimoire at a certain rank is only half of the needed requirement to utilize spells of various ranks. Below you will see the needed amount of control a player must have to use a spell of that rank. Note, this does not mean those with high control can use spells above their rank!
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RANK
REQUIRED CONTROL
Junior
5
Intermediate
15
Senior
25
Grand
50
Archmage
75
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CONTROL DUAL SPEC SPELL REQUIREMENTS
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Control is a key component in allowing mages to combine two magical specs into a single spell. To do this, they must have greater control over their magic than your run of the mill mage. You will need to meet the control requirement in the table below to use a dual spec spell.
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Rank
Req. Control
Junior
10
Intermediate
30
Senior
50
Grand
75
Archmage
100
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CONTROL PER AMMO REQUIREMENTS
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Control can also provide additional projectiles/ammo/occurrences/units based on the user’s control. Please note that these additions will function 100% like the original and do not split that spell’s power. The spell can still only deal with that spell’s rank max towards a single target. If you can make five junior projectiles, they can all be shot at a single person; it doesn’t matter if one or all five strike that person. The spell will still only deal with junior rank damage to them. The same can be said we clashing with other spells/objects. These extra projectiles are meant to increase the player’s chance of landing a hit on target multiple enemies. Below you will see the chart needed to create a single extra addition per that rank.
[break][break] Ammo rules are able to be used within an area of effect, however, there is a set of requirements that are used for it. For instance having smaller aoe impacts but it being unable to go over the max allowed range of an aoe or if you have a spell that starts off as a single target but creats an aoe upon impact, you would not be able to make an additional peice of ammo as it would go over the max range an aoe spell allows. This being said however if you had an attack spell that affected an area but have a second specialization such as restraining, you could do both. The attack spell would be classed as an aoe while the restraint mechanic would be classed as a single target. In addition, if you have the sensory spec you may also use the ammo rules to avoid area of effect spells hitting your allies with the same rules shown below.
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Rank
Req. Control
Junior
10
Intermediate
20
Senior
30
Grand
50
Archmage
75
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Ammo for dual spec spells requires a slight bit more than a normal spell of the same rank would.
Buffing is the art of causing a particular aspect of a player to increase for a short period of time. A player may only have four (4) buffs active at a given time. Buffs coming from perks do not apply. Only two (2) buffs may target the same stat/aspect of a person. When buffing two or more stats in the same spell, those individual buffs drop by one rank per affected stat above one. The table below focuses on buffing the stats of the trainable stats: power, durability, control,, and sensory. It is not used when determining physical buffs! When debuffing two or more stats in the same spell, those individual buffs drop by one rank per affected stat above one.
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Rank
Single Buff
Multiple Targets
Junior
4
2
Intermediate
6
4
Senior
9
7
Grand
12
10
Archmage
16
13
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PHYSICAL STAT BUFFS[BREAK]
Players can also buff physical stats. These still rely on the four total buffs rule and only two targeting them, but function a bit differently.
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Strength Buffs: Strength will still give half of the spell's rank in terms of damage. A grand rank would only give senior rank in raw damage output without any added weapons or spells. Strength debuffs are a thing but not normally used unless to counter a person using a buff. Every additional person you buff with a strength buff will cause that buff to drop by half a tier.
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Endurance Buffs: Spells can Increase the amount of endurance a person naturally has. Physical Reinforcement spells can buff a person’s endurance to ignore the damage of a single attack per post equal to the rank of the spell. If the opposing attacker has +5 power to your durability stat, they will deal half that spell’s rank in damage. If they have +10 power, you will not be able to ignore the damage at all. Every additional person you buff with the endurance buff will cause the needed power to break through the durability of the spell drop by 3 points!
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Speed Buffs: Speed Buffs increase the user's base 5 m/s Speed varying on the rank of the spell in question. As you are aware, this base speed can be greatly higher based on a multitude of different perks, so please pay close attention. When applying a speed buff to multiple people, said buff would decrease by one rank in power per person. In terms of a Junior, this will lower it to 1/2 of its Speed Buff. A player can negate this multiple person downfall if they have the proper control for that spell's rank. The needed control to dismiss this downfall is located in the far right column in the table below. This control is needed per person. A junior rank buff targeting 3 additional people outside the original would need a control stat of 15 to do so.
Debuffing based spells are about as common as their sister skill, buffing. Unlike boosting a person's skills, these skills focus on draining the skills of others. Debuffs, like buffs, have a limit to how many debuffs can be applied to a single target by a single person. You can apply up to four (4) debuffs to a single target at once but only two (2) debuffs targeting a single stat. Perks that target debuffing do not count when debuffing multiple people at a time. The debuff will wear down by a single point per additional person unless the person has the proper control, which is found at the table's far right. This control needed to ignore the setback is based on an additional target, so you will need to meet that control requirement per additional person. When debuffing two or more stats in the same spell, those individual debuffs drop by one rank per affected stat above one.
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Rank
Single Debuff
Needed Control
Junior
-4
5
Intermediate
-6
10
Senior
-9
20
Grand
-12
30
Archmage
-16
50
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PHYSICAL STAT DEBUFFS[BREAK]
Players can also debuff physical stats. These still are reliant on the four total buffs rule and only two targeting them, but function a bit differently.
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Strength Debuffs: These are mainly used to counter strength buffs or perks that increase a player’s raw strength. They work in the same manner as the buffs do. The spell will debuff that target’s strength at a rank below the spell’s own. For example, a senior rank strength debuff spell would cause that player’s strength to be lowered by an intermediate rank’s worth.
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Endurance Debuffs: When casting endurance debuffs, a target will become more susceptive to damage on their next hit by a factor of 25% of the strength of the debuff. For example, a Senior Rank endurance debuff will cause the next hit on the target to act with an additional Junior amount of Damage.
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Debuff Rank
Damage Added On Next Hit
Junior
1/4 Junior
Intermediate
1/2 Junior
Senior
Junior
Grand
Intermediate
Archmage
Senior
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Speed Debuffs: Speed debuffs decrease the user's base 5 m/s Speed varying on the rank of the spell in question. As you are aware, this base speed can be greatly higher based on a multitude of different perks, so please pay close attention. When applying a speed debuff to multiple people, said debuff would decrease by one rank in power per person. In terms of a Junior, this will lower it to 1/2 of its Speed Debuff. A player can negate this multiple person downfall if they have the proper control for that spell's rank. The needed control to dismiss this downfall is located in the far right column in the table below. This control is needed per person. A Junior rank debuff targeting 3 additional people outside the original would need a control stat of 15 to do so.
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Rank
Debuff Amount
Need Control
Junior
-2 m/s
5
Intermediate
-5 m/s
10
Senior
-10 m/s
20
Grand
-20 m/s
30
Archmage
-40 m/s
50
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MANA REGENERATION DEBUFF[BREAK]
Mana regeneration, including base regen, perk bonuses, and base constructions, can also be a target of a debuff, effectively reducing the amount of mana one can normally regain over time. Regardless of the debuff's strength, a character's regen can never be reduced past 0 or made negative. Regardless of how many mana debuffs from spells are placed on a singular target, only the highest mana debuff will affect them. They can, however, still be affected by non-spell sources, such as dungeon debuffs.
Blinding is a skill that causes another person to be temporarily unable to see. In order to achieve this you should use one of the following specs: Attack, Sensory,Hex/Curse, Restaint or Golems (so longs the golem is made of an element that can naturally blind i.e light, solar, shadow etc.) Blinds occur when a person's Power stat is +10 over the enemy's sensory stat. Blinds, being so powerful, will only last for a single post max, no matter the rank!
Knock-backs are spells and abilities that force those that they come in contact with the be pushed away or knocked back. The attack spec primarily utilizes knockbacks. Each rank will have a “base knock back,” which is the bare minimum amount to push back. For every 10 points in power a player has, they can further increase by 5 meters!
Many illusion and sensory-based abilities by nature are more likely to be considered an area of effect spell (AOE). Because of this, their AOE-based abilities can gain additional range if the spell is strictly sensory spec only. They can gain an extra 10 meters per 10 points in their sensory stat!
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Tracking spells follow a straightforward formula based on your sensory and other features. This is the base range of the spell:
When learning spells, one must always spend spell points. However you have the choice to either train your spells through a required wordcount or to buy spells with yul. The following table lists base spell prices for spell points, yul, and wordcount per rank.
Post by Jagen Lavender♛ on Jan 14, 2021 0:12:56 GMT -5
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[attr="class","header"]ATTACK CREATION
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Attack Creation magic includes all offensive type spells which include but are not limited to; forming projectiles to shoot, creating weapons with your elemental type, elemental beams of energy, direct attacks using magic, creating or manipulating your element for any offensive purposes. Anything that is considered ‘attacking’ your opponent directly falls under this category. Attack Creation Spells are extremely varied and versatile and can range from melee to long-range spells, limited only by user rank and ability. Attack Creation Magics cause various types of damage (burns, stabbing, bludgeon, frostbite) so long as it makes sense with an element's natural abilities, then it shall be allowed. [break][break]
[attr="class","header2"]MECHANICS
[break] CLASHING [break] Attack creation spell strength is measured against the power stat versus the other magic’s mechanics:
Overall damage reduced by a single rank in raw power.*
Overpower at full strength.
Overall damage reduced by a single rank in raw power.*
Overpower at full strength.
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*For Junior rank spells, they will do little to no real damage, all superficial.
[break] BUFFING [break] Attack Creation can buff themselves or their allies. It may only target the following stats:
Power - Buff's overall strength and ability will be dropped to that of a spell one rank lower than the buff spell. For junior based buffs this will just cut the allotted amount in half.
BUFFING WITH BATTLE KNIGHT [break] Players that have the Battle Knight Perk are able to buff these additional stats:
Sensory, Durability, Control - Buff's overall strength and ability will be dropped to that of a spell one rank lower than the buff spell. For junior based buffs this will just cut the allotted amount in half.
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Power - Buff may buff at full rank.
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[attr="class","header2"]PERKS
[break] The list of Magic Spec Perks related to Attack Creation Magic: [break][break]
For every Attack creation spell that deals damage on a person, you will gain +3 power stack-able buff caps after 5 attacks or +15.
[break][break][b]APEX PREDATOR[/b] [spoiler]For every Attack creation spell that deals damage on a person, you will gain +3 power stack-able buff caps after 5 attacks or +15.[/spoiler]
Those with this perk may use offensive spells to further buff themselves. See Attack Creation Spec Guide for more information
[break][break][b]BATTLE KNIGHT[/b] [spoiler]Those with this perk may use offensive spells to further buff themselves. See Attack Creation Spec Guide for more information[/spoiler]
Those with this perk are able to charge up a single attack creation spell for up to three (3) rounds to build up the spell's power. The spell in question will gain an additional +5 per post that it is charged capping at +15 power. The sustain cost will still need to be paid as the spell is charging, once the spell is released the initial spell cost will need to be paid once more. Only one (1) spell can be charged at a time.
[break][break][b]BUILD UP[/b] [spoiler]Those with this perk are able to charge up a single attack creation spell for up to three (3) rounds to build up the spell's power. The spell in question will gain an additional +5 per post that it is charged capping at +15 power. The sustain cost will still need to be paid as the spell is charging, once the spell is released the initial spell cost will need to be paid once more. Only one (1) spell can be charged at a time. [/spoiler]
By reducing your spell's power by -15 you can prevent a single ally from being damaged by your attack, this works in tandem with the ammo rules.
[break][break][b]DAMAGE AWARENESS[/b] [spoiler]By reducing your spell's power by -15 you can prevent a single ally from being damaged by your attack, this works in tandem with the ammo rules.[/spoiler]
Those with this perk may use an offensive spell twice in a single turn at an increased cost of 25% mana than the original spell. This cannot be applied to Grand or Archmage Spells. This ability has a 4 post cooldown.
[break][break][b]DOUBLE TAP[/b] [spoiler]Those with this perk may use an offensive spell twice in a single turn at an increased cost of 25% mana than the original spell. This cannot be applied to Grand or Archmage Spells. This ability has a 4 post cooldown.[/spoiler]
Attack Creation spells need 5 less power in order to break through an opponent's durability-based spells. These must be the same rank spell or lower. This ability has a 2 post cooldown.
[break][break][b]OVERPOWERED[/b] [spoiler]Attack Creation spells need 5 less power in order to break through an opponent's durability-based spells. These must be the same rank spell or lower. This ability has a 2 post cooldown.[/spoiler]
Choose 1 spell you know once, selected this spell cannot be changed so choose wisely. This spell gains +5 power whenever it is being used. Once the player is Grand rank this increases to +10. Signature spells will suffer a 1 post cooldown when used. This does not stack with other cooldown enforcing perks.
[break][break][b]SIGNATURE ATTACK[/b] [spoiler]Choose 1 spell you know, once selected this spell cannot be changed so choose wisely. This spell gains +5 power whenever it is being used. Once the player is Grand rank this increases to +10. Signature spells will suffer a 1 post cooldown when used. This does not stack with other cooldown enforcing perks.[/spoiler]
Twice per thread if an attack spell deals damage to a target or their mana shield you can cause a wounded damage debuff to occur. This causes the target to have -2 m/s and -3 debuff in power, durability, and control. This lasts only a single post.
[break][break][b]WOUNDING ATTACK[/b] [spoiler]Twice per thread if an attack spell deals damage to a target or their mana shield you can cause a wounded damage debuff to occur. This causes the target to have -2 m/s and -3 debuff in power, durability, and control. This lasts only a single post.[/spoiler]
Post by Jagen Lavender♛ on Jan 14, 2021 0:13:06 GMT -5
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[attr="class","header"]DEFENSE CREATION
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Defense Creation magic includes all defensive type spells, which includes, but is not limited to, forming barriers or ramparts, creating armor, shields, or hardening, or direct defenses using magic. Creating or manipulating your element in any way to defend yourself against an opponent’s attack falls under this category. Like their counterpart of Attack Creation Spells, they are extremely varied and versatile, ranging from melee size shields to large barriers of protection, limited only by user rank and ability. [break][break]
[attr="class","header2"]MECHANICS
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Defense Spells have 2x their rank in health. This is the amount of damage required to fully destroy the defensive creation. [break][break]
Defense Spells can cause various types of damage (burns, stabbing, bludgeon, frostbite) that naturally can be applied to their element so long the proper perk, Hazardous Shield is employed. [break][break]
Defense Creation can buff the durability stat only at full strength. They can be used to buff the caster themselves or allies according to the ammo rules. [break][break]
CLASHING[break] Defense creation spell strength is measured against the Durability stat versus the other magic’s mechanics, namely the Power stat for an offensive type spell. [break][break]
For a single defense spell, you can cause that spell to need an additional +10 Power to be broken through. Two post cooldown.
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[b]AEGIS[/b] [spoiler]For a single defense spell, you can cause that spell to need an additional +10 Power to be broken through. Two post cooldown.[/spoiler]
If a player decides to remain within the same 5 meters during a post, their defense spells gain +5 durability. For every additional post they remain fixed, this increases by +1. Caps after 5 rounds.
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[b]DUG IN[/b] [spoiler]If a player decides to remain within the same 5 meters during a post, their defense spells gain +5 durability. For every additional post they remain fixed, this increases by +1. Caps after 5 rounds.[/spoiler]
Three (3) times a thread, for a single post, defence users will be able to increase a single defence spell’s durability by +10. At Grand Rank, this increases to +20 and again increases to +30 at Archmage.
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[b]FINAL STAND[/b] [spoiler]Three (3) times a thread, for a single post, defence users will be able to increase a single defence spell’s durability by +10. At Grand Rank, this increases to +20 and again increases to +30 at Archmage.[/spoiler]
Defence creations can cause players to take minor damage when coming in contact with the defence. The amount of damage is a rank below that of the defensive spell to cause damage. This will cap at Senior Rank damage max! Due to this, Junior spells cannot deal damage.
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[b]HAZARDOUS SHIELD[/b] [spoiler]Defense creations can cause players to take minor damage when coming in contact with the defense. The amount of damage is a rank below that of the defensive spell to cause damage. This will cap at Senior Rank damage max! Due to this, Junior spells cannot deal damage.[/spoiler]
Three (3) times a thread, a player can cause an equally-ranked offensive-based spell that would normally destroy or injure their defensive spell to be completely negated.
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[b]JUGGERNAUT[/b] [spoiler]Three (3) times a thread, a player can cause an equally-ranked offensive-based spell that would normally destroy or injure their defensive spell to be completely negated.[/spoiler]
If your defensive spell has taken damage but is still standing at the end of the post, it will naturally repair itself to full durability. This can only target a single spell per post. This can be used two (2) times per cast of the spell, this increases to three (3) times at grand and four (4) times at archmage.
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[b]SELF-REPAIRING[/b] [spoiler]If your defensive spell has taken damage but is still standing at the end of the post, it will naturally repair itself to full durability. This can only target a single spell per post. This can be used two (2) times per cast of the spell, this increases to three (3) times at grand and four (4) times at archmage.[/spoiler]
If a player attempts to break your defence spell with a physical attack but is unable to break it, you can cause them to have their speed reduced by 5m/s the following post and they take Junior damage. This can occur two (2) times a thread. At Grand Rank, the debuff increases to 10m/s. This debuff only occurs for a single post.
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[b]SHIELD BASH[/b] [spoiler]If a player attempts to break your defence spell with a physical attack but is unable to break it, you can cause them to have their speed reduced by 5m/s the following post and they take Junior damage. This can occur two (2) times a thread. At Grand Rank, the debuff increases to 10m/s. This debuff only occurs for a single post.[/spoiler]
Once per page, a defensive mage can cause all offensive attacks cast during a post and have their directions change towards the defensive spell. This will not only affect enemy spells but ally spells as well. This does not target abilities that do not cause damage, nor does it target melee/physical-style attacks.
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[b]TARGET[/b] [spoiler]Once per page, a defensive mage can cause all offensive attacks cast during a post and have their directions change towards the defensive spell. This will not only affect enemy spells but ally spells as well. This does not target abilities that do not cause damage, nor does it target melee/physical-style attacks.[/spoiler]
Those with this skill can cause their defensive-based spells and abilities to cleanse debuffs. This mechanic works in the same fashion as healing does when removing debuffs.
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[b]WHITE KNIGHT[/b] [spoiler]Those with this skill can cause their defensive-based spells and abilities to cleanse debuffs. This mechanic works in the same fashion as healing does when removing debuffs.[/spoiler]
Post by Jagen Lavender♛ on Jan 14, 2021 0:13:18 GMT -5
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[attr="class","header"]GOLEM CREATION
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Golem Creation magic involves manipulating one's element to create animated constructs the user can control at will. These constructs may take on various shapes, including, but not limited to, real animals, mythical creatures, or humanoids. [break][break]
[attr="class","header2"]BASIC MECHANICS
[break] GOLEM TYPES[break] There are four types of Golems: Scouts, Predators, Guardians, and Balanced. Each have their own traits that set them apart from each other as outlined below. [break][break]
This type of Golem is constructed to be an excellent scout. They are the smallest type of Golem so as not to be too noticeable. They move fast and are able to survive a few hits, but deal little damage.
Predator
This type of Golem is constructed to hunt and kill targets. Like Scouts they move quickly, but favor damage instead of health.
Guardian
This type of Golem is constructed to protect their creator. They are the largest type of Golem, but also the slowest. They can't move too far from their creator, but have high damage and survivability.
Balanced
This type of Golem is constructed with no particular specialty in mind. In terms of Stats they are a jack of all trades.
[break] When choosing Golem Creation as a Magic Spec, you must choose a single type of Golem to specialize in. This type initially will be the only type of Golem you are able to create. You will be able to choose an additional type once you reach Senior and again at Archmage Rank.
[break][break] If you gain the Sage of Golem Creation Perk you may choose an additional type of Golem to create. [break][break] GENERAL RULES
Golems do not have an independent will and may only move or act when following orders given by their creator. These commands may be given either telepathically via the mana tether or verbally. Golems are not intelligent and may only follow simple commands. [break][break]
Golems can send simple pieces of information to their creator via mana tether. This may include being able to alert them when they’ve been damaged, spot an enemy, or find an ally. [break][break]
While Golems can be crafted into many different shapes and sizes, constructs below Archmage Rank cannot take on a life-like appearance. They will be crafted entirely out of your chosen element(s). [break][break]
Golems cannot be affected by any of their creator's Perks, except for Golem Advanced Specialization Perks. [break][break]
Golems cannot be buffed, healed, be given a beneficial illusion, or transformed by a spell unless you have the proper Perks. Any passive buffs gained by Platinum Elements will still apply. [break][break]
When using a Golem Creation Spell if you can create more than 1 Golem but instead choose create only 1 Golem, you may give this single golem a bonus of +5 to its Durability, Power, and Sensory Stats. [break][break]
A Golem's Stats may never go above the stat cap for a character of your rank. [break][break]
Golem Spells cannot be given a second specialization.
[break] REQUIRED CONTROL FOR GOLEM CREATION SPELLS[BREAK] Golem Creation Spells need a certain amount of Control in order to use. This amount is also used to determine how much Control is required to create additional Golems. You may only create a certain number of Golems with each spell. Both of these numbers are determined by the rank of the spell and are outlined below.[break][break]
[break] GOLEMS AS TRANSPORTATION[break] While using Golems as a mode of transport they will never be able to exceed the following transport speeds and passenger limits regardless of their stats and size. If the Golem naturally has a lower speed than what is listed they will use the lower Speed instead.[break][break]
[break] Elemental Incarnate is the name given to Golems of Archmage Rank. These Golems are the caster’s ability to grant temporary life to their Element, bringing out its truest power. These beings can be seen as creatures born from the Mana within the Grimoire, almost like Spirits. They have some unique mechanics that you can find below.
Elemental Incarnates have a Mana Pool equal to half that of their creator's. They regenerate 15 Mana per post. [break][break]
Elemental Incarnate Golems have a Control Stat of 100. [break][break]
These Golems may learn up to 4 Spells each. These Spells may be of Grand Rank or below, may only use Magic Specializations you have access to, and may only use the Advanced Specialization Perks you have. No other Perks may be applied to these Spells. You cannot cast these Spells and the Elemental Incarnate cannotcast yours. Elemental Incarnates are unable to use Golem Creation Spells.[break][break]
When creating an Elemental Incarnate Golem Spell, they may start with up to 2 Senior Rank Spells. Other Spells must be trained or paid for as normal.
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If you summon one of these Golems, they count as your Archmage Spell for that thread. [break][break]
Elemental Incarnate Golems have limited sentience. They can move and attack without orders from their creator but do not have a personality of their own.
[attr="class","header2"]GOLEM STATS
[break] Golems use three of the Stats available to characters: Power, Durability, and Sensory. Additionally they have a different Range from other Spells of their Rank. Each of these is outlined below. [break][break]
Power is the Golem’s strength when clashing with other Spells in an offensive manner such as, attacking a Defense Creation Spell or trying to break a Restraining Spell. All Golems naturally deal their Spell’s Rank in damage.
Durability
Durability of golems determines how well the Golem endures against an oncoming attack. [break][break] Attacks that have a 15 LESSPower than a Golem’s Durability will have their damage reduced by one Rank. [break][break] Attacks that have15 MORE Power than the Golem’s Durability, will have damage to the Golem is increased by one Rank.
Sensory
Their Sensory stat is used to determine their ability to see through Sensory Spells.
Range
The Golem's range is how far away they can go from their creator before they stop working.
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GOLEM STATS PER RANK [break] Each Golem gets a set of Stats that are dependent on their Type and Rank as outlined below. [break][break] JUNIOR
[break] Golems spells have a unique spell template that also specifies the type and stats of the golem per spell. [break][break]
REGULAR GOLEM SPELL TEMPLATE
Name of Spell: [break] Element: [break] Rank: [break] Mana Cost: [break] Type of Golem: Scout, Predator, Guardian, or Balanced[break] Applicable Perks: [break] Description:[break] Please fill out the bottom row of the table with the stats of the Golem, including any bonuses from Perks in parentheses (+# ).
[b]Name of Spell:[/b] [b]Element:[/b] [b]Rank:[/b] [b]Mana Cost:[/b] [b]Type of Golem:[/b] Scout, Predator, Guardian, or Balanced [b]Applicable Perks:[/b] [b]Description:[/b] Please fill out the bottom row of the table with the stats of the Golem, including any bonuses from Perks in parentheses (+# ).
Name of Spell: [break] Element: [break] Rank: Archmage | Elemental Incarnate [break] Size: [break] Mana Cost: [break] Type of Golem: Scout, Predator, Guardian, or Balanced[break] Applicable Perks: [break] Description: [break] Please fill out the bottom row of the table with the stats of the Golem, including any bonuses from Perks in parentheses (+# ).
[b]Name of Spell:[/b] [b]Element:[/b] [b]Rank:[/b] Archmage | Elemental Incarnate [b]Size:[/b] [b]Mana Cost:[/b] [b]Type of Golem:[/b] Scout, Predator, Guardian, or Balanced [b]Applicable Perks:[/b] [b]Description:[/b] Please fill out the bottom row of the table with the stats of the Golem, including any bonuses from Perks in parentheses (+# ).
You may apply 1 Attack Creation, Defense Creation, Physical Reinforcement, Supplementary Creation, or Transformation Spell to your golems via your mana tether with it. This spell must be single spec and cast by you or an item you own.
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[b]ARMAMENT[/b] [spoiler]You may apply 1 Attack Creation, Defense Creation, Physical Reinforcement, Supplementary Creation, or Transformation Spell to your golems via your mana tether with it. This spell must be single spec and cast by you or an item you own. [/spoiler]
This perk allows you to reduce the control requirement for Golem Creation spells by 5. This increases by 5 for each rank you are above Junior.
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[b]EASE OF CREATION[/b] [spoiler]This perk allows you to reduce the control requirement for Golem Creation spells by 5. This increases by 5 for each rank you are above Junior. [/spoiler]
This perk allows your golems to start with a bonus of +3 to its Power stat. At Grand rank, this bonus increases to +5. If this perk is applied to a Predator Golem, these bonuses increase to +5 and +10 instead.
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[b]FIERCE GOLEMS[/b] [spoiler]This perk allows your golems to start with a bonus of +3 to its Power stat. At Grand rank, this bonus increases to +5. If this perk is applied to a Predator Golem, these bonuses increase to +5 and +10 instead.[/spoiler]
This perk allows your golems to start with a bonus of +3 m/s to its Speed stat. At Grand rank, this bonus increases to +5 m/s. If this perk is applied to a Scout Golem, these bonuses increase to +5 m/s and +10 m/s instead.
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[b]LIGHT-FOOTED GOLEM[/b] [spoiler]This perk allows your golems to start with a bonus of +3 m/s to its Speed stat. At Grand rank, this bonus increases to +5 m/s. If this perk is applied to a Scout Golem, these bonuses increase to +5 m/s and +10 m/s instead.[/spoiler]
This perk allows your golems to start with a bonus of +3 to its Durability, Power, and Sensory stats. At Grand rank, this bonus increases to +5. If this perk is applied to a Balanced Golem, these bonuses increase to +5 and +10 instead.
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[b]PUPPET MASTER[/b] [spoiler]This perk allows your golems to start with a bonus of +3 to its Durability, Power, and Sensory stats. At Grand rank, this bonus increases to +5. If this perk is applied to a Balanced Golem, these bonuses increase to +5 and +10 instead.[/spoiler]
This perk allows your golems to make ranged attacks. Golems that have this perk applied have their power, durability or sensory reduced by 5 (this must be chosen when the perk is taken and can not be changed after). By paying half the cost of the spell, you are able to create a single piece of ammo for each of your golems created by this spell. Each golem you create may only launch a single ranged attack each turn. These attacks will function as a spell of one rank lower than the golem's rank. For Junior golems, they will function at half a Junior rank spell.
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[b]RANGED GOLEMS[/b] [spoiler]This perk allows your golems to make ranged attacks. Golems that have this perk applied have their power, durability or sensory reduced by 5 (this must be chosen when the perk is taken and can not be changed after). By paying half the cost of the spell, you are able to create a single piece of ammo for each of your golems created by this spell. Each golem you create may only launch a single ranged attack each turn. These attacks will function as a spell of one rank lower than the golem's rank. For Junior golems, they will function at half a Junior rank spell.[/spoiler]
This perk allows your golems to start with a bonus of +3 to its Durability stat. At Grand rank, this bonus increases to +5. If this perk is applied to a Guardian Golem, these bonuses increase to +5 and +10 instead.
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[b]REINFORCED GOLEMS[/b] [spoiler]This perk allows your golems to start with a bonus of +3 to its Durability stat. At Grand rank, this bonus increases to +5. If this perk is applied to a Guardian Golem, these bonuses increase to +5 and +10 instead.[/spoiler]
If a golem is damaged but isn't destroyed then this perk allows for the golem(s) in question to repair and/or heal itself equal to one rank below the golem spell's rank, this can happen three times before the golem will be too damaged to heal/repair itself any further but at grand rank, this will increase to four times.
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[b]REPAIR SHOP[/b] [spoiler]If a golem is damaged but isn't destroyed then this perk allows for the golem(s) in question to repair and/or heal itself equal to one rank below the golem spell's rank, this can happen three times before the golem will be too damaged to heal/repair itself any further but at grand rank, this will increase to four times.[/spoiler]
This perk allows your golems to improve themselves over time. For each post a golem spell is sustained, they will gain +1 to their Durability, Power, and Sensory. They will also gain +1 m/s to their Speed stat. These bonuses are capped after 5 posts. At Grand rank, these bonuses are capped after 10 posts.
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[b]SELF-IMPROVING GOLEM[/b] [spoiler]This perk allows your golems to improve themselves over time. For each post a golem spell is sustained, they will gain +1 to their Durability, Power, and Sensory. They will also gain +1 m/s to their Speed stat. These bonuses are capped after 5 posts. At Grand rank, these bonuses are capped after 10 posts.[/spoiler]
Once per page, if a golem would be destroyed, you may have it remain out for one post. The golem's Power, Durability, and Sensory stats will be reduced by 10, this decreases to 5 at Grand. This cannot bring a golem's stats below 10. If this perk is applied to a Guardian Golem, they will not be affected by these debuffs.
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[b]TENACIOUS GOLEM[/b] [spoiler]Once per page, if a golem would be destroyed, you may have it remain out for one post. The golem's Power, Durability, and Sensory stats will be reduced by 10, this decreases to 5 at Grand. This cannot bring a golem's stats below 10. If this perk is applied to a Guardian Golem, they will not be affected by these debuffs.[/spoiler]
Post by Jagen Lavender♛ on Jan 14, 2021 0:14:01 GMT -5
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[attr="class","header"]HEALING
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[break][break] Healing Magic consists of recovery spells that heal injuries of yourself or others. From cuts and bruises to broken bones and life-threatening injuries, even the most severe wounds can be treated with Healing Magic. Recovery Magic may be in the form of healings rays of light, a phoenix life-giving fire, or auras of healing circles. Healing spells have the ability to heal by the factor of spell strength per rank, found in the spell guidelines. Healing spells may also give stat boosts to the injured and those that the spell is cast upon. At its highest levels, healing magic can even save those on the brink of death. [break][break]
[attr="class","header2"]MECHANICS
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Healing magic spells heal at rank damage throughout the course of a post. Spells do not cure instantly and will require the duration of the post to heal at the spell’s max capacity fully. Burst or instant healing can be utilized with the Master Healer Perk. [break][break]
Spells may heal mana skin as well as normal health. [break][break]
Healing spells may target multiple people/be AoE but will have their overall effectiveness be dropped to one rank below their current rank. Juniors will heal nothing. This potency of a full heal across multiple targets can be retained through the Archangel's Blessing Perk. [break][break]
Can buff Sensory, Power, Control, & Durability at a rank below the spell’s rank. For junior, this buff is halved. [break][break]
CLEANSING DEBUFFS[break] Healing magic is also used to cleanse or remove curses/debuffs. This is based off the caster's Control stat versus the curse/debuff's Power stat. [break][break]
Can only close junior rank wounds, cannot regrow limbs or resurrect.
Intermediate
Can heal intermediate wounds and damage. Cannot resurrect. [break][break] If applied for THREE (3) posts, can grow back small digits on a person aka fingers.
Senior
Cannot resurrect [break][break] If applied for TWO (2) posts, can regrow digits. [break][break] If applied for FOUR (4) posts, can regrow limbs and minor/smaller non-vital organs.
Grand
If applied for ONE (1) posts, can regrow digits. [break][break] If applied for TWO (2) posts, can regrow smaller non-vital organs. [break][break] If applied for THREE (3) posts, can regrow limbs and organs. [break][break] If applied for FOUR (4) posts, can resurrect if applied within 3 posts of a person dying. Can only resurrect a single person a thread. Cannot resurrect oneself.
Archmage
If applied for ONE (1) posts, can regrow most appendages and smaller non-vital organs [break][break] If applied for TWO (2) posts, can regrow all limbs and organs. [break][break] If applied for THREE (3) posts, can resurrect a person if they've died in that thread. Cannot be used on oneself.
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[attr="class","header2"]PERKS
[break]The list of Magic Spec Perks related to Healing: [break][break]
This perk allows those with the healing spec to heal multiple targets without losing any of their spell’s potency.
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[b]ARCHANGEL'S BLESSING[/b] [spoiler]This perk allows those with the healing spec to heal multiple targets without losing any of their spell’s potency.[/spoiler]
Your healing spells are much more potent at cleansing hexes than a typical healer. You need 5 less control when trying to cleanse a debuff. This increases to 10 once you reach Grand rank.
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[b]DIVINE RITE[/b] [spoiler]Your healing spells are much more potent at cleansing hexes than a typical healer. You need 5 less control when trying to cleanse a debuff. This increases to 10 once you reach Grand rank.[/spoiler]
You possess the power for your healing spells to regenerate mana for your allies. Each healing spell will recover +5 mana [+5 per spell's rank above Junior] to your target's mana pool. This can not regenerate your own mana.
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[b]HEALING SPECIALIST[/b] [spoiler]You possess the power for your healing spells to regenerate mana for your allies. Each healing spell will recover +5 mana [+5 per spell's rank above Junior] to your target's mana pool. This can not regenerate your own mana.[/spoiler]
When a single target healing spell is cast on a target, it will naturally continue to heal the target without having the need to pay sustain cost. This will heal at the spell's full rank in the post it is cast. It will then drop 1 rank each post until it falls off after Junior. These spells cannot be sustained, on multiple target (even with ammo rules), or be AoE by nature.
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[b]LINGERING BLESSING[/b] [spoiler]When a single target healing spell is cast on a target, it will naturally continue to heal the target without having the need to pay sustain cost. This will heal at the spell's full rank in the post it is cast. It will then drop 1 rank each post until it falls off after Junior. These spells cannot be sustained, on multiple target (even with ammo rules), or be AoE by nature.[/spoiler]
Those with this perk can lower the time it takes to regrow limbs, organs, or other body parts by a single post. At Archmage rank, the time decreases by a second post.
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[b]MASTER HEALER[/b] [spoiler]Those with this perk can lower the time it takes to regrow limbs, organs, or other body parts by a single post. At Archmage rank, the time decreases by a second post. [/spoiler]
This perk allows those with the healing spec to increase the power of their healing spells by up to 1/2 a rank for three (3) rounds in return for taking 1/2 of their rank's worth of damage themselves.
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[b]SELFLESS BESTOWAL[/b] [spoiler]This perk allows those with the healing spec to increase the power of their healing spells by up to 1/2 a rank for three (3) rounds in return for taking 1/2 of their rank's worth of damage themselves.[/spoiler]
Post by Jagen Lavender♛ on Jan 14, 2021 0:14:50 GMT -5
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[attr="class",header]Hex & Curse
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[BREAK][BREAK] Curse Magic is the use of imbuing negatively affecting enchantments (curses) onto objects or creations of one's magic elements. These curses can have various effects, from poisoning, weakening, illness, and others. Hexes work in a similar manner, except they are more focused on direct casting onto a target rather than indirectly through a cursed object or construct. The stigma of these darker and less savory magic types often discourages most honorable mages from studying them.
For the purposes of this guide, Curse & Hex magic work mechanically the same. The above description is flavor-text. The terms 'Curse & Hex' are also used interchangeably.
[attr="class","header2"]Mechanics
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Hex magic can debuff all stats including both trainable (excluding stamina) and physical at full rank. [break][break]
Hex magic on its own cannot cause direct damage to health or mana skin, except when employing the use of a proper perk, Corroding Curse or if dual spec'd with an offensive magic type. [break][break]
Hex Magic can debuff mana regeneration if employing the proper perk, Malicious Mage.[break][break]
Hex Magic cannot naturally go through things like shields, in addition, if dual spec'd with another spec and clashing happens if the opponent wins then the hex/curse is also destroyed.[break][break]
If a Curse spell is dual spec'd and if then if the other spec is overpowered, then it will stop the Curse.
[break]
BUFF & HEALING SUPRESSION[break]
Hex magic also has the power to suppress buffs and healing. Suppression of a buff or healing spell is measured on a Hex user's Power stat versus the Healing caster's Control stat. Please note these clashing mechanics only apply to spells of equal rank.[break][break]
Buff’s/healing potency is dropped by a single rank. Junior buffs are cut in half.
Buff/healing will be erased completely.
Buff/healing will now cause a debuff or damage equal to a spell of one rank beneath Player B’s spell. Junior buffs are cut in half.
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MULTI TARGET DEBUFFING[break] Cursing multiple targets at once will result in -1 point in overall effectiveness per target when targeting trainable stats.[break][break]
If cursing multiple people with a speed debuff, you will lose 1 m/s debuff per additional target.
[break][break]
ENDURANCE DEBUFFING [break] Debuffing a target's endurance effectively means that other offensive spells/physical attacks/abilities are able to deal more damage to that person. They are able to cause the target to take 25% of the curse’s rank in damage whenever struck.[break][BREAK]
Those with this perk will be able to have their hexes and curses linger for 1 post before having to pay a sustain cost.
[break][break]
[b]BLACK MAGE[/b] [spoiler]Those with this perk will be able to have their hexes and curses linger for 1 post before having to pay a sustain cost.[/spoiler]
Hex and Curse-based spells may now deal damage without the need for an offensive spec. The damage they are capable of dealing is the rank of their spell minus one. Junior-ranked spells do 1/2 Junior rank damage.
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[b]CORRODING CURSE[/b] [spoiler]Hex and Curse-based spells may now deal damage without the need for an offensive spec. The damage they are capable of dealing is the rank of their spell minus one. Junior-ranked spells do 1/2 Junior rank damage.[/spoiler]
Player is able to place 5 curses on a single target instead of 4. They are still locked on being able to only target 2 of the same stat.
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[b]DARK PRACTITIONER[/b] [spoiler]Player is able to place 5 curses on a single target instead of 4. They are still locked on being able to only target 2 of the same stat.[/spoiler]
For every post that your Hex and Curse spell is able to remain fixed on a target, that hex spell grows in power by +5! This caps off at +20 in total per single spell. (Note: by power, it means the stat power and not that the hex is debuffing an additional 5.)
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[b]DEEP ROOTED[/b] [spoiler]For every post that your Hex and Curse spell is able to remain fixed on a target, that hex spell grows in power by +5! This caps off at +20 in total per single spell. (Note: by power, it means the stat power and not that the hex is debuffing an additional 5.)[/spoiler]
This perk allows spells that use the Hex spec to debuff mana regen by 5 mana. At Grand rank, this increases up to 10 mana regen.
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[b]MALICIOUS MAGE[/b] [spoiler]This perk allows spells that use the Hex spec to debuff mana regen by 5 mana. At Grand rank, this increases up to 10 mana regen.[/spoiler]
For each post a hex remains fixed on a target, that curse will debuff an additional 2 points per trainable stat. Physical stats will be unaffected. This can occur up to 5 times per curse!
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[b]STAGGERING CURSE[/b] [spoiler]For each post a hex remains fixed on a target, that curse will debuff an additional 2 point per trainable stat. Physical stats will be unaffected. This can occur up to 5 times per curse![/spoiler]
When struck by a damaging spell, you gain 50% of that spell’s rank casting cost, this does not lower the damage you take. [break][break] [b]MANA LEECH[/b] [spoiler] When struck by a damaging spell, you gain 50% of that spell’s rank casting cost, this does not lower the damage you take.
Post by Jagen Lavender♛ on Jan 14, 2021 0:15:38 GMT -5
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[attr="class","header"]PHYSICAL REINFORCEMENT
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[break][break] Physical Reinforcement (PR) Magicdirectly enhances the abilities of the physical body. Through the direct use of a Magic Knight’s raw mana, they can enhance themselves, or others if paired with another spec (must be dual spec), with their own element or raw mana. Physical Reinforcement allows a mage to buff Strength, Speed, and Endurance. PR can only be a single target and may never affect multiple mages, unless dual spec'd, in which case said spell would use ammo rules. [break][break]
[attr="class","header2"]MECHANICS
[break] Physical Reinforcement as the ability to buff all physical-based attributes: Strength, Speed, and Endurance. [break][break] STRENGTH BUFFING[break] Strength-based PR buffs are able to naturally cause one’s physical damage to be increased to that spell’s rank of raw damage. For example, if a person uses a senior rank strength buff, they’ll now be able to cause senior rank damage with their fist alone. When trying up against another spell, strength buffs take into account the spell’s power stat vs the target spell’s ability. This works exactly the same as Attack Creation Magic's clashing mechanics. [break][break]
Overall damage reduced by a single rank in raw power.*
Overpower at full strength.
Overall damage reduced by a single rank in raw power.*
Overpower at full strength.
[break]
*For Junior rank spells, they will do little to no real damage, all superficial.
[break] STRENGTH PERK STACKING WITH PR SPELLS [break] Strength physical perks may stack with your PR spells, but only at a rate of 1.5x the rank of the PR spell you are using.
For Example, if your base strength is Senior ranked due to perks and you use a Senior ranked PR strength spell, you would have Senior + Intermediate ranked Strength to utilize, and it would all be considered magical, therefore backed by your Power stat.
SPEED BUFFING [break] Speed buffs allow a person to naturally gain increase to their movements. (These do stack with speed perks) The amount of increased speed is as follows: [break][break]
ENDURANCE BUFFING[break] Physical Reinforcement spells can buff a person’s endurance to ignore the damage of a single spell or attack per post equal to the rank or below of the spell. Please note that this is able to ignore ALL ammo of the single ability/spell that is ignored. Clashing mechanics are as follows: [break][break]
If the opposing attacker LESS THAN 20 power over your durability stat, you will be able to ignore all damage.[break][break]
If the opposing attacker has +20 power over your durability stat, they will deal half that spell’s rank in damage. [break][break]
If the opposing attacker has +30 power over your durability stat, you will not be able to ignore the damage at all. [break][break]
[attr="class","header2"]PERKS
[break] The list of Magic Spec Perks related to Physical Reinforcement: [break][break]
Physical attacks caused by you when having your strength buffed through physical reinforcement will cause a -2 m/s debuff to those hit. This increases to -5 m/s once you reach Grand rank and -10m/s once you reach Archmage. These debuffs do not count towards your total debuffs on a target. These debuffs do not stack with each other, only one concussive blow per target.
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[b]CONCUSSIVE BLOWS[/b] [spoiler]Physical attacks caused by you when having your strength buffed through physical reinforcement will cause a -2 m/s debuff to those hit. This increases to -5 m/s once you reach Grand rank and -10m/s once you reach Archmage. These debuffs do not count towards your total debuffs on a target. These debuffs do not stack with each other, only one concussive blow per target.[/spoiler]
Those with this perk can now have an extra physical perk slot. This allows them to now be able to get 5 physical perks instead of the normal 4!
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[b]EXTRA TRAINING[/b] [spoiler]Those with this perk can now have an extra physical perk slot. This allows them to now be able to get 5 physical perks instead of the normal 4![/spoiler]
By taking this perk, your magic is able to push past the normal limits of your body's speed. When using a physical reinforcement spell that buffs your speed, you can increase it by an additional 5 m/s. At Grand rank, you can increase said spells by 10 m/s. (Note: these bonuses do not stack.)
[break][break]
[b]FULL BLITZ[/b] [spoiler]By taking this perk, your magic is able to push past the normal limits of your body's speed. When using a physical reinforcement spell that buffs your speed, you can increase it by an additional 5 m/s. At Grand rank, you can increase said spells by 10 m/s. (Note: these bonuses do not stack.)[/spoiler]
Your knock back skills that utilize the Physical Reinforcement Spec can now knock back 10 meters for every 10 power you have instead of the traditional 5 meters. This adds no extra damage on its own.
[break][break]
[b]IMPACTFUL AURA[/b] [spoiler]Your knock back skills that utilize the Physical Reinforcement Spec can now knock back 10 meters for every 10 power you have instead of the traditional 5 meters. This adds no extra damage on its own.[/spoiler]
Those with this ability may now naturally extend the aura of their strength buffs by 0.5 meter for every 10 in control the player has. This can give your physical attacks a nice little secret. The aura can only be seen by those that have at least 50 in their sensory stat or use a sensing ability of any rank.
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[b]SECRET RANGE[/b] [spoiler]Those with this ability may now naturally extend the aura of their strength buffs by 0.5 meter for every 10 in control the player has. This can give your physical attacks a nice little secret. The aura can only be seen by those that have at least 50 in their sensory stat or use a sensing ability of any rank.[/spoiler]
Once every five (5) posts, those with this perk are capable of completely ignoring the extra effects of damaging spells they receive while they have their own reinforcement spell active (eg: knockback, burns, cuts, etc). This does not ignore damage. This decreases to once every three (3) posts at Grand.
[break][break]
[b]TENACIOUS BODY[/b] [spoiler]Once every five (5) posts, those with this perk are capable of completely ignoring the extra effects of damaging spells they receive while they have their own reinforcement spell active (eg: knockback, burns, cuts, etc). This does not ignore damage. This decreases to once every three (3) posts at Grand.[/spoiler]
Post by Jagen Lavender♛ on Jan 14, 2021 0:16:17 GMT -5
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[attr="class","header"]RESTRAINING
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[break][break] Restraining Magic is magic that can immobilize an opponent and restrict the use of an opponent’s grimoire. Various elemental types can be used to make ropes or binds to wrap and contain an opponent and prevent escape, restrict their ability to cast spells, and even hinder their ability to recover mana. [break][break]
[attr="class","header2"]MECHANICS
[break] CLASHING, for breaking out of the restraint[break] Restraining Magic's spell strength is measured on the durability stat versus the other magic's mechanics, namely the Power stat for offensive type spells that are meant to break the restraint. [break][break] Restraining spells have 1x their rank in health before being broken. [break][break]
Damage to restraining spell is reduced by a single rank in raw power.*
Fully blocked, deals no damage to restraining spell.
Damage to restraining spell is reduced by a single rank in raw power.*
Fully blocked, deals no damage to restraining spell
[break]
*For Junior Rank spells they will deal no damage.
[break] CLASHING, for restraint to overpower a defense*[break] The power stat will be used to check if the restraint spell can overpower defensive structures (*ie. defense creation, supplementary constructs, other restraints). Please view the regular clashing rules in Defense Creation and Supplementary Constructs to see the Power requirements to break these creations. [break][break]
OTHER BASIC MECHANICS
Restraining magic can debuff Speed, Strength, and Control at full rank power. [break][break]
Can bind a person’s grimoire, cutting their allotted spell usage per post by 50%. [break][break]
Restraints do not naturally cause damage. Only with the Tightly Bound Perk can restraints cause damage at a strength of a single rank below the spell’s own. [break][break]
Cannot utilize AoE style restraints. This ability can be gained with the World Binding Perk. [break][break]
Can debuff mana regeneration. This can be additionally debuffed with the Mana Prison Perk
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[attr="class","header2"]PERKS
[break]The list of Magic Spec Perks related to Restraining: [break][break]
Every post your restraint is on a target, their Speed will decrease by -2 m/s more as well as taking a -1 in all trainable stats. This caps after 3 posts. At Grand rank, it will cap after 5 posts. At Archmage rank, it caps after 7 posts.
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[b]BURDEN OF THE PRISONER[/b] [spoiler]Every post your restraint is on a target, their Speed will decrease by -2 m/s more as well as taking a -1 in all trainable stats. This caps after 3 posts. At Grand rank, it will cap after 5 posts. At Archmage rank, it caps after 7 posts.[/spoiler]
This perk causes your restraining-based spells to naturally have in increased durability of +5, this increases to +10 at Grand.
[break][break]
[b]IMPRISONMENT OF A GOD[/b] [spoiler]This perk causes your restraining-based spells to naturally have in increased durability of +5, this increases to +10 at Grand.[/spoiler]
Once a page, you can target one person currently in one of your restraining spells. That restraint will completely stop that target's movements for a single post. This can be stopped if the restraint is broken.
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[b]LOCKDOWN[/b] [spoiler]Once a page, you can target one person currently in one of your restraining spells. That restraint will completely stop that target's movements for a single post. This can be stopped if the restraint is broken.[/spoiler]
This perk allows spells that use the restraining spec to debuff mana regen by a further 5 mana. At Grand rank, this increases up to 10 mana.
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[b]MANA PRISON[/b] [spoiler]This perk allows spells that use the restraining spec to debuff mana regen by a further 5 mana. At Grand rank, this increases up to 10 mana.[/spoiler]
You will drain away 10 mana from each those bond by your restraining spells and restore your own mana for half this value. This can only be applied once per target no matter how many bonds are on them.
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[b]SAPPING BONDS[/b] [spoiler]You will drain away 10 mana from each those bond by your restraining spells and restore your own mana for half this value. This can only be applied once per target no matter how many bonds are on them.[/spoiler]
Once per page, if a binding spell was going to break, the user can force the bind to remain until the end of the post before it does so.
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[b]SNAKE BINDING[/b] [spoiler]Once per page, if a binding spell was going to break, the user can force the bind to remain until the end of the post before it does so.[/spoiler]
Restraining-based spells may now deal damage without the need of an offensive spec. The damage they are capable of is one rank below the spells rank. A Junior rank spell is able to deal 1/2 rank damage.
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[b]TIGHTLY BOUND[/b] [spoiler]Restraining-based spells may now deal damage without the need of an offensive spec. The damage they are capable of dealing is one rank below the spells rank. A Junior rank spell is able to deal 1/2 Junior rank damage.[/spoiler]
Restraining spells may now target an area and not just individuals. This allows for massive traps and binds! When a spell utilizes this function, they will have their durability reduced by -10 points, this decreases to -5 at Grand.
[break][break]
[b]WORLD BINDING[/b] [spoiler]Restraining spells may now target an area and not just individuals. This allows for massive traps and binds! When a spell utilizes this function, they will have their durability reduced by -10 points, this decreases to -5 at Grand.[/spoiler]
Post by Jagen Lavender♛ on Jan 14, 2021 0:16:30 GMT -5
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[attr="class",header"]Sensory
[BREAK]
[break][break] Sensory Magic allows a user to perceive magic and the world around them. Sensory magic can be used to survey an area, detect magic and magic users, and create maps consisting of a mage’s element, this most common aspect is known as Tracking. The higher a user’s sensory stat is, the further and the more accurate their sensory magic can be. Sensory Magic also allows a user to detect magical traps and hidden items. Via sensory magic, the user can also detect the strength and levels of other magic users around them.
[break][break]
Sensory mages are also able to naturally find additional loot in dungeons, allowing them to roll an extra dice per floor when they roll for dungeon loot.
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Sensory also allows mages to contact mages in other areas. This aspect is known as Communication magic.
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Sensory Magic also allows a user to manipulate the senses of those around them, creating Illusions or misinterpreting mana presences and their surroundings. These illusions are not tangible and do not have physical effects besides limited influences on an opponent's psyche. Examples of these effects may include creating an illusionary shadow monster in an attempt to scare an opponent or a field of flowers to relax them. [break][break] Upon taking Sensory, mages are allowed all three aspects of Sensory magic: Tracking, Communication, and Illusions. [break][break]
[attr="class","header2"]Tracking
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Tracking is the most basic feature of sensory magic. This is the ability to sense and track other people or items that may have a magical signature. This is a great tool to find those that may be hiding and map out a particular landscape of an area. For example, if you find yourself in a busy city, you could make a replica of the city map and track a particular person’s mana signature allowing you to follow their every move. Mages can physically manifest these tracking features so that others can see these objects as well. [break][break]
Sensory spells cannot buff the sensory stat.[break][break]
Sensory spells can debuff the sensory stats of others.[break][break]
Tracking spell's range follow a formula based on your sensory and other features: [break]
base range of the spell AKA normal AoE range + [your sensory x 2]
[break]
HIDING VS TRACKING CLASHING MECHANICS
Sensory Mages can naturally ‘erase’ their magical signature from those around them without the need for a spell. However, if their control is less than 10 over another mage's sensory other mages can still sense them. Any sort of sensory spell would also be able to see through this sort of ability due to it having no direct spell backing it.[break][break]
Sensory spells used to hide themselves or magical presences will be based on the Sensory Mage's control stat versus the sensory stat of the opposing mage. [BREAK][BREAK]
Sensory spells used for locating or sensing another will be based on the Sensory Mage's sensory stat versus the hiding mages control stat. Mechanics are as follows:
RANK DIFFERENCE
Tracking Spell is 1 Rank Lower
Tracking Spell is Equal Rank
Tracking Spell is 1 Rank Higher
SENSORY OVER CONTROL DIFFERENCE
+20
+10
+5
RESULT
Sensory Mage CAN locate a mage using a skill or spell to hide their presence.
[break]
EXTRA DUNGEON ROLL[break] As mentioned previously, Sensory mages are able to roll extra loot rolls for Dungeons. You are able to gain one roll per floor although this doesn't work in tandem with encampment. This means if you have the sensory stated below with the sensory perk and the dungeon has three floors and you use encampment at the beginning to run it again essentially you'd still only get 3 bonus rolls. [break][break]
HOMING[BREAK] Homing is an additional ability given to sensory mages. It is the ability of a spell’s construct(s) to follow or track a target outside of the construct’s normal, initial movement. This is most commonly applied to offensive, ranged attack spells. Think of this akin to magic missiles that follow a target even after they have moved from an initial spot or tried to have dodged the initial attack.
Homing constructs can only be moved within the user’s sensory range and may never exceed the range of the spell. (If the user’s sensory range exceeds the range of the spell, homing can only be applied to the range of the spell.) [BREAK][BREAK]
Homing does not change the speed or any other abilities of the spell. [BREAK][BREAK]
Homing can be applied to multiple ammos or instances of the spell. [BREAK][BREAK]
The user must designate a target(s) if using the homing ability. [BREAK][BREAK]
Homing does not require the target to be within sight of the caster, but only within the caster’s sensory and spell range. If a caster cannot sense the target (such as the target is hiding via ability or spell), then homing cannot be applied.
Homing that is placed on an item allows for that item to return to it's owner so longs as an ability is active and it is stated on the item history and can only happen once per page foe intermediate and below items and twice per page for Senioe and above items.
[attr="class","header2"]Communication
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Communication Magic can be used for short or long-range communication in and out of combat. This communication is similar to telepathy in the sense that the user can talk to the person they are contacting in their mind, and that person can talk back to them. You can also create magical visages of yourself and the mage you are trying to contact, similar to magical holograms or other communication devices. You must have a general idea of where a player is (meaning the main board they're in at the time of contact) to contact them. The contactee can choose to deny the contact if they wish.[break][break]
When players use Sensory Magic to call for backup/assistance they must wait for two (2) rounds, starting after the initial communication post, before someone within the same board can appear. If they are outside the board you are in, then they will have to wait four (4) rounds before joining. [BREAK][BREAK] COMMUNICATION ABILITIES PER RANK [BREAK]
Within Same Sub-Board (or Board if there is no Sub-Board)
Intermediate
30
2
Within same board
Senior
50
3
Within Same Region
Grand
80
4
Across Adjacent Regions
Archmage
120
5
Anywhere
[break]
[attr="class","header2"]Illusions
[break] A sensory mage has the unique ability to force their mana energy into the target’s mind causing an illusion to take root. Illusions can target five (5) senses of: smell, taste, sight, hearing, and mana sensing. (With mana sensing as the ability to naturally sense mana signatures). Illusions can take nearly any shape and size, which makes them fearsome. Illusions are rather tricky to master and require much more control than your typical spell to utilize. Illusion based spells and abilities require a set amount of sensory from a person to see through the illusion. [break][break] If an Illusion is paired with another specialization, and the illusion is negated through sensory means (Ki and sensory perks included), the effect(s) of the second specialization is not negated and continues as normal unless otherwise countered.[break][break]
Illusions can avoid a number of allies equal to how much ammo you can create with the spell.[break][break]
Illusion based abilities by nature are more likely to be considered an area of effect spell (AOE). Because of this, their AOE based abilities can gain additional range if the spell is strictly sensory spec only. They can gain an extra 10 meters per 10 points in their sensory stat.
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SEEING THROUGH ILLUSIONS
Illusions naturally have a base sensory required per rank of the illusion spell. For every 15 control the illusionist has, the sensory requirement increases by an additional+2. [BREAK][BREAK]
[break] If a sensory mage uses a sensory spell to see through an illusion, it will lower the amount of sensory a person needs to see through that illusion based on the spell's rank. For every 10 points in sensory a sensory mage has, the sensory requirement decreases by an additional -2. [BREAK][BREAK]
[break] Due to illusion's attack on the mind, illusion's potency will naturally wane overtime, lowering the amount of sensory needed to see through them by -2 points per post they are sustained![break][break]
Affected mages cannot shrug off an illusion or its effects even if they know it is an illusionunless they have the proper amount of Sensory stat (Ki and Sensory perks included) to see through it.
MANIPULATABALE SENSES AND CONTROL REQUIREMENTS [BREAK]
The aspect of manipulating a mage's "physical touch" sense IS NOT allowed to be used in illusions. The senses that are manipulatable are: smell, taste, sight, hearing, and mana sensing.[break][break]
Illusions are only able to target a set amount of senses and require a certain amount of control to use per rank, as follows: [BREAK][BREAK]
[break] Additionally, if an illusion is used in a dual spec spell, the amount of control needed will increase +10 to the normal amount. [break] [break]
[attr="class","header2"]PERKS
[break]The list of Magic Spec Perks related to Sensory: [break][break]
Two times a thread, the user for 3 post may sense everything within a 25-meter radius, no matter what skill is used this increases to 5 posts within a 50-meter radius at Grand.
[break][break]
[b]ALL-SEEING[/b] [spoiler]Two (2) times a thread, the user for 3 post may sense everything within a 25-meter radius, no matter what skill is used this increases to 5 posts within a 50-meter radius at Grand.[/spoiler]
You are able to naturally ignore 1 additional person from your AoE spells effects than you should. At Grand rank, you are able to ignore 2 people. At Archmage rank, 3 people.
[break][break]
[b]CAREFUL WEAVING[/b] [spoiler]You are able to naturally ignore 1 additional person from your AoE spells effects than you should. At Grand rank, you are able to ignore 2 people. At Archmage rank, 3 people. [/spoiler]
Once a thread, you can negate all illusion spells currently placed on you. If said spells wishes to regather you, they will have to be recast. At Grand rank, this ability increases to twice a thread.
[break][break]
[b]CLEAR MIND[/b] [spoiler]Once a thread, you can negate all illusion spells currently placed on you. If said spells wishes to regather you, they will have to be recast. At Grand rank, this ability increases to twice a thread. [/spoiler]
The user can completely mask their mana signature and presence from anyone regardless of either's sensory stat or Ki abilities. This may last up to three posts before it is faded. This can be used twice a thread.
[break][break]
[b]COLD-BLOODED[/b] [spoiler]The user can completely mask their mana signature and presence from anyone regardless of either's sensory stat or Ki abilities. This may last up to three posts before it is faded. This can be used twice a thread.[/spoiler]
This perk allows the user to contact one additional person in their communications spells. At Grand rank, this increases to two additional people.
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[b]COMMUNICATOR SPECIALIST[/b] [spoiler]This perk allows the user to contact one additional person in their communications spells. At Grand rank, this increases to two additional people.[/spoiler]
Those with this perk will be able to make their illusions harder to see through than normal. They will now require the needed sensory to see through an illusion to increase by 2 per 10 control an illusionist has.
[break][break]
[b]MASTER ILLUSIONIST[/b] [spoiler]Those with this perk will be able to make their illusions harder to see through than normal. They will now require the needed sensory to see through an illusion to increase by 2 per 10 control an illusionist has.[/spoiler]
Instead of illusions waning over time, and lowering the amount of sensory needed in order to see through them by 2 points per post they are sustained, it will now be every other post.
[break][break]
[b]SHATTERED PSYCHE[/b] [spoiler]Instead of illusions waning over time, and lowering the amount of sensory needed in order to see through them by 2 points per post they are sustained, it will now be [u]every other post[/u].[/spoiler]
Naturally needs 10 less sensory to see through illusions and transformation-based skills. At Grand rank, this increases to 15. At Archmage rank, 20.
[break][break]
[b]WATCHFUL EYE[/b] [spoiler]Naturally needs 10 less sensory to see through illusions and transformation based skills. At Grand rank, this increases to 15. At Archmage rank, 20.[/spoiler]
Every post you are in the presence of an illusion, you require 2 less sensor to see through it per post. At grand rank this increases to 3 per post. [break][break] [b]CLARITY[/b] [spoiler] Every post you are in the presence of an illusion, you require 2 less sensory to see through it per post. At grand rank this increases to 3 per post. [/spoiler]
Post by Jagen Lavender♛ on Jan 14, 2021 0:17:10 GMT -5
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[attr="class","header"]SUPPLEMENTARY CONSTRUCTS
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[break][break] Supplementary Constructs is the magic of creating various objects and tools to aid on the battlefield. While none of the objects created can be directly used for attack or defense, these spell types do allow for the creation of trinkets and tools that can buff the magical abilities of those that utilize them. The spec at its core is creating miscellaneous objects and tools for every day and combat uses. Some examples of these are creating a house, a pair of spectacles, or even a chariot to ride. If the user wishes, they can cause these items to give passive buffs to various stats. [break][break] Supplementary Constructs allows a mage to create 3 main types of constructs with their elemental magic, these are: Items, Transports, and Bases. [break][break]
[attr="class","header2"]BASE MECHANICS
[break] CREATION'S DURABILITY[BREAK] Creations can be broken through attacks that overwhelm their durability. If an item does not break from incoming attacks it will not act as a means of defense whatsoever.
For example, if a user has created a shirt that gives a buff to their durability and is struck with a spell, his shirt may withstand the blow and still be there but his body will still take that damage.
Creation's sturdiness can be increased via the Sturdy Equipment Perk. [break][break]
EQUAL RANK SPELLS
SUPP SPELL IS 1 RANK LOWER THAN ONCOMING ATTACK
POWER OVER DURABILITY DIFFERENCE
+5
+10
+20
+25
RESULT
Will not destroy the creation but cause a great deal of damage. It will cause the creations' natural durability to drop 1 rank
Will break the creation without any issue.
Will not destroy the creation but cause a great deal of damage. It will cause the creations' natural durability to drop 1 rank
Completely destroys creation
[break][break]
ITEM CREATION[break]
The ability to create various items and tools that can provide a buff for the one that utilizes it. These items cannot be used for direct attacking or defending! Items made directly from spells are physical constructs and can be broken via the normal guidelines. These items may give you stat boosts to the stats: power, durability, control, and sensory. All of these buffs though are at the full rank of the spell. [break][break] The buffs items give can be bolstered to a full rank above its potential through the perk Perfect Buff.
[break][break] TRANSPORTATION CREATION[break]
The use of creating your element to form a mode of transport or vehicle, such as a boat of lightning or a ride-able eagle of water. These constructs can be used to transport the mage or other passengers, with weight load and traveling speed depending on the caster's ability. Creating elemental wings and using them to fly or other constructs that allow for a different means of movement that you could not naturally do are all considered aspects of this style of magic. These are the type of transports that are good for long distances or moving groups. [break][break] Players are capped on the number of people they may carry in their transport based on their rank but can be increased with the Pack Mule Perk. [break][break] Transports are able to move at a set speed. This speed is on its own and is not added to the user’s base speed. Speeds for Transport base spells can be bolstered by the Fast Lane Perk. [break][break] Transport spells may create additional transports per the ammo rules. However, they still cannot exceed the maximum number of passengers across these additional constructs. [BREAK][BREAK] BASIC TRANSPORT SPEED AND PASSENGER LIMIT BY RANK [break][break]
[break][break] BASE CONSTRUCTION [BREAK] This ability to create structures to house allies. Typically these are left for back of line support style spells as they are fixed to a certain location and cannot move. These structures though have nice passive abilities that allow players to naturally recover mana at a quicker rate while inside. [break][break]
With the Home Base Perk, players can reduce the cost of healing base spells by 20% while used within the base. [break][break]
While bases are powerful creations, they are limited in their size and ability to support allies. Their size and number of occupants depends on the rank. Bases can have their sizes greatly improved through the use of the Grand Structure Perk. [break][break]
Furthermore, due to the nature of bases, they take time to develop and form. This is also determined by rank. [break][break]
While a base is being created and even after its creation, the player will only pay the sustain cost for the spell. [break][break]
Only one base may be created at a time per player and you may only benefit from the properties from a single base at a time even if two bases are created in an overlapping manner. [break][break]
Players that create a base must remain within half of a typical Area of Effect range of a spell of equal rank from the base. For example, a player that creates a junior rank base must remain within 5 meters (aka half of the typical 10 meter radius) of the base or it will shatter. [break][break]
Players will not receive mana regeneration bonuses from their own base construction as this is purely to support others within the base. Using the Portable Mana perk, players may put this mana regeneration on an item they create, however, the same rule of not obtaining their own regeneration bonus will still apply. Elemental Incarnate Golems that do not belong to the base creator but have the armament perk can receive HALF the regen bonus from the base, while Golems without the perk can not benefit from this at all.
Transportation spells may give an additional 5 meters a second faster than normal. At Grand rank, this increases to 10 meters a second.
[break][break]
[b]FAST LANE[/b] [spoiler]Transportation spells may give an additional 5 meters a second faster than normal. At Grand rank, this increases to 10 meters a second.[/spoiler]
Those with this perk may cause their bases to be increase in size by 25% if they so desire and allow 1 extra person inside per rank. At Grand rank, this will allos bases to become 50% larger and allow 2 extra people inside per rank.
[break][break]
[b]GRAND STRUCTURE[/b] [spoiler]Those with this perk may cause their bases to be increase in size by 25% if they so desire and allow 1 extra person inside per rank. At Grand rank, this will allos bases to become 50% larger and allow 2 extra people inside per rank.[/spoiler]
Those within the base will naturally have a passive +4 to their Power. At Grand rank, this increases to +6. This will also buff enemies if they are inside.
[break][break]
[b]OFFENSIVE BASE[/b] [spoiler]Those within the base will naturally have a passive +4 to their Power. At Grand rank, this increases to +6. This will also buff enemies if they are inside.[/spoiler]
Those with this perk are able to target +1 person with their transportation spell per 20 control the user has. They are also able to increase the weight they can carry with their spells by 5% per every 20 control they have.
[break][break]
[b]PACK MULE[/b] [spoiler]Those with this perk are able to target +1 person with their transportation spell per 20 control the user has. They are also able to increase the weight they can carry with their spells by 5% per every 20 control they have.[/spoiler]
When buffing allies you can now buff magical stats one rank above the spells rank. For Archmage spells, this will give +3 to the total of the buff. This cannot affect physical buffs in any way, even if used in dual spec.
[break][break]
[b]PERFECT BUFF[/b] [spoiler]When buffing allies you can now buff magical stats one rank above the spells rank. For Archmage spells, this will give +3 to the total of the buff. This cannot affect physical buffs in any way, even if used in dual spec.[/spoiler]
Item creation spells can now utilize the mana bonus from base structures, allowing it to be portable. If used in this way, the mana regen buff will count as a regular buff and will therefore count towards the total of 4 buffs. However, players can only be affected by 1 of these bonuses at a time.
[break][break]
[b]PORTABLE MANA[/b] [spoiler]Item creation spells can now utilize the mana bonus from base structures, allowing it to be portable. If used in this way, the mana regen buff will count as a regular buff and will therefore count towards the total of 4 buffs. However, players can only be affected by 1 of these bonuses at a time.[/spoiler]
Items crafted by Supplementary Constructs will now need an additional +5 Power to break them. At Grand rank, this increases to needing an additional +10.
[break][break]
[b]STURDY EQUIPMENT[/b] [spoiler]Items crafted by Supplementary Constructs will now need an additional +5 Power to break them. At Grand rank, this increases to needing an additional +10.[/spoiler]
Post by Jagen Lavender♛ on Jan 14, 2021 0:17:28 GMT -5
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[attr="class","header"]TRANSFORMATION
[BREAK]
[break][break] This specialization can change the structure of a person or object that the player has created a spell for. The magic helps the user change their outward appearance and enhance their physical abilities and even manipulate the world around them. Transformation Magic is separated into two basic types; Transfiguration & Transmutation. [break][break] Transfiguration is the generic ability to transform the physical appearances and properties of people to take on another person or living thing. While Transmutation, otherwise known as Magic Convert, is the use of transforming elements, spells, and non-living objects into other elements. [break][break] Upon taking the Transformation Spec, players will have access to both Transfiguration & Transmutation. [break][break]
[attr="class","header2"]TRANSFIGURATION
[break] Transfiguration is the ability that allows one to change their appearance into that of someone or something different than themselves. This can include fully transforming their person into that of another person, altering their height, and even causing more animalistic-like appearances such as claws or tails to be created. [break][break] While the magic can naturally transform a person’s basic appearance (basic human transformation can be done at any rank), they can add elemental resistances and inhuman aspects to these transformations through the use of the transfigure ability. Taking on on nonhumanistic characteristics requires more skill and can only be done in small areas at first, gradually building to the whole person’s body. [break][break] HUMAN-LIKE DISGUISES[break] The act of transforming one’s own self into that of another person requires them to have been within 5 meters of that person at some point in time so that they have an accurate understanding of their physical appearance and magical signature. They can transform into these people nearly perfectly. [break][break] NONHUMAN TRANSFIGURATION [break] Transformations that fall under this category would be, but not limited to: growing new appendages/limbs and gaining things such as claws, fangs, or even wings (see transformation transport speeds)
The amount of area one's body can transform, the new appendages' size and the number of appendages depend on the rank. [break][break]
Transformations that alter one's body can target other people with their transformation ability only if dual spec'd. [break][break]
Transform can be used to both buff and debuff physical stats. When buffing physical stats, they will be 1 rank lower than the spell's rank. (For Junior, it will be halved) [break][break]
While you can gain new limbs/transform existing parts of one’s body, a mage cannot become their actual element. There will be no exceptions to this rule!
SEEING THROUGH A TRANSFORMATION[break] To tell when a transformation spell is being used, you will require a certain amount of sensory. While you can sense that it is a transformation that is being used, as they have actually changed their physical body, you will not be able to tell who it is that is currently transformed unless you saw the transformation take place. The guide is as follows: [break][break]
[break] Note that, per each 10 control the user has, +2 extra sensory will be needed to sense the transformation. [break][break]
TRANSFORMATION SIZE GUIDE [break] In the chart below, an appendage is equivalent to a single hand or foot, while a limb would cover an entire arm or leg including the hand/foot. Please note, players cannot become anything smaller than 30cm or roughly 1 foot! [break][break]
[break] BREAKING A TRANSFORMATION[break] When transforming others, the transformation can be instantly broken if the target leaves your spell's range or radius. Or the target can undo the transformation with a transformation spell of their own following these guidelines: [break][break]
[break] TRANSFORMATION AS TRANSPORTATION [break] Using transformation for transport purposes will be restricted to the following base speeds and passenger limits. However, ammo rules can be used to increase the number of targets. These speeds can be increased through physical speed buffs if you have the Predator’s Mutation perk. [break][break]
[break] Transmutation, also known as Magic Convert, is the act of causing existing objects, spells, or even the terrain itself to be transformed into a different element entirely, also changing its appearance. Overall, it governs changing spells into different elements, such as lightning bolt could be turned into spiky wood branches. [break][break] BASIC MECHANICS [break]
Players will need to have +15 Control than the enemy’s control to cause that spell to become a different element. Even then, only equal or lower ranked spells can be transmutated. [break][break]
Even if a mage transforms the elemental nature of a spell, it will not change the spell’s basic functions unless said functions were a direct byproduct of that element.
For example, a light spell transformed into a water spell would lose its natural speed boost. The rest of the spell's attributes, such as its ability to deal damage or defend, remain unaffected.
To transform a spell's element into another element, a transformation spell is required of rank of the spell or above. The element that the spell is being transformed into should be stated in the spell description. [break][break]
When transmuting objects, you can transform their physical appearance and their physical properties. For example, transforming a steel armor into that of rubber would cause it to become bouncy. Objects that have had their properties transformed will revert to their original state once the mana is no longer flowing through them. [break][break]
Youcannot transform things into platinum base elements unless you have that respective element.
TRANSFORMING SPELLS AFFINITY CHANGES [break] Transformation of the element of a spell will cause that spell to lose the elemental affinity of that element and instead gain the newly created ones' affinity. [break][break] The basic additional or change of affinities follows this manner. [break]
[original spell stats] - [orginal element affinity x spell rank] + [new elemental affinity x spell rank] = [newly transformed spell stats]
[break] We will walk through this using the example of transforming a junior fire spell to a wind spell. [break][break]
Remove the affinity base stat of the element at the element’s tier
IE The affinity of the fire element is power. Fire is a copper element, so the affinity’s strength is +1 power overall.
[break]
Multiply by the rank of the spell. Each Rank of a spell is an additional multiplier. Starting from junior, which is 1x, intermediate is 2x, senior is 3x, etc.
IE Continuing with a junior rank Fire spell, the multiplier is 1x. So the total is 1 power.
[break]
Subtract the stat from the spell.
IE A total of -1 power is lost from this spell.
[break]
Add the affinity base of the new element at the new element’s tier
IE The affinity of the wind element is sensory. Wind is a copper element, so the affinity’s strength is +1 sensory overall.
[break]
Multiply by the rank of the spell. This works the same as before.
IE The junior rank’s wind spell’s multiplier is 1x. So the total is 1 sensory
[break]
Add the stat to the spell.
IE A total of +1 sensory is added to the newly transformed wind spell.
[break]
[break] Please note that this only affects the functioning stats applied to the spell and not to the mage who is having their spell being transformed. [break][break] OFFENSIVE TRANSMUTATION [break] Offensive transmutation allows a mage to dictate the outlook of a battlefield in an offensive manner. This includes but is not limited to: changing the wall to be a fountain of liquid lava or the ground underneath to be full of spikes or a bath of acid. [break][break] CONTROL REQUIREMENTS [break] Control requirements are slightly increased for offensive transmutation spells, they are as follows: [break][break]
Offensive Transmutation spells are always an AoE. They cannot be single-target spells. [break][break]
Offensive Transmutation spells do not have to use your own element. You can choose any that your grimoire allows you to use. For example, someone with a Silver Tier grimoire could use Copper, Bronze, or Silver elements. If the user also had the Faux Potential perk, they could also use Gold Tier elements. However, this does not apply to Platinum elements! [break][break]
They are not measured against any other stat. Your opponent has the option to dodge if their speed is adequate, fly through support constructs to avoid it, or use a defense creation spell to defend against it without clashing against the durability stat. [break][break]
One can never Transmute air offensively. Read more about air transmutation in temperature changing rules. [break][break]
These spells deal damage one rank below the spell's rank’s damage per round that a player stays within the AoE and doesn’t defend. As an example: A senior rank transmutation deals intermediate damage. For junior, this is half the rank of junior. Please beware, these spells can deal damage to the user too. [break][break]
These spells can hinder movement for the first round it is applied upon a character. Example: If a character dodges away from the AoE but later tumbles into it whilst the spell is maintained, their movement would get hindered. The movement debuff is at full rank. [break][break]
Destroying the transmuted area will not stop the effect of the spell. Upon stopping the transmutation, the area returns to normal. However, it appears damaged according to the spell damage capabilities listed in the magic rules.
[break][break] TEMPERATURE CHANGING [break] Those with elements that can naturally cool down or heat things (Fire, Snow, Lava, etc.) can transmute the air around them using the cubic meter area rules for each rank. [break][break] This will only change the temperature, nothing else, allowing you to help teammates in dungeons or other situations that may have debuffs related to temperature, effectively nullifying them as long as they stay within the range of the spell. [break][break] Heat-based elements can only increase temperature while cold-based elements can only lower it. There will be no exceptions to this, except wind, which can do either. Temperature Changing does require that you have the actual element, unlike generic Offensive Transmutation. [break][break] TRANSFORMATION POSSIBILITIES PER RANK[break] Your transformation spells will also allow you to have a wider variety of possible transformations depending on the spell's rank. Junior rank spells will naturally only allow a single transformation. Each rank will gain +1 possible transformations capping at 5 options for Archmage.
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[attr="class","header2"]PERKS
[break]The list of Magic Spec Perks related to Transformation: [break][break]
Your transformation spells can target an additional element to alter, this increases by one (1) for each rank you have allowing for a potential of five (5) additional elements.
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[b]ELEMENTAL MIXOLOGIST[/b] [spoiler]Your transformation spells can target an additional element to alter, this increases by one (1) for each rank you have allowing for a potential of five (5) additional elements.[/spoiler]
For four (4) posts, your physical base buffs will be treated as a normal rank! This can only be used three (3) a thread.
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[b]FIGHT OR FLIGHT[/b] [spoiler]For four (4) posts, your physical base buffs will be treated as a normal rank! This can only be used three (3) a thread.[/spoiler]
Players with this perk can increase the amount of size they can alter when using transfiguration by 25%. At Grand rank, this is further increased to 50%!
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[b]GROWTH SPURT[/b] [spoiler]Players with this perk can increase the amount of size they can alter when using transfiguration by 25%. At Grand rank, this is further increased to 50%![/spoiler]
Your transformation spells can gain an additional apperance, this increases by one (1) for each rank you have allowing for a potential of five (5) additional apperances.
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[b]MASTER OF DISGUISE[/b] [spoiler]Your transformation spells can gain an additional apperance, this increases by one (1) for each rank you have allowing for a potential of five (5) additional apperances.[/spoiler]
Those with this perk can cause transformation-based spells to not cost any mana on their first post of sustaining. The player will still pay the activation post's mana, but will have a grace period of one post before having to pay sustain cost.
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[b]MYSTIC'S TOUCH[/b] [spoiler]Those with this perk can cause transformation-based spells to not cost any mana on their first post of sustaining. The player will still pay the activation post's mana, but will have a grace period of one post before having to pay sustain cost.[/spoiler]
Those with this perk will be able to make their transformations harder to see through than usual. Instead of increasing the required sensory to see through it by 2 for every 10 in control the user has, they will now not only require the needed sensory to see through the transformation but this will increase by +2 for every 5 control the user has.
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[b]PERFECT TRANSFORMATION[/b] [spoiler]Those with this perk will be able to make their transformations harder to see through than usual. Instead of increasing the required sensory to see through it by 2 for every 10 in control the user has, they will now not only require the needed sensory to see through the transformation but this will increase by +2 for every 5 control the user has.[/spoiler]
Post by Jagen Lavender♛ on Jan 14, 2021 0:18:05 GMT -5
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[attr="class","header"]TRAP
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[break][break] Trap Magic is the use of spells to lay traps of magical properties around a certain space or area. Unlike all other magic types, Trap Magic cannot be a standalone type of magic spec. One must train to unlock the ability to make traps with the following magic specs: Attack, Restraining, Sensory, and Hex with a spell that they themselves own.The functions of the trap will be within that spec’s normal ability. [break][break]
[attr="class","header2"]MECHANICS
[break] Trap Magic is not its own entire Magic Spec. You cannot choose to start with this spec or even gain it upon ranking up. You must train this sub-spec for each normal spec you wish to utilize it with with a spell that you own. The spell that is utilized for training must only hold the spec being trained. [break][break] TRAINING TRAP MAGIC[break] In order to learn to use Trap Magic on a spec, you'll have to do a training post. The difficulty of adding trap magic to a spec increases each time you try to learn. Below will be the chart needed to learn trap magic.[break][break]
[break] TRAP MARKERS & DETECTION[break] Traps allow players to place a magical marker that must be at least .3 centimeter in size, can be 2 dimensional, that will fade away from normal vision. Players will have to use a sensing ability or rely on their natural sensory skill to see these traps. To see a trap without the use of a sensory spell equal to that trap’s rank, a person would need the following sensory based on the trap's rank.[break][break]
[break] TRAP FORMATION, SUSTAIN, & ACTIVATION[break] Trap spells require little magic to create and to sustain but do take time. Below you will find a chart that goes over the amount of mana it takes to activate a trap spell and sustain it. [break][break] The activation of a trap (not setting it up but causing it to go off) does requires 25% more mana than a typical spell. [break][break] Traps cannot be formed instantly, they take time and the player must remain within a certain range of the trap as it forms, known as the Form Proximity Radius. Once formed, the player can leave the trap alone as is. They will pay the sustain cost but no longer be bound to staying around the trap. [BREAK][BREAK] The Activation Radius is how large the traps’ area of effect is, also known as the area that when an enemy steps into that will cause the trap to activate.[break][break]
Once a trap is placed, it cannot be moved. [break][break]
Players may ever only have a total of THREE traps placed simultaneously! Additional traps cannot be generated by the ammo rules. If a player wishes, they can dismiss the trap’s placement in order to free up a trap slot. [break][break]
Traps that are placed but not activated can be destroyed. However, not by AoE based spells. It must be focus fired by an attack of its rank and will require the same amount of Power to overcome an attack spell of similar rank. [break][break]
Trap’s abilities will have a smaller radius that is 50% or half of the same rank. [break][break]
Traps will be considered the origin of a spell’s use when calculating how far it can go. [break][break]
Traps, once activated, will only be able to remain active for THREE (3) posts before fading. When the trap is active, you will pay the normal cost to sustain a spell. [break][break]
Upon gaining Trap Magic on your first magic specialization, you’ll be able to gain one of trap magic’s Advanced Perks for free!
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[attr="class","header2"]PERKS
[break]The list of Magic Spec Perks related to Trap: [break][break]
Those with this perk may have an additional trap spell, raising the limit of traps you can use at a time to four (4). At Grand rank, this will allow for five (5) to be created.
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[b]BOMB BAG[/b] [spoiler]Those with this perk may have an additional trap spell, raising the limit of traps you can use at a time to four (4). At Grand rank, this will allow for five (5) to be created.[/spoiler]
Players can cause their traps that deal damage to cause a concussive effect on those in the area. This causes a -5m/s speed debuff on those struck, this increases to also debuffing endurance to one rank below the spells rank at Grand.
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[b]CONCUSSIVE TRAPS[/b] [spoiler]Players can cause their traps that deal damage to cause a concussive effect on those in the area. This causes a -5m/s speed debuff on those struck, this increases to also debuffing endurance to one rank below the spells rank at Grand.[/spoiler]
Those with this perk can cause their trap-based spells to require 10 more sensory than normal to see through. At Grand rank, this increases to 20!
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[b]HIDDEN TRAP[/b] [spoiler]Those with this perk can cause their trap-based spells to require 10 more sensory than normal to see through. At Grand rank, this increases to 20![/spoiler]
Those with this perk can lay their traps at a quicker rate than normal. They can lay a trap 1 post faster than a normal person could. At Grand rank, this will be further lowered by 2 posts.
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[b]SABOTEUR[/b] [spoiler]Those with this perk can lay their traps at a quicker rate than normal. They can lay a trap 1 post faster than a normal person could. At Grand rank, this will be further lowered by 2 posts.[/spoiler]