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Spell Rules

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1 Spell Rules on Mon May 25, 2015 5:22 pm

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These regulations are in place dictate to you the guidelines of your spells. Informing you as to what each spell you create will require.

Spells are primarily categorized into six ranks:


D-Rank: (10 Mana | upkeep cost 5 Mana): Spells of this level are quite basics, they are easy to use and consume the least amount of mana. D-ranks however barely cause any damage to an opponent.

C-Rank: (20 Mana | upkeep cost 10 Mana): These spells are a step above your D-rank spells and are always handy to have in ones arsenal.

B-Rank: (30 Mana | upkeep cost 15 Mana): This is a class of spells that are slowly growing more complicated in execution and require a higher level of concentration compared to C and D level spells, as well as costing more mana.

A-Rank: (40 Mana | upkeep cost 20 Mana): These spells are rather deadly and are good to have in any arsenal. While they consume a healthy amount of mana it is important to use them when necessary

S-Rank: (50 Mana | upkeep cost 25 mana): This level of spells are often incredibly powerful, no matter what type of spell they are used in whether it be offensive, defensive or even healing. They require a large amount of mana to be used, and require the utmost control.

SS-Rank: (60 Mana | upkeep cost 30 Mana): These spells are said to be used only as a last resort as they are on a higher level than S-rank spells and are incredibly violent in their use as they are able to consume a large chunk of one’s mana reserves.



Spells while they are ranked are also placed into different types. Every spells falls into its own typing. This typing extends from offensive type spells all the way to supplementary type spells.  



Offensive Spells: As the name states offensive spells are spells purely used for combat. Offensive spells are designed to inflict damage to your opponents.

Defensive Spells: Like the name states defensive spells are spells that focus on defense. Defensive spells are used to create a barrier, armor or even a shield depending on the wielders magic. A defensive spell is capable of blocking two spells of equal rank or one spell one rank higher than its own.

Supplementary Spells: These spells are important to any arsenal as they are designed to enhance the user or designed as support spells. These can be spells designed to create distractions, or they can be utility based.

Buffing Spells: Spells labeled as 'buffing spells' are spells designed to enhance the targets natural attributes whether it’s increasing their speed, strength, vitality, or reflexes. Only one buffing spell is allowed if a character’s magic isn’t a strictly supportive magic.

Debuffing Spells: These spells are the opposite of 'buffing spells' and are used to lower the targets natural attributes whether it’s their speed, strength, vitality or reflexes. Only two debuffing spells are allowed if the magic of the user isn’t a strictly supportive magic.

Healing Spells: Spells designed for the purpose of healing. While healing spells can be utilized by any magic, unless it is strictly a healing magic, you are only allowed to have 2 healing spells maximum that cap at C-rank in effectiveness. Healing spells only last for three posts maximum.  

Sensory Spells: Are spells used for detecting or locating of invisible or hidden targets human, animal or otherwise. These spells are often associated with magics that involve the eye, but can also be used by releasing a pulse of mana to pick up other mana signatures, kind of like sonar radar.



Offensive Spells

D-Rank: So you've finally decided to embrace your spells. These are very simple spells that do not incorporate much damage since they are your very first and probably things you picked up when you first started. They are the basics of the magic you have learned. One could use these spells to inflict skin level cuts, bruises, or first degree burns in terms of damage depending on the spell type.

C-Rank: Now you're a bit more powerful and using some tougher spells. These are the regular spells of your magic, and although they are still not as powerful as some higher tiered spells they can be very useful. These spells can inflict deep bruises, severe first degree burns, and cuts down to the top level of muscle in terms of damage.

B-Rank: These are the advanced spells of your magic utilizing more powerful forces than before. They are refined versions of your regular spells at times but some are brand new spells. These spells can inflict deep bruises, minor fractures, second degree burns, or cuts that tear down into the lower levels of muscle in terms of damage.

A-Rank: When someone masters their magic well enough they are capable of using spells that seem more powerful than any other can conjure. These spells are said to be the peak of one's magic. These spells can inflict fractures, cuts into bone, or severe second degree burns in terms of damage.

S-Rank: You have reached levels of magic on an almost legendary scale. People know you all around simply by your spell to use these spells. Your flames now engulf entire streets, your lightning shatters buildings. These spells are able to inflict permanent damage in any kind of topic, things like scars and burns. 3rd degree burns, complete bone breakage, and cuts that can sever limbs are the damage that these spells can cause.

SS-Rank: These spells are only told of in whispers and legends, said to be of a magic of which almost nobody can reach. These spells can either harm or help, and in the former case they are beyond deadly. Instant death is the case with all of these spells, and in other scenarios they are powerful enough to completely incapacitate a person for a few days. The spells can cause various effects such as 4th degree burns, cuts that completely eviscerate, and forces that shatter entire bodies.



Defensive Spells
Defensive class spells are designed for the purpose of defense, to protect oneself or a target from an incoming attack, whether it is a barrier, armor or a shield it all depends on the type of magic. A defensive spell is able to block two spells of equal rank, one spell of a higher rank or four spells of a lower rank. Spells three ranks lower than the defensive spell have no effect. Example:  If your foe uses an A rank defensive spell and you attack with a D rank offensive spell your spell won't be able to do much of anything...unless you plan on using 15 more D rank offensive spells.


D: 2 D, 1 C
C: 4 D, 2 C, 1 B
B: 8 D, 4 C, 2 B, 1 A
A: 16 D, 8 C, 4 B, 2 A, 1 S
S: 32 D, 16 C, 8 B, 4 A, 2 S, 1 SS
SS: 64 D, 32 C, 16 B,8 A, 4 S, 2 SS


If your defensive spell has the ability to protect more than just yourself from damage, that means it is now an AoE (Area of Effect) spell. Because of this, the strength of the defensive spell will be ranked down by one. (Example: C-ranked AoE defensive spell can now only defend against 2 D-ranked spells, or 1 C-ranked spell).



Buffing Spells
These spells function much like mode spells in which you have to pay a hefty sustain cost in order to keep them going. However, buffs increase one of your physical attributes in exchange for this hefty mana cost. These attributes, such as strength, speed, or any others, are increased tremendously by buffs.  Also, a buff can only effect the person which is making use of the spell, meaning they cannot be shared unless the magic being used specifies that it can be shared. Additionally, unless you have a magic that specifically uses only buffs and de-buffs you may only have a limited number buffs in your arsenal. Buffing percentages per rank are as follows.


D: 25%
C: 50%
B: 150%
A: 200%
S: 250%
SS: 300%



Debuffing Spells
Sometimes you need to create some kind of diversion or weaken your foe in order to beat them. De-buffs are just what you need at times, spells that weaken an enemy by lowering one of their natural attributes. These include speed, strength, sight, smell, or anything else that might be feasible. De-buffs, like buffs, are limited unless you use a magic that focuses on debuffs and buffs only. You can only create two de-buffs, and de-buffs only lasts one post at a time (unless sustained), but that limited area of time can really turn the tide of battle. The percentages for how much an opponent’s stats are lowered per rank are as follows.


D: 10%
C: 20%
B: 40%
A: 60%
S: 80%
SS: 100%



Healing Spells
Those who are skilled in the art of healing have the spell to utilize healing spells. These mages are able to use their magic to heal their own injuries or the injuries of other. When a healing spell is used if the injury requires two posts, mana must be paid each post. This means that if the healing of a C rank injury takes three posts with a D rank healing spell the cost is 10 mana each turn, resulting in a cost of 30 mana. These healing spells can only last a maximum of 3 posts each, Resurrection spells are the exception to this rule. The below list applies to healing other people and oneself.


D-Rank: D-rank injuries heal within 1 post. Heals C-rank injuries in 3 posts

C-Rank: D-rank injuries heal instantly. Heals C-rank injuries in 1 post. Heals B-rank injuries in 3 posts

B-Rank: C-rank injuries heal instantly. Heals B-rank injuries in 1 post. Heals A-rank injuries in 3 posts

A-Rank: B-rank injuries heal instantly. Heals A-rank injuries in 1 post. Heals S-rank injuries in 3 posts

S-Rank: A-rank injuries heal instantly. Heals S rank injuries in 1 post. Heals SS-rank injuries in 3 posts

SS-Rank: S-rank injuries heal instantly. Heals SS-rank injuries in 1 post. Able to resurrect an ally within 5 posts.

Note: Resurrecting or healing maimed characters can only occur in the thread in which the other player was killed/maimed. If this doesn’t occur, then the resurrection or healing is nulled. Threads in which these actions occur will be heavily scrutinized in order to also avoid metagaming (Randomly showing up in a thread where your friend was just killed with no reason other than to bring them back to life with the use of out of character knowledge).




Sensory Spells
Sensory spells are a type of magic used for detecting or locating of invisible or hidden targets human, animal or otherwise. These spells are often associated with eye magics but can also be used by releasing a pulse of mana to pick up other mana signatures, much like a sonar radar.


D-Rank: Capable of seeing up to 20 meters in perfect detail. Can detect D-rank invisibility spells and see through D-rank obstructions (this also include natural and spell-created objects such as rocks, trees, etc). Grants 90 Degree vision.

C-Rank: Capable of seeing up to 25 meters in perfect detail. Can detect C-rank invisibility spells and see through C-rank obstructions (this also include natural and spell-created objects such as rocks, trees, etc). Grants 180 Degree vision.

B-Rank: Capable of seeing up to 30 meters in perfect detail. Can detect B-rank invisibility spells and see through B-rank obstructions (this also include natural and spell-created objects such as rocks, trees, etc). Grants 220 Degree vision.

A-Rank: Capable of seeing up to 35 meters in perfect detail. Can detect A-rank invisibility spells and see through A-rank obstructions (this also include natural and spell-created objects such as rocks, trees, etc). Grants 270 Degree vision.

S-Rank: Capable of seeing up to 40 meters in perfect detail. Can detect S-rank invisibility spells and see through S-rank obstructions (this also include natural and spell-created objects such as rocks, trees, etc). Grants 360 Degree vision.

SS-Rank: Capable of sensing the entire world around them up to 50 meters in perfect detail. Can detect SS-rank invisibility spells and see through SS-rank obstructions (this also include natural and spell-created objects such as rocks, trees, etc). Grants 360 Degree vision and is able to perceive the world from an eagle view.


Spell Speed
These are the speeds in which spells, such as shooting a ball of flame, will move depending on the rank of the spell.

D-Rank: 10m/s
C-Rank: 15m/s
B-Rank: 20m/s
A-Rank: 25m/s
S-Rank: 30m/s
SS-Rank: 40m/s



Spell Range
These are the maximum ranges in which spells will be able to travel, depending on the rank of the spell.

D-Rank: 15 meters
C-Rank: 20 meters
B-Rank: 25 meters
A-Rank: 35 meters
S-Rank: 45 meters
SS-Rank: 60 meters



Spell Cooldowns
The amount of time you must wait between using your spell again. The countdown starts on the same post as the spell was used. For example, this means a D-rank spell could be used again in your next post if used in your current post.


D-Rank: 1 post
C-Rank: 2 posts
B-Rank: 3 posts
A-Rank: 5 posts
S-Rank: 6 posts
SS-Rank: 10 posts



Area of Effect
Area of Effect refers to spells that cover a larger area than normal. This can include offensive spells, defensive spells, healing spells, or even debilitating effects. Because of the scale these spells cover, AoE spells will receive a rank down in effects (including damage) if they are larger than 9m in diameter or radius.



Sustained Offensive and Debuff Spells
Offensive and debuff spells that are sustained will receive a rank down in effect and damage. Meaning, if you're sustaining an A-rank spell, its damage or effectiveness will go down by one rank. For example, if an A-rank debuff is sustained, the debuff will only be able to reduce the opponents stat by 40% compared to the original 60%. Another example would be that if an S-rank offensive is sustained, it will only cause A-rank damage.  Everything about a spell; such as its speed, range, and etc. remains the same outside of its damage or effectiveness when sustained.


Flying Spells
Flying type spells is any spell that keeps your feet off the ground longer than one post. These spells require a constant flow of mana, with the rank of mana required at takeoff but only 10 mana per post afterwards. The higher ranked the spell the faster you are able to fly. Example of this would be that an SS-rank flight spell would cost 60 mana to make use of and take off into the air, but only require 10 mana per post afterwards to maintain.


A-Rank: 10m/s
S-Rank: 15m/s
SS-Rank: 25m/s

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