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PostSubject: Magic Rules   Thu Apr 09, 2015 8:07 pm

Last edited by Zeigatsu on Fri May 15, 2015 7:13 pm; edited 7 times in total
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PostSubject: Re: Magic Rules   Thu Apr 09, 2015 8:08 pm

Magic is commonplace in the world of Fairy Tail and has several different uses such as for battle and for making life a lot easier. Magic is also the main form of combat utilized by mages. There are two distinct types of magic: holder magic and caster magic. Caster Magic is magic that is cast from the body, while Holder Magic is magic cast from an external source such as a weapon like a sword or axe. It does not have to be a weapon, however, as things such as pipes or even books have been known to be holder items. Magic has existed in the world for centuries although the origin of magic is widely disputed. Several scholars have formulated their own theories as to how magic came about, but they have yet to come to an agreement. As a result, while some people embrace magic as a good thing, others treat it as a mysterious force that humans shouldn't rely on too much. Make of this as you will.

All magic spells require Magical Power (or MP, for short) to use. The base Magical Power for all Mages is 100MP, but this can be increased as you become more powerful. Magical Power is essential for all Mages because regardless of how strong you are, without MP, you are practically a sitting duck. The Magical Power chart is as follows.

D-Rank: 100 MP
C-Rank: 150 MP
B-Rank: 200 MP
A-Rank: 250 MP
S-Rank: 300 MP
X-Rank: 350 MP
Z-Rank: 400 MP

However, there are many other ways of obtaining MP. The most common way for mages to gain more MP is through training. If you train a spell of equal rank to you, you will receive 1MP. If you train a spell one rank higher than you, you will receive 2MP. If you somehow manage to train a spell that is two or more ranks higher than you, you will receive 5MP.

There are five different types of spells in FTA. Offensive spells, defensive spells, buff spells, debuff spells, modes and supplementary. You can take them all at name value. Offensive spells are offensive attacks who's main purpose is to deal damage to an opponent. Defensive spells' main purpose is to protect the user. The purpose of buff spells is to increase the statistics of the caster. (ie. make him stronger, faster, etc), while debuff spells are meant to decrease the statistics of an opponent (ie. make them slower, weaker, impair eyesight, etc). Debuffs can decrease only statistic of an opponent, and buffs can only increase one statistic of the caster.

Modes, however, are similar to buff spells while not exactly being buff spells. Modes, like buffs, increase the statistics of the user. However, unlike buffs, which can only increase ONE STAT, modes will increase all stats. Accompanying the increase in strength, speed, etc will be physical changes. An example of a mode is a Dragon Slayer's Dragon Force. When in Dragon Force, a Dragon Slayer is a lot stronger, faster, etc, but will also begin to take the physiology of a Dragon, gaining scales and other things associated with their respective Dragon (Poison Dragon Slayer's Dragon Force would differ from Fire Dragon Slayer's Dragon Force, and so on).

Supplementary spells are spells that do not increase your character's statistics but do give your character some sort of physical change. An example of a supplementary spell would be Flying, as your character may grow wings and gain the ability to fly. However, the wings will not make your character faster or stronger.

It is possible for your character to obtain up to three magics. Your character's starting magic would be considered his Primary Magic, his second magic would be considered his Secondary Magic while his third magic would be called his Tertiary Magic. The most common way of obtaining a secondary magic is simply buying it from the shop. It's that simple. However, obtaining a tertiary magic is a lot more difficult. So far, it is unknown how you can obtain a tertiary magic. I guess you'll just have to play and find out.

The amount of spells you start out with in FTA will depend on your rank upon approval. Naturally, characters who have been approved at S-Rank will have more spells and more powerful spells than characters who are approved at D-Rank. However, every character, regardless of their rank, will start with five spells known as their Starter Spells. Four D-Rank spells and a single C-Rank spell. These are spells that are automatically added to your arsenal. You do not have to train them. Pick out your starting rank to find out what free spells you get. All of these spells (bar Starter Spells) must be trained.

D-Rank: Starter spells.
C-Rank: Starter spells + 2 C-Rank spells.
B-Rank: Starter spells + 2 C-Rank spells + 2 B-Rank spells
A-Rank: Starter spells + 2 C-Rank spells + 2 B-Rank spells + 2 A-Rank spells.
S-Rank: Starter spells + 2 C-Rank spells + 2 B-Rank spells + 2 A-Rank spells + 1 S-Rank spell.

S-Rank spells are limited. An A-Rank can only have 1 S-Rank spell, while S-Ranks can only have 3 S-Rank spells. Learning spells cost money, but there is also a word requirement. The word requirement for spells The word requirement for spells are as follows:

D-Rank spells: 500 words
C-Rank spells: 750 words
B-Rank spells: 1000 words
A-Rank spells: 1250 words, 1 tech point
S-Rank spells: 1500 words, 5 tech points
X-Rank spells: 2500 words, 7 tech points
Z-Rank spells: 3000 words, 10 tech points

Using Spells
It costs MP (Magical Points) to use spells on the forum. However, the amount of MP needed varies depending on the rank of the spell you wish to use. For example, a D-Rank spell would cost less and have a lower sustain rate than, say, an A-Rank spell. This is a list, showing how much MP is needed for spells.

D: 10MP (5 for sustains)
C: 20MP (10 for sustains)
B: 30MP (15 for sustains)
A: 40MP (20 for sustains)
S: 50MP (25 for sustains)

NOTE: These rules may or may not apply to you. If you have a limited magic such as Requip, then you'll need to click here for more information. This may apply to some other magics as well. Look for confirmation from an Administrator if you're still unsure.
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PostSubject: Re: Magic Rules   Thu Apr 09, 2015 8:25 pm

While magic is commonplace in Fiore, there are some magics that are not so common. These magics are called Lost Magic, magics believed to have been lost to time. These are very ancient or old magics that very few people knew to begin with. It is widely believed that these magics may have died with their owners. However, some scholars argue that you can learn certain types of Lost Magic from sources like books. An example of Lost Magic is Dragon Slayer magic. Since the Dragons are more or less extinct, it is very rare to find a person who knows Dragon Slayer magic.

Banned Magic: These are magics that have been deemed too overpowered to be used in the RP, as of now. It is unlikely that these magics will ever be implemented due to their nature.
  • Life Magic
  • Fairy Law
  • Fairy Sphere
  • Fairy Glitter
  • Death Magic
  • Titan Magic
  • Space Magic
  • Sound Magic
  • Immortality Magic
  • Human Subordination
  • Living Magic
  • Black Arts
  • Illusion Magic
  • Regeneration Magic
  • Rapture Magic
  • Arc of Embodiment
  • Memory-Make Magic
  • Arc of Time

Very Rare Magic: These are incredibly powerful magics that, while are not lost, are very difficult to obtain. However, some people would argue that these magics are lost. Throughout the whole forum, only one person can have a magic from this list, unless otherwise stated (ie. God Slayer and Poison Magic). You cannot app for a very rare magic but that does not mean that you can never have one. From time to time, they will appear in the shop.
  • Crash Magic
  • God Slayer Magic (No Limit)
  • Curse Magic
  • Any multiple elemental magic
  • Any Variation of Poison Magic (excluding Poison Dragon Slayer)
  • Maguilty Sense
  • Dark Écriture
  • Amaterasu Magic Seals
  • Great Tree Arc
  • Heavenly Body Magic (Limit of 3)
  • Wave Magic

Rare Magic: Magic that you don't see everyday. However, it is widely acknowledged that users of these magics still exist in the world. Some of the magics in this list may be considered Lost Magic or Ancient Magic. There is a limit on how many users we can have at any given time on the forum using these magics.
  • Dragon Slayer [0/5]
  • Requip [0/8]
  • Takeover [0/8]
  • Celestial Spirit [0/6]

NOTE: Any magic that is not mentioned here may still be considered banned or limited. Administrators and Moderators retain the right to reject an application's magic on the grounds that it is too overpowered to be used fairly against other players.

NOTE: Any magic, whether it be rare or very rare that is in the shop cannot be apped for.
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PostSubject: Re: Magic Rules   Thu Apr 09, 2015 8:54 pm

Requip is a Caster Type magic that is related to the summoning of of various types of equipment. This magic allows the user to store equipment in a pocket universe. For a certain amount of MP, the user can summon the weapon or armor, even during battle, which gives them a high level of flexibility in combat. Requip can be used for simple or combat related purposes. Some use Requip to change their clothes, while others use it to call forth weapons for battle. Requip mages follow slightly different guidelines compared to other mages. Every weapon/armor has to be registered as a separate spell. Basically, a D-Rank mage who can only have a limit of 13 spells can only have 13 weapons/armors. The amount of MP they have to pay to summon the weapon is the same as a normal spell of that rank. Requip weapons and armors have their own special template. However the Requip weapon spells will follow the same template as other spells.

A D-Rank weapon would do D-Rank damage upon impact, and does NOT require any MP to sustain. This applies to C and B rank weapons also. However, A-Rank Requip weapons require 5MP to sustain while S-Rank Requip weapons require 10MP to sustain. A weapon cannot be destroyed in battle. However, the Requiper can only summon one weapon at any given time. A Requip weapon can have spells of it's own, however, it will cost the user MP to use these spells. A Requip weapon can have a max. of 3 spells. They must be the same rank as the Requip weapon or below. When a Requip weapon is upgraded, the spells must be upgraded separately (or alternatively, not at all).

A Requip armor, unlike a Requip weapon, cannot have any spells of it's own. However it can have a passive that requires MP to use/sustain assuming that the weapon is at least B-Rank. It must also have a cooldown. It would cost normal D-Rank MP to summon a D-Rank armor and does not have a sustain cost. If a Requip armor is destroyed in combat, it can be reused after the fight has ended. A Requiper can only summon one armor at a time. Armors do not have a sustain rate. All armors have a fixed defense rating (2 for D, 4 for C, 6 for B and so on). Requip armors and weapons will all have a fixed cooldown as well. They are their rank plus 1. For example, a S-Rank weapon/armor will have a cooldown of 7 (6+1). This does not apply to the weapon's spells.


Name: Black Wing Sword
Rank: S
MP Cost: 50 to summon (10 to sustain)
Requirements: Requip: The Knight
Element: Darkness
Cooldown: 7 posts.
Duration: Until recalled/unsustainable
Description: The user holds her arm out, and opens her palm. As she does so, a majestic sword with a black hilt and purple blade materializes in her hand. The sword does S-Rank slashing damage upon impact.

  • Moon Slash

Moon Slash:

Name: Black Wing Armor
Rank: S
MP Cost: 50
Requirements: Requip: The Knight
Element: Darkness
Defense: S (total damage of 10 before being destroyed)
Cooldown: 7 posts
Duration: Until recalled or destroyed
Description: The user stretches both of her hands to her side as a white light engulfs her entire body. A matter of seconds later, the light fades and a body hugging black armor, complete with wings, is now present on the caster.
Effects: The wings are not simple for decoration however, as they can be used to fly around. For a 10mp cost, the user can fly a range of 30m at a speed of 5m/s.

[b]Name:[/b] (What is the name of your weapon?)
[b]Rank:[/b] (What is the weapon's rank?)
[b]Magic Cost:[/b] (How much MP does it cost to summon your weapon and what is its sustain cost?)
[b]Requirements:[/b] (What kind of requip is needed?)
[b]Element:[/b] (What is your weapon's element?)
[b]Cooldown:[/b] (What is its cooldown?)
[b]Duration:[/b] (How long does it last?)
[b]Description:[/b] (A brief description of the weapon and the summoning process)

[b]Name:[/b] (What is the name of the armor?)
[b]Rank:[/b] (What is the armor's rank?)
[b]MP Cost:[/b] (What is its MP cost? Armors do not have a sustain rate)
[b]Requirements:[/b] (What requip is needed?)
[b]Element:[/b] (What is the armor's element?)
[b]Defense:[/b] (What is its defensive rating? 2 for D-Rank and goes up another 2 per rank)
[b]Cooldown:[/b] (What is its CD?)
[b]Duration:[/b] (How long does it last?)
[b]Description:[/b] (A brief description of the summoning process and the armor's appearance)
[b]Effects:[/b] (Does your armor have a passive ability? It must be at least B-Rank to have a passive ability)
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PostSubject: Re: Magic Rules   Fri May 15, 2015 7:13 pm

Takeover is an advanced form of Caster Magic that allows the caster to essentially 'takeover' the power (or body, in case of a vulcan) in order to fight. Takeover can increase the power, speed or strength of the caster, or even grant them a new ability like flying or being able to swim at an inhuman speed in the water. On FTA, Takeover magic works the same as it does in the Fairy Tail show or manga. However, how well the caster can control his or her Takeover depends on their rank, with rank representing a mage's magical capability.

A beginner Takeover mage. Takeover of this level should be able to transform one limb at most.

A more experienced Takeover mage, but still considered a novice. At this point, they should be able to transform two limbs.

An adept Takeover mage. At this rank, the Takeover mage should be able to transform four limbs.

A veteran Takeover mage. Now, the Takeover mage should be able to transform their entire body into that of the entity they're taking over. However, while their body is fully transformed, they've yet to tap into the true power of the entity.

The complete Takeover. By now, the user will be able to transform their entire body into that of the entity. Not only that, they will be able to reach the peak power of the entity that they're taking over.

Name: Satan Soul (Magic)
Type: Caster
Magic Description: Satan Soul is a form of magic that allows the user to 'take over' different types of demons. These forms give the user a variety of different abilities such as flight, enhanced speed, strength, reflexes etc.
Advantages: Essentially a mode type Takeover. When used, all stats (strength, speed, dexterity and endurance) are enhanced. After A-Rank, Satan Soul Takeovers could also allow for flight. Since it is a Takeover magic, the user can change forms almost instantly, meaning it is very versatile compared to other magics.
Disadvantages: It is, very much, a melee type magic. Although ranged abilities exist, they cannot exceed 20m. Users of Satan Soul will also take extra damage from a Devil Slayer spell, regardless of its elemental alignment. Unlike other Takeovers, where a user may increase in size, all Satan Soul takeovers are humanoid. Staying in a Satan Soul takeover for too long will also cause a personality warp, a generally carefree and nice person may end up becoming more cynical. While there are many combos available to Satan Soul users (due to how fast the takeover changes are), they are very MP consuming.

Takeover is considered a rare type of magic due to how much skill is needed to master it. For a Takeover mage, there are two kinds of spells - essential Takeover spells and normal spells. Normal spells are straightforward enough. They are normal spells, and follow the normal template. Fair enough. However, essential takeover is different. The following example is what an "essential takeover" would look like. That is also the template. An "essential takeover spell" is the same as a weapon or an armor for a Requip user. The same sustain rules also apply (A-Rank essential takeovers cost 5mp to sustain while S-Rank essential takeovers cost 10mp to sustain). Each Takeover can have a maximum of 5 spells, and none can exceed the rank of the takeover. For example, if I am in an A-Rank Machina Takeover, I can only have up to A-Rank spells in my arsenal.

Spell Example:
Name: Satan Soul (Takeover)
Rank: S
MP Cost: 50 to summon (10 to sustain)
Requirements: Satan Soul (magic)
Element: Darkness
Cooldown: 7 posts.
Duration: Until recalled (or unsustainable)
Description: Satan Soul allows the user to take over the appearance, abilities and powers of a demonic being. In such state, the eyes become darker and, eyelashes grow larger, with a dark, thin marking in a light zigzag-style crossing the right eye vertically; similar markings are present above her right breast and on both of her bare thighs. Her hair becomes wilder, jutting upwards and getting curlier, with the front ponytail growing longer, and her ears enlarge, extending backwards, and gain pointed edges, bearing resemblance to those of fictional elves. Canine teeth will also appear. In this form, the user's durability will increase by 10 points, and their strength, speed and dexterity will increase by a rank.

  • Flight
  • Demon's Dusk

Demon's Dusk:
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