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 Magic Handbook

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Shin Katari
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PostSubject: Magic Handbook   Thu Sep 06, 2012 12:18 am


Caster Magic: is magic that is expelled from the body as opposed to Magic done through the use of weapons or outside items.

Just as the definition states, Caster Magic does not use any items or weapons to use magic, it uses raw magic that comes from the mage him/herself.

Here are a few examples of different Caster Magics:
-Aera Magic
-Fire Magic
-Wind Magic
-Dragon Slayer Magic
-Etc


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PostSubject: Re: Magic Handbook   Thu Sep 06, 2012 7:26 pm


Holder Magic: is Magic that requires a Mage to use an external source to produce the Magic. It usually requires the use of Magic Power, through the use of items or weapons. Lacrimas may also be used as Holder Magic.

Just as the definition states, Holder Magic uses items and other weapons that us magic to power up. These have 'pros' and 'cons'.

Here are a few examples of different Holder Magics:
-Card Magic
-Guns Magic
-Pict Magic
-Plant Magic
-Etc
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PostSubject: Re: Magic Handbook   Thu Sep 06, 2012 8:08 pm


Lost Magic Description: is a type of magic that has been obliterated from the history of the world due to their immense power and the sheer gravity of their side effects. However, users of such magic still exist, though the magic itself is believed to be extremely rare.

Just as the definition states, Lost Magic is an extremely rare type of magic. Not many mages know of this type of magic.

Here are a few examples of different Lost Magics:
-Dragon Slayer Magic
-God Slayer Magic
-Arc of Time
-Arc of Embodiment
-Etc

Only 1 person per guild can have Lost Magic. It can be custom or cannon. Alts cannot have lost magic. Dragon Slayer is an exception when it comes to Lost Magic.

Fairy Tail: 0/1
Blue Pegasus: 0/1
Lamia Scale: 1/1
Sabertooth: 1/1
Raven Tail: 1/1
Tartaros: 1/1
Maelstrom: 0/1
Erebos: 0/1
Guildless: 1/1


Last edited by Shin Katari on Tue Sep 18, 2012 10:06 am; edited 2 times in total
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PostSubject: Re: Magic Handbook   Fri Sep 07, 2012 12:14 am


ReQuip Magic Description: is a Holder Type Magic related to the summoning of equipment.

Rules


When starting off as a ReQuip Mage, you must follow these rank rules:

D-rank mage: 1 D-rank weapon & 1 D-rank armor set with 1 magical ability
C-rank mage: 1 C-rank weapon & 1 C-rank armor set with 1 magical ability
B-rank mage: 1 B-rank weapon & 1 B-rank armor set with 2 magical abilities
A-rank mage: 1 A-rank weapon & 1 A-rank armor set with 3 magical abilities
S-rank mage: 1 S-rank weapon & 1 A-rank or lower armor set with 4 magical abilities

***Magical Ability/Abilities: This DOES NOT mean a spell. A magical ability is something like increase power by 10%. ReQuip mages can make spells like a normal mage.***

Also, a ReQuip Mage can go to the "Enhancer" who is in the shop to upgrade their weapon or armor so that it it stronger [level's up to the next rank] and it can gain 1 more magical ability per rank it levels up.

When ranking up as a ReQuip mage, you earn one free armor set of that rank you are. [EX: If I rank up to be a B-rank mage, I get one free B rank weapon or armor set]. The list is down below:

C-rank mage: 1 C-rank weapon or 1 C-rank armor set with 1 magical ability
B-rank mage: 1 B-rank weapon or 1 B-rank armor set with 2 magic abilities
A-rank mage: 1 A-rank weapon or 1 A-rank armor set with 3 magic abilities
S-rank mage: 1 S-rank weapon or 1 A-rank armor set or lower with 3 magical abilities

The magic abilities apply for both weapons and armors. For example, D-rank and C-rank weapons and armors each have 1 magic ability each. When ranking up to B-rank, the weapon and armor each can have 1 ability, etc.

ReQuip Stats


After a ReQuip mage has had their starter set of weapons and armors approved, they can then make more armors and weapons but for a cost:

D-rank weapon or armor: 3,000 J! - 6,000 J!
C-rank weapon or armor: 7,000 J! - 10,000 J!
B-rank weapon or armor: 11,000 J! - 16,000 J!
A-rank weapon or armor: 17,000J! - 22,000 J!
S-rank weapon or armor: 23,000 J! - 30,000 J!

The follow ReQuip rank mage can only have the following amount of weapons and armors:

D-rank: Weapons/ 3 and Armors/ 3
C-rank: Weapons/ 6 and Armors/ 6
B-rank: Weapons/ 9 and Armors/ 9
A-rank: Weapons/ 12 and Armors/ 12
S-rank: Weapons/ 15 and Armors/ 15

Limit per Guild


There can be 18 ReQuip Mages in total. 2 per guild.

Fairy Tail: 0/2
Blue Pegasus: 0/2
Lamia Scale: 0/2
Sabertooth: 0/2
Raven Tail: 0/2
Tartaros: 0/2
Maelstrom: 0/2
Erebos: 0/2
Guildless: 0/2


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PostSubject: Re: Magic Handbook   Fri Sep 07, 2012 12:34 am


Celestial Spirit Description: Celestial Spirit Magic is a magic in which the user summons Celestial Spirits by opening their gates through the use of Celestial Spirit Gate Keys. These Keys are separated into two classes: the more common Silver Keys and the rarer Gold Keys. A Celestial Spirit Mage is noted by how many keys they have obtained.

Rules


When starting off as a Stellar Spirit mage, you are allowed to start off with 2 keys. One of these keys must be a Gold key and the other must be a Silver key.

Gold Keys:
Aquarius, The Water Bearer
Taurus, The Bull
Cancer, The Crab
Virgo, The Maiden
Sagittarius, The Archer
Leo, The Lion
Gemini, The Twins
Aries, The Ram
Scorpio, The Scorpion
Capricorn, The Goat
Libra, The Scale
Pisces, The Fish

NOTE* Gold Keys can not be created. Only one person can have one Gold Key as there are only 12 meaning only 12 Stellar Spirit Mages.

NOTE* Silver Keys are your own creation so feel free to make them whatever you want but please use this link: http://en.wikipedia.org/wiki/List_of_constellations

Use this template when creating your spirits.

Code:
[b]Name:[/b] (The name of your spirit)
[b]Type:[/b] (What is it; a dog, a cat, etc)
[b]Gender:[/b] (Male, Female, or Unknown)
[b]Rank:[/b] (What rank is it?)
[b]Mana Cost[/b] (How much mana does it take away form you?)
[b]General Appearance:[/b] (A picture and description would be nice)
[b]Personality:[/b] (What's their personality; 100 words minimum)
[b]Spell/Abilities:[/b] (What are it's abilities. Only 3 abilities are allowed. 2 combat wise and one non-combat wise)

More abilities can be bought.

Each Spirit must have a rank. Depending on what rank the spirit is, that much MP will be taken away from you. Once the spirit is out, the user will only lose mana once the spirit uses a spell. The rank of the spell is the same as the spirit itself. [EX: If the spirit is B-rank, all spells are B-rank meaning whenever a spell is used, the user will lose 30 MP]

D: 10
C: 20
B: 30
A: 40
S: 50

Limit per Guild


There can be 12 Stellar Spirit Mages since there are only 12 gold keys. Since there are more gold keys then guilds, each guild can have an unlimited amount of Stellar Spirit Mages.

Fairy Tail: ∞
Blue Pegasus: ∞
Lamia Scale: ∞
Sabertooth: ∞
Raven Tail: ∞
Tartaros: ∞
Maelstrom: ∞
Erebos: ∞
Guildless: ∞


Last edited by Shin Katari on Tue Sep 18, 2012 10:13 am; edited 3 times in total
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PostSubject: Re: Magic Handbook   Fri Sep 07, 2012 9:49 pm


Takeover Magic Description: Allows the user to take over the power (or the body, in the case of Vulcan) of a creature or person and use it to fight. It can increase the power, strength, and speed of the Caster, sometimes adding a new skill such as flying or swimming. It can only take over the power of beings that the user truly 'knows'.

Rules


In this site, there are 2 types of Takeover forms:

Caster Form (First Form): In this form, the user will undergo a Takeover in which they are allowed to use spells based on their Takeover. These spells can't gain any extra stat bonuses. [EX: A Takeover mage based off of light would be able to use Light spells without any additional strength boosts]

Physical Form (Second Form): This is the second Takeover form. In this form, the user undergoes a Takeover BUT in this form, they cannot use any spells. Instead, this form gives them stat boosts. [EX: 50% Strength boost, 50% Speed boost, etc. In this Takeover, the user can't use any spells but only hand-to-hand combat thus the stat boosts.

When you rank up, you will gain 2 Takeover forms. [Ex: D-rank starts off with 2 Takeover forms, C-rank gets an extra 2, and so on]. One of these forms must be Caster and the other Physical.

Stat Boosts


This is the stat boost list for Physical Form. Only the Physical Form gains stat boosts, not Caster. Other mages MUST also use this stat list.

D-rank: 25% [X1]
C-rank: 50% [X2]
B-rank: 100% [X3]
A-rank: 200% [X4]
S-rank: 300% [X5]

C-rank stats and above MUST be shared equally between all stats. For example, if I was a C-rank mage and I had a Strength and Speed boost as my to stats, the 50% would be spit equally between the two so each stat would get a 25% increase.

D-rank: 25%
C-rank: 50%
B-rank: 75%
A-rank: 100%
S-rank: 125%

The stat boost list above is for Physical defense meaning hand-to-hand combat attacks. Depending on your rank, your Physical Takeover will get a defense increase against all physical attacks.

Limits per Guild


There can be 9 Takeover Mages in all. 1 per guild.

Fairy Tail: 0/1
Blue Pegasus: 0/1
Lamia Scale: 0/1
Sabertooth: 0/1
Raven Tail: 0/1
Tartaros: 0/1
Maelstrom: 0/1
Erebos: 0/1
Guildless: 0/1



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PostSubject: Re: Magic Handbook   Sat Sep 22, 2012 1:04 am


Unison Raid


Unison Raid will treated like a spell, albeit a spell with extended requirements. Unison Raid's can be purchased, however, as I'll explain later they still require extra work. (You guys can price it a bit higher than the usual if you like.) There are 5 Ranks of Unison Raid, as well as 4 categories. S, A, B, C, D, Supplementary, Offensive, Defensive & Dual action. I suggest only allowing offensive and maybe defensive for now, until the others can be truly gauged that is. These spells are naturally stronger than their initial rank. Meaning a D rank Unison raid can be on par with a full scale C rank, possibly a B. This means that an S ranked Unison Raid is the most powerful spell a pair of Mages can unleash. Naturally this means only an S rank Defensive/Offensive Unison Raid can counter. Unless it is poorly executed and allows escape. After all, nobody is perfect and neither is any spell.

Requisites/Requirements


  • Purchase:
    When purchasing a Unison Raid it will have its individual price in accordance to it's rank. The spell also must be created, then approved. Only once it has been accepted by the staff can it be truly equipped, however, BOTH Mages who've decided on using it must purchase the spell individually.

  • Creating:
    When formulating a Unison raid, BOTH its inventors must offer one spell each of equal rank as tribute. The spell which is tributed will be identical to the cost of using the unison raid, thus all items must be in equivalence. Spells that are tributed for the unison raid serve a special purpose, once the unison raid is used in battle they will be treated as if they were used as well. This means the tributed spell can't be used again until its Cool down is complete. Now, why is a spell paid in tribute you ask? Because this is a costly spell to use, thus it must be payed for in full.

  • Establishment:
    A Unison Raid is a spell that naturally should require some deal of understanding and cooperation between both it's users. This means a training topic will be required. We want to see some history behind it's creation as well as have a base idea of how it works. The stronger the Unison Raid, the more words required. And I'm expecting it to exceed missions by a tad.


Rules

#1: No Unision raid should have effects beyond 2 post. This is particularly for a supplementary Unison raid if such is created. However, ALL categories and ranks of the spell must adhere to this law. The fact is the caliber spell has too much power to be held for long durations.

#2: Unison Raid spells can not be done more than once in a battle. Meaning even if you and your partner have 3 of them, once you use one that is it. (Though perhaps D & C ranked Unison raids can be used twice. Up to the mods)

#3: If a team battle is being ensued, Unison raid spells of rank A and up are instantly banned from use unless the opposing team has a Unison raid of equal rank. Because it would be virtually impossible to stop such a spell in those conditions. [Of course this may be recreated so it can]

Unison Raid Presentation:
 
Tribute one:
 
Tribute Two:
 

(By Ardere Kasai)
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PostSubject: Re: Magic Handbook   Mon Sep 24, 2012 11:33 pm


Stellar Spirit Mages aren't the only ones that can summon things. There are other mages that can summon things called Summoning Mages. However, unlike Stellar Spirit Mages, other Summoning Mages can only use one elemental type for summoning. [EX: One mage may only summon fire based things while another may summon water based things.]

Summoning Mages, as they're name implies, use Summoning Magic. Some things they create may be stronger then others.

Each creature has a certain MP for their rank when summoning:

E-rank: 5 + 5 to keep active
D-rank: 10 + 5 to keep active
C-rank: 20 + 10 to keep active
B-rank: 30 + 10 to keep active
A-rank: 40 + 20 to keep active
S-rank: 50 + 20 to keep active

Each summoning also needs a spell. Without spells, they will be weak depending on rank. The cost for each spell is equal to the rank of the summoning. [EX: E-rank spell costs 5 MP] Each creature gets a free spell of it's rank. The rest must be paid for. Each spell they have will take up a different spell slot.

E-rank: 1 E-rank spell allowed
D-rank: 1 D-rank spell and 1 E-rank spell allowed
C-rank: 1 C-rank and 1 D-Rank spells allowed
B-rank: 1 B-rank , 1 C-Rank and 1 D-Rank spell allowed
A-rank: 1 A-rank, 2 C rank or lower spells allowed
S-rank: 1 S-rank and 1 A-rank or lower spell

Down below is a template summoning spells:

Name: (Self-explanatory)
Rank: (Starter rank can be E or D-rank)
Element: (All summonings must be of the same element)
Description: (A description of the type of summoning)
Seplls: (What spells does the summoning know?)

Code:

[b]Name:[/b] (Self-explanatory)
[b]Rank:[/b] (Starter rank can be E or D-rank)
[b]Element:[/b] (All summonings must be of the same element)
[b]Description:[/b] (A description of the type of summoning)
[b]Seplls:[/b] (What spells does the summoning know?)


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PostSubject: Re: Magic Handbook   Sat Dec 08, 2012 1:38 am


This is more so a list of what magic cannot be used here even with compromises. It is a final list so please do not complain of why you can't use the types of magic used here.

Banned Magic List

-Controlling of Multiple Elements; Controlling others; Copying magic

-Absorption Magic: Absorbing someones magic is a 'no-no' and eating someone is also a 'no-no'.

-Arc of Embodiment: Allows the user to create anything they imagine.

-Living Magic [Black Arts]: Bringing things back from the dead is a 'no-no'. Even the wiki has listed it as 'Forbidden'.

-Crash Magic: This magic gives the user the ability to destroy/dismantle everything he/she comes intact with which is a 'no-no'.

-Command Magic: Controlling others is not allowed.

-Copy Magic: Copying others magic is not allowed. Gaining others information is not allowed.

-Curse Magic: Being able to break the opponents bones....a 'no-no'.

-Demon's Eye: This magic gives the user the ability to create things from the abyss. It unleashes a vast amount of magic power.

-Death Magic [Black Arts]: Killing all living things is a 'no-no'. Even the wiki has listed it as 'Forbidden'.

-Dispelling Magic: Cancelling others spells is a 'no-no'.

-Memory-Make Magic: Manipulating others memories is not allowed.

-Magical Drain: Copying other peoples magic is a 'no-no'.

-Memory Control: Controlling others memories is not allowed. Altering their memory is not allowed either.

-Mimic: Copying other peoples magic is a 'no-no'.

-Possession Magic: Possessing other people is not allowed, nor is manipulating them.

-Slot Magic: Allows for control of multiple elements. Hard to use in an RPG.

-Storm Magic: Allows for control over different phenomena.

-Teleportation Magic: Teleporting gives the user an unfair advantage over others.

-Vehicle Magic: Allows the use of faster transportation then others.

-Ushi no Koku Mairi [Doll Magic]: Controlling others is not allowed.
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PostSubject: Re: Magic Handbook   Fri Sep 23, 2016 8:23 pm

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