Post by RETRO on Nov 7, 2016 7:39:09 GMT
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[attr="class","likedotitle2"]THE MAGIC GUIDE
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Magic is very prevalent in the world of Fairytail. There are many powerful and wondrous types of magic; but being that this is an RP site, we have to strive to keep things fair and balanced-- within reason. Here are some simple rules to bear in mind when choosing, or creating, or your magic.
There are two types of magic in the world of Fairytail:
1.) The first is "Caster Magic", this type of magic is stored in a person's body, and channeled and expelled through said person without the usage of a medium. Think Natsu or Gray, who can use magic without a weapon.
2.) On the contrary, "Holder Magic" is magic which requires the usage of a magical item, or a "medium". This item serves as the basis for a character's magic ability. Without it they must rely on a secondary source of magic (attainable at a higher rank) or physical skills to engage in combat. Characters with holder magic in Fairytail include Mystogan (staves), Alzack (guns), and Droy (seeds.)
Before getting into the technical qualities of magic, I will address the site's base elements. These are certainly not the only elements or types of magic you can create, these are simply base elements that are common.
Keep in mind that not all magics are elemental. Some are non elemental-- namely telekinesis, summoning, and the like.
FIRE
Fire is dazzling, yet unpredictable. In a sense, it is the only element which is "alive". Knowing this, fire wizards must exercise caution when casting powerful spells so they do hurt those closest to them or damage their surroundings without intention. Powerful users of this elemental magic can raze cities to the ground without breaking a sweat, leaving nothing but charred remains. Any type of magic which inflicts a burn or emanates heat could be considered a "fire" magic, including magma, plasma, and sun-based magics.
EARTH
The element of nature, earth-based magic encompasses skills relevant to... well, the earth. (What did you expect?) These magics rely on strength and sturdiness, as well as patience and respect for living beings and the laws of nature. Being a broad archetype of magic, earth encompasses ground, metal and mineral-type magics, as well as plant, wood and disease type magics. Magma, molten earth, could be considered a branch of this magic, although it is more closely associated with the fire archetype due to its burning capabilities.
AIR
Air magic represents freedom and open-mindedness. Its versatility makes it a useful type of magic for all situations. Raging gales and tempestuous whirlwinds can shred and blow away enemies. Meanwhile, walls of wind block projectiles, and gusts increase and potentially maximize the movement speed of the caster. In its versatility, the air archetype can become incredibly useful- if one is smart with it. Subtypes of air magic include wind, sky, and mist magic.
WATER
Water is the element of balance; it revolves around the principles of push and pull, yin and yang. As stated by a famous martial artist, water can crash and rage, but it can also flow. Its fluidity (pun intended) in combat and its unique versatility can give its users the strategic edge in battles. Subtypes of water magic include ice, mist (also affiliated with Air) and any liquid-based magic.
LIGHTNING
A shocking element, lightning represents speed, efficiency and precision. Its users are able to call down wicked thunderbolts from the sky, and channel electric energy through their body to be used in various creative ways- offensively, defensively, and even as a utility. Though lightning is technically a type of plasma, due to its unique usage and large sum of differences from fire it is its own element. Lightning has synonyms and alternate aliases (i.e. static or discharge magic), but not many subtypes, unless you can be creative. One of the few subtypes is electromagnetism.
LIGHT
Light magic is typically viewed as a holy magic. It has healing tendencies, and can be used to blind and burn opponents. Some light mages have even turned their light energy into a tangible form and used it as a solid projectile. It's really up to the caster. An important thing to note is that not all users of light magic are innately good by heart. Some evil wizards use light magic, as well. Subtypes of light include holy magic and sun-based magic.
DARKNESS
Darkness is an element that mostly encompasses and amplifies the chaos and destruction that lies within the world. It is an element deeply connected and rooted to shadows and other unholy magic and/or beings. More often than not, this magic relies upon a person's inner emotions, although it is important to note that the magic does not necessarily make the person evil. Sub-types of darkness magic include chaos, shadow and unholy magics.
Unlike most RP sites, we do not possess a damage, stat, buff or even a health system. We are all about the stories that you create with other members. However! Here on this site we require that you are very specific with your magic. Especially with your spells, because that will determine your capabilities as a mage. So how about a quick run through of the spell template?
SPELL NAME: What is the name of your spell? (This does not require anything special, but you must think about how the spell will be called out. Depending on your magic, you may or may not say the spell name out loud.)
SPELL RANK: What rank is this spell? (You have a certain amount of spells per rank, I.E D,C,B,A,S,X).
ELEMENT: What element does this spell align with? If there is no element, write "N/A" or leave blank. (Not all spells have an element, but if it does, place that here).
DESCRIPTION: What does the spell look like? (One of the most important parts of the spell template, this is where you will describe the look, feel, smell, pitch, and even how the spell is performed! Do not get into any technical parts of the spell here, as that will be covered in the next section).
EFFECTS: What does the spell do? List secondary and primary effects, as well as the amount of damage, range, and the area of effect. ( The second most important part. This is where you will go over all the technical details of your spell. How fast it moves, how big it is, what kind of damage will it do? Does it shred clothing, leave burns, teleport an opponent through a black hole. Also be sure to put the area of effect here, that is very important).
DURATION: How long does this spell last? (Think about how powerful the spell is and what kind of effect it has. If it is a one shot spell, then put 1 post).
S RANK - 5 posts typically
A RANK - About 4 - 5 posts
B RANK - Around 3 - 4 posts
C RANK - Maybe 2 - 3 posts
D RANK - Like 2 posts
COOLDOWN: For how many posts do you have to wait before you can activate this spell again? (Cooldowns are typically one post longer than duration).
That is that! Very simple. Keep in mind, that a mage can only perform what is in their spells! Other information regarding passive abilities and such can be found in the magic template.
In the world of Fairytail, mages are split up in power that is determined by 'rank'. A structured system formed around 5 tiers. D, C, B, A, S and X; weak to strong.
At each rank you are capable of specific feats as as mage, only being able to perform a certain amount of spells, and physical prowess. I will go over those now.
D RANK: A novice of spell casting. Most of your spells can't do much damage to your opponents, and you don't have much magic power for long fights. Wizards of this rank usually take requests involving simple tasks.
Starting Spells: 5 D
Maximum Amount of Spells: 7 D
C RANK: Still considered a novice, but a little more skilled, your spells are reaching the point where they can make someone remember you the next day. You're able to last a little bit longer in a fight, magic power wise, and are able to take requests involving actual combat. These can range from helping the police catch petty criminals, or even doing some investigation.
Starting Spells: 5 D, 4 C
Maximum Amount of Spells: 10 D, 6 C
B RANK: Considered adept in your magic, you're finally coming into your own. Most of the wizards you see around Earth-land are at this skill set, able to break bones and hold out in a fight. You're now able to take requests that are a little more dangerous. Maybe even go treasure hunting!
Gain Secondary Magic
Starting Spells: 5 D, 4 C, 3 B
Maximum Amount of Spells: 7 D, 6 C, 5 B
A RANK: One step below a master of your trade, these mages often hold the title of 'strongest' in their guild. They can hold out for a decent time in a fight, nearly remove limbs, and possibly even kill someone. You're able to take requests that may involve taking down criminal organizations, or stopping assassinations.
Starting Spells: 5 D, 4 C, 3 B, 2 A
Maximum Amount of Spells: 10 D, 6 C, 5 B, 4 A
S RANK: True masters of their trade. They are famous (or infamous if evil) throughout Earth-land. These people are often wizard saints or wizard lords, guild masters, or just wandering bad asses if not in a guild. They are able to take part in legendary quests, and are a beacon of hope for those who align with them.
Starting Spells: 5 D, 4 C, 3 B, 3 A, 2 S
Maximum Amount of Spells: 10 D, 6 C, 5 B, 4 A, 3 S
The majority of what constitutes a spell is frankly up to the member. If you've read the rest of the rules you'll find things run on the site fairly fluidly, especially in terms of given ranks and how they operate. The final base to cover in respects to ranks and magic, is therefore, the exact details that separate the ranks.
Without further adieu, a spell rank's power.
THESE ARE JUST MADE EXAMPLES OF SPELLS TO COMPARE TO WHAT YOU ARE CREATING YOURSELF.
P.S. mundane uses of your magic that don't have much combative context, and in your eyes is too small of a usage of magic to necessitate a spell, such as washing your clothes with water-related magic or drying them with wind-related magic, more or less classify as an "E-Rank" spell that if anything just add plot, fluff, or flavor to your post(s).
D-RANK:
The basics of basics, D-rank spells don't amount to much. They're more useful and potent-- particularly midst combat-- than the mundane "E-Ranks", but on a grander scale they're feeble. Take into account a basic projectile-based spell for a fire mage. Something along the lines of a will-o'-the-wisp spell. It has some utility in which it lights the surroundings clearly up to 5 metres, progressively becoming dimmer all the way up to 10 metres, where it's pitch black (as having a bright light near you darkens the surroundings out of range even further than beforehand). It lasts for however long you need it, and there is a one post cooldown no matter the duration it was used. In this case, the low and fixed cooldown is a major advantage, but this spell has very little power to it, and is only a utility-type spell. It has limitations and even consequences to using it, while providing aid nonetheless. In fact, this is example is on the weaker end of D-Rank spells, but still appropriately constitutes what kind of power it holds. Offensively? A D-Rank fire mage might spit fire at their opponent, and while the effective range is around 5 metres like will-o'-the-wisp, it still holds enough power to burn through clothes. That doesn't sound like much, but a D-Rank spell is one geared towards ICly what constitutes a beginner mage just learning the ropes; the strength of burning through clothes is pretty good as is. Play it smart and viciously, and you could give your opponent an infection through their burnt, exposed skin-- GG. As this is an offensive spell, it would be placed in the higher spectrum of a D-rank scale, but equally accurately representative.
C-RANK:
C-Rank represents the transition from newcomer to experienced. These spells you display have yet to properly present full potential (hopefully), but definitely portray a quality understanding of your magic's fundamentals: a solid foundation. To that extent, the aforementioned D-rank spells such as the fire-projectiles would be more powerful at C-Rank. It could go either way in terms of strength--whether the range of the spitfire spell goes from 5 metres to 15 metres while retaining the same strength, or boosts up to 10 metres with the burning potential to go through a wooden door instantly. Of course, you could even change things up, make the spitfire spell a burning-fist type spell, changing the range to "0 metres", for lack of a better measure. With that, the temperature of your flames can far exceed the aforementioned-- it all depends on your creativity. Utility-wise, along the lines of will-o'-the-wisp, the D-Rank version may only last two to three spells, whereas the C-Rank version lasts six posts or so, but retains the same level of lighting strength. On top of that, it still has no offensive potential, making easier for staff to accept higher utility-based advantages than the normal C-Rank. The higher spells go on rusty hearts, the more we look at checks and balances as opposed to the outright strength or capabilities of your magic.
B-RANK:
Following the exact same example as before, B-Rank spells are just stronger C-Rank spells allowing for higher levels of strength. How much stronger? As an example, let's bring up something average on checks and balances. A water illusion spell encapsulates anyone 25 metres from the epicentre of the spell, that epicentre being wherever the mage casted their spell. The duration is about two posts, and the mage can move around wherever throughout the duration, inside and outside the range of the spell. Whoever is in it will be subject to light-diffraction, switching their lefts from their right. The water spell aesthetically is a semi-transparent dome layer of flowing water, dripping down from the top-centre of the dome to the bottom, around 10 metres high. The spell is straight forward, doesn't have much-- rather, any-- clear-cut disadvantages and just plainly stated capabilities; at most, you'll find limitations, but no balancing drawbacks. Fairly powerful, but nothing entirely inhibiting for an illusion-based spell. If anything, it just throws off the victims, and if they're not careful of how they're operating their characters, it'll be an easy win. But, what if there were more checks and balances to change things up a bit?
Let's take the same spell. A water illusion spell that encapsulates anyone not ten, but fifty metres from the epicentre of the spell, the epicentre being where the mage first casted the spell. The difference here is that the spell being casted has a major delay. For one post prior, the mage must be verbally casting the magic via a chant. Not only that, but the illusion's epicentre is established wherever the mage first started chanting, and not where the mage finished chanting, so chances are the spell actually activates from a distance from the caster. On top of that, the height of the dome is 20 metres, and the caster can't exit the area of the illusionary dome, or the spell is immediately deactivated, making it a cage for themselves. Naturally, the mage is not affected by their own illusion spell. The difference here is that very clarification; in the prior rendition, there's no specification, so the mage in the first spell could actually be affected by their own illusions. Here, that wouldn't be the case. On top of that, the duration of the spell is hypothetically indefinite, but for every post it's active, starting from one-post and onward, the cooldown of the spell increases by 1.2 posts. If the duration is 2 posts, then the exact cooldown is 2.4 posts. For this spell you round down from 0-4, and round up from 5-9. It gives potential to avoid an extra post cooldown, but also be given an unnecessary extra post cooldown. So, if the spell's duration lasted 4 posts, the exact cooldown is 4.8, but after rounding, 5 posts. The higher we go, the more versatile spells can get.
A-RANK:
This is where we start getting to the point of threatening an entire collaboration of people. Not quite at the pinnacle of the common man, you're one step short, and by extension, your spells far exceed what's reasonable. This time around, let's take an offensive spell as the example. Around A-Rank, spells can start getting into the realm of terrain/scenery change and control. Within the area of 100 metres, an earth-elemental mage could take control of the ground beneath and produce a mini-earthquake for two spells with himself as the centre. The strength of the quake can root out redwood trees and collapse buildings within one post. The limitation could be the quake is indiscriminate and will affect allies on ground as well, on top of being entirely ineffective against aerial combatants.
On the other hand, a space-bending mage's A-rank spell could be utility-based, and warp space-fabric from point A to point B, 15 metres away, in linear fashion. The mage enters that zone of warped space and travels the distance of point A to point B at, say, 90 metres per second. Extremely fast for a close-range combatant, and still a decent speed at long-range. A good gap-closer, surely, but there are limitations. One, that travel is only 15 metres, so while it seems like the distance is crossed in an instant since it would only take 1/6th of a second, it still doesn't offer much against an extremely-long ranged fighter. On top of that, the travel is only linear, and the travel points are predetermined as point A and point B. Once the spell is cast, you can't change direction, or where you have to start and where you arrive; the mage can still stop in the middle of those 15 metres, but this warped space doesn't affect their senses. They might not even be able to visualise everything properly while going so fast, and their own body may suffer from the sudden acceleration if not yet accustomed. An advantage could be that the the spell is casted from a distance. That is to say, the mage sets point A around 15 metres away from him, and sets point B where he currently is. He could at normal speed travel to point A from his present position. The opponent, predicting the space-mage's speed and line of travel, fires ahead of the space mage to hit him once their own projectile-spell crosses the distance between the two of them. Suddenly, the space mage makes an instant U-turn and in the blink of an eye, travels back to his original spot. On top of that, the spell has no casting delay, making it an easy lifesaver in sticky situations. To prevent abuse, the cooldown would be set to around 6 posts.
S-RANK:
The definition of excessive power lies in S-Rank spells; you're easily a threat to a city--if you take things slow, are meticulous and determined, you're easily a threat to an entire nation. In under a night, you could bring a capital to its feet with a single S-Rank spell--provided you aren't met with equal resistance, and considering S-Rank mages are rare, you won't. Or maybe you will--this is an anime-based universe, after all. Word might someone pass to some fallen god all the way on the other side of the country, who flies on over to oppose you for very little reason because their personality is lofty and detached, uncaring for whatever nation you're invading--but I digress; S-Rank spells are something even direct members of the Mage Council are hard-pressed to tackle on directly. Let's use a new example--something from a summoning-based magic.
Some necromancer has gotten her hands on an S-Rank spell and declared war on Fiore. She attacks Crocus, and as this spell is actually an A-Rank spell but rises to S-Rank under the moonlight, she commences her operation 2200 or something. Her S-Rank spell summons an army of five-thousand zombies and skeletons. They're nothing special, easily taken out by the dozens by a simple D-Rank spell--but the number five-thousand is daunting as ever. On top of that, if anyone is actually slain under the skeletons or zombies' might, they too join the ranks of the undead. No-one with some heavy holy/light-alignment will convert even if they're slain. The thing is, if powerful people die under the zombie/skeletons attacks, they retain their power. So, this spell starts out relatively weak especially for a one-on-one, as someone at probably A-Rank could take on the weak five-thousand with enough stamina. But on a large-scale invasion, especially under confusion, even S-Rank mages can fall victim and only serve to strengthen the undead army. The spell's duration is 15 posts, and all undead after that 15 posts are reverted to being just dead. All higher-ranked victims will not be revived for another casting of the spell, which wouldn't matter as this spell can only be casted once a thread. On top of that, the necromancer cannot cast anymore S-rank spells in that thread while this S-Rank spell is active. Furthermore, Holy/Light-based spells act with enhanced strength against this army, from an E-Rank to D-Rank in strength, so on and so forth. This applies to Fire-based spells as well. Ultimately, this spell is near invincible as it has infinite potential, but only if it gets to that point and is allowed to flourish. Otherwise, it's strength is underwhelming compared to other S-Rank spells with more straight-forward uses.
At B Rank (C rank for Nephalem), a player mage is granted the ability to make a secondary magic. Secondary magic, works much like primary, in the case that it is made up of spells; in amount you only get one spell slot per character rank.
This secondary magic must not contradict your first, (I.E Holy Magic, and Then Darkness Magic ( Unless you are a Nephalem XP )) and secondary magic spells can be either only secondary magic or a a mix or support for your primary spells.
Your secondary magic concept can be added to your profile as soon as you hit B rank, and you may construct your D,C and B rank spells immediately.
With Secondary Magic, you only get one starting spell of each rank and can purchase another spell of each rank through the store.
[attr="class","likedosub"]magic introduction
Magic is very prevalent in the world of Fairytail. There are many powerful and wondrous types of magic; but being that this is an RP site, we have to strive to keep things fair and balanced-- within reason. Here are some simple rules to bear in mind when choosing, or creating, or your magic.
There are two types of magic in the world of Fairytail:
1.) The first is "Caster Magic", this type of magic is stored in a person's body, and channeled and expelled through said person without the usage of a medium. Think Natsu or Gray, who can use magic without a weapon.
2.) On the contrary, "Holder Magic" is magic which requires the usage of a magical item, or a "medium". This item serves as the basis for a character's magic ability. Without it they must rely on a secondary source of magic (attainable at a higher rank) or physical skills to engage in combat. Characters with holder magic in Fairytail include Mystogan (staves), Alzack (guns), and Droy (seeds.)
Before getting into the technical qualities of magic, I will address the site's base elements. These are certainly not the only elements or types of magic you can create, these are simply base elements that are common.
Keep in mind that not all magics are elemental. Some are non elemental-- namely telekinesis, summoning, and the like.
As long as the magic is plausible and not overpowered, it should be allowed.
FIRE
Fire is dazzling, yet unpredictable. In a sense, it is the only element which is "alive". Knowing this, fire wizards must exercise caution when casting powerful spells so they do hurt those closest to them or damage their surroundings without intention. Powerful users of this elemental magic can raze cities to the ground without breaking a sweat, leaving nothing but charred remains. Any type of magic which inflicts a burn or emanates heat could be considered a "fire" magic, including magma, plasma, and sun-based magics.
EARTH
The element of nature, earth-based magic encompasses skills relevant to... well, the earth. (What did you expect?) These magics rely on strength and sturdiness, as well as patience and respect for living beings and the laws of nature. Being a broad archetype of magic, earth encompasses ground, metal and mineral-type magics, as well as plant, wood and disease type magics. Magma, molten earth, could be considered a branch of this magic, although it is more closely associated with the fire archetype due to its burning capabilities.
AIR
Air magic represents freedom and open-mindedness. Its versatility makes it a useful type of magic for all situations. Raging gales and tempestuous whirlwinds can shred and blow away enemies. Meanwhile, walls of wind block projectiles, and gusts increase and potentially maximize the movement speed of the caster. In its versatility, the air archetype can become incredibly useful- if one is smart with it. Subtypes of air magic include wind, sky, and mist magic.
WATER
Water is the element of balance; it revolves around the principles of push and pull, yin and yang. As stated by a famous martial artist, water can crash and rage, but it can also flow. Its fluidity (pun intended) in combat and its unique versatility can give its users the strategic edge in battles. Subtypes of water magic include ice, mist (also affiliated with Air) and any liquid-based magic.
LIGHTNING
A shocking element, lightning represents speed, efficiency and precision. Its users are able to call down wicked thunderbolts from the sky, and channel electric energy through their body to be used in various creative ways- offensively, defensively, and even as a utility. Though lightning is technically a type of plasma, due to its unique usage and large sum of differences from fire it is its own element. Lightning has synonyms and alternate aliases (i.e. static or discharge magic), but not many subtypes, unless you can be creative. One of the few subtypes is electromagnetism.
LIGHT
Light magic is typically viewed as a holy magic. It has healing tendencies, and can be used to blind and burn opponents. Some light mages have even turned their light energy into a tangible form and used it as a solid projectile. It's really up to the caster. An important thing to note is that not all users of light magic are innately good by heart. Some evil wizards use light magic, as well. Subtypes of light include holy magic and sun-based magic.
DARKNESS
Darkness is an element that mostly encompasses and amplifies the chaos and destruction that lies within the world. It is an element deeply connected and rooted to shadows and other unholy magic and/or beings. More often than not, this magic relies upon a person's inner emotions, although it is important to note that the magic does not necessarily make the person evil. Sub-types of darkness magic include chaos, shadow and unholy magics.
[attr="class","likedosub"]spell information
Unlike most RP sites, we do not possess a damage, stat, buff or even a health system. We are all about the stories that you create with other members. However! Here on this site we require that you are very specific with your magic. Especially with your spells, because that will determine your capabilities as a mage. So how about a quick run through of the spell template?
SPELL NAME: What is the name of your spell? (This does not require anything special, but you must think about how the spell will be called out. Depending on your magic, you may or may not say the spell name out loud.)
SPELL RANK: What rank is this spell? (You have a certain amount of spells per rank, I.E D,C,B,A,S,X).
ELEMENT: What element does this spell align with? If there is no element, write "N/A" or leave blank. (Not all spells have an element, but if it does, place that here).
DESCRIPTION: What does the spell look like? (One of the most important parts of the spell template, this is where you will describe the look, feel, smell, pitch, and even how the spell is performed! Do not get into any technical parts of the spell here, as that will be covered in the next section).
EFFECTS: What does the spell do? List secondary and primary effects, as well as the amount of damage, range, and the area of effect. ( The second most important part. This is where you will go over all the technical details of your spell. How fast it moves, how big it is, what kind of damage will it do? Does it shred clothing, leave burns, teleport an opponent through a black hole. Also be sure to put the area of effect here, that is very important).
DURATION: How long does this spell last? (Think about how powerful the spell is and what kind of effect it has. If it is a one shot spell, then put 1 post).
S RANK - 5 posts typically
A RANK - About 4 - 5 posts
B RANK - Around 3 - 4 posts
C RANK - Maybe 2 - 3 posts
D RANK - Like 2 posts
COOLDOWN: For how many posts do you have to wait before you can activate this spell again? (Cooldowns are typically one post longer than duration).
That is that! Very simple. Keep in mind, that a mage can only perform what is in their spells! Other information regarding passive abilities and such can be found in the magic template.
In the world of Fairytail, mages are split up in power that is determined by 'rank'. A structured system formed around 5 tiers. D, C, B, A, S and X; weak to strong.
At each rank you are capable of specific feats as as mage, only being able to perform a certain amount of spells, and physical prowess. I will go over those now.
D RANK: A novice of spell casting. Most of your spells can't do much damage to your opponents, and you don't have much magic power for long fights. Wizards of this rank usually take requests involving simple tasks.
Starting Spells: 5 D
Maximum Amount of Spells: 7 D
C RANK: Still considered a novice, but a little more skilled, your spells are reaching the point where they can make someone remember you the next day. You're able to last a little bit longer in a fight, magic power wise, and are able to take requests involving actual combat. These can range from helping the police catch petty criminals, or even doing some investigation.
Starting Spells: 5 D, 4 C
Maximum Amount of Spells: 10 D, 6 C
B RANK: Considered adept in your magic, you're finally coming into your own. Most of the wizards you see around Earth-land are at this skill set, able to break bones and hold out in a fight. You're now able to take requests that are a little more dangerous. Maybe even go treasure hunting!
Gain Secondary Magic
Starting Spells: 5 D, 4 C, 3 B
Maximum Amount of Spells: 7 D, 6 C, 5 B
A RANK: One step below a master of your trade, these mages often hold the title of 'strongest' in their guild. They can hold out for a decent time in a fight, nearly remove limbs, and possibly even kill someone. You're able to take requests that may involve taking down criminal organizations, or stopping assassinations.
Starting Spells: 5 D, 4 C, 3 B, 2 A
Maximum Amount of Spells: 10 D, 6 C, 5 B, 4 A
S RANK: True masters of their trade. They are famous (or infamous if evil) throughout Earth-land. These people are often wizard saints or wizard lords, guild masters, or just wandering bad asses if not in a guild. They are able to take part in legendary quests, and are a beacon of hope for those who align with them.
Starting Spells: 5 D, 4 C, 3 B, 3 A, 2 S
Maximum Amount of Spells: 10 D, 6 C, 5 B, 4 A, 3 S
[attr="class","likedosub"]ranks vs spells
The majority of what constitutes a spell is frankly up to the member. If you've read the rest of the rules you'll find things run on the site fairly fluidly, especially in terms of given ranks and how they operate. The final base to cover in respects to ranks and magic, is therefore, the exact details that separate the ranks.
Without further adieu, a spell rank's power.
THESE ARE JUST MADE EXAMPLES OF SPELLS TO COMPARE TO WHAT YOU ARE CREATING YOURSELF.
P.S. mundane uses of your magic that don't have much combative context, and in your eyes is too small of a usage of magic to necessitate a spell, such as washing your clothes with water-related magic or drying them with wind-related magic, more or less classify as an "E-Rank" spell that if anything just add plot, fluff, or flavor to your post(s).
D-RANK:
The basics of basics, D-rank spells don't amount to much. They're more useful and potent-- particularly midst combat-- than the mundane "E-Ranks", but on a grander scale they're feeble. Take into account a basic projectile-based spell for a fire mage. Something along the lines of a will-o'-the-wisp spell. It has some utility in which it lights the surroundings clearly up to 5 metres, progressively becoming dimmer all the way up to 10 metres, where it's pitch black (as having a bright light near you darkens the surroundings out of range even further than beforehand). It lasts for however long you need it, and there is a one post cooldown no matter the duration it was used. In this case, the low and fixed cooldown is a major advantage, but this spell has very little power to it, and is only a utility-type spell. It has limitations and even consequences to using it, while providing aid nonetheless. In fact, this is example is on the weaker end of D-Rank spells, but still appropriately constitutes what kind of power it holds. Offensively? A D-Rank fire mage might spit fire at their opponent, and while the effective range is around 5 metres like will-o'-the-wisp, it still holds enough power to burn through clothes. That doesn't sound like much, but a D-Rank spell is one geared towards ICly what constitutes a beginner mage just learning the ropes; the strength of burning through clothes is pretty good as is. Play it smart and viciously, and you could give your opponent an infection through their burnt, exposed skin-- GG. As this is an offensive spell, it would be placed in the higher spectrum of a D-rank scale, but equally accurately representative.
C-RANK:
C-Rank represents the transition from newcomer to experienced. These spells you display have yet to properly present full potential (hopefully), but definitely portray a quality understanding of your magic's fundamentals: a solid foundation. To that extent, the aforementioned D-rank spells such as the fire-projectiles would be more powerful at C-Rank. It could go either way in terms of strength--whether the range of the spitfire spell goes from 5 metres to 15 metres while retaining the same strength, or boosts up to 10 metres with the burning potential to go through a wooden door instantly. Of course, you could even change things up, make the spitfire spell a burning-fist type spell, changing the range to "0 metres", for lack of a better measure. With that, the temperature of your flames can far exceed the aforementioned-- it all depends on your creativity. Utility-wise, along the lines of will-o'-the-wisp, the D-Rank version may only last two to three spells, whereas the C-Rank version lasts six posts or so, but retains the same level of lighting strength. On top of that, it still has no offensive potential, making easier for staff to accept higher utility-based advantages than the normal C-Rank. The higher spells go on rusty hearts, the more we look at checks and balances as opposed to the outright strength or capabilities of your magic.
B-RANK:
Following the exact same example as before, B-Rank spells are just stronger C-Rank spells allowing for higher levels of strength. How much stronger? As an example, let's bring up something average on checks and balances. A water illusion spell encapsulates anyone 25 metres from the epicentre of the spell, that epicentre being wherever the mage casted their spell. The duration is about two posts, and the mage can move around wherever throughout the duration, inside and outside the range of the spell. Whoever is in it will be subject to light-diffraction, switching their lefts from their right. The water spell aesthetically is a semi-transparent dome layer of flowing water, dripping down from the top-centre of the dome to the bottom, around 10 metres high. The spell is straight forward, doesn't have much-- rather, any-- clear-cut disadvantages and just plainly stated capabilities; at most, you'll find limitations, but no balancing drawbacks. Fairly powerful, but nothing entirely inhibiting for an illusion-based spell. If anything, it just throws off the victims, and if they're not careful of how they're operating their characters, it'll be an easy win. But, what if there were more checks and balances to change things up a bit?
Let's take the same spell. A water illusion spell that encapsulates anyone not ten, but fifty metres from the epicentre of the spell, the epicentre being where the mage first casted the spell. The difference here is that the spell being casted has a major delay. For one post prior, the mage must be verbally casting the magic via a chant. Not only that, but the illusion's epicentre is established wherever the mage first started chanting, and not where the mage finished chanting, so chances are the spell actually activates from a distance from the caster. On top of that, the height of the dome is 20 metres, and the caster can't exit the area of the illusionary dome, or the spell is immediately deactivated, making it a cage for themselves. Naturally, the mage is not affected by their own illusion spell. The difference here is that very clarification; in the prior rendition, there's no specification, so the mage in the first spell could actually be affected by their own illusions. Here, that wouldn't be the case. On top of that, the duration of the spell is hypothetically indefinite, but for every post it's active, starting from one-post and onward, the cooldown of the spell increases by 1.2 posts. If the duration is 2 posts, then the exact cooldown is 2.4 posts. For this spell you round down from 0-4, and round up from 5-9. It gives potential to avoid an extra post cooldown, but also be given an unnecessary extra post cooldown. So, if the spell's duration lasted 4 posts, the exact cooldown is 4.8, but after rounding, 5 posts. The higher we go, the more versatile spells can get.
A-RANK:
This is where we start getting to the point of threatening an entire collaboration of people. Not quite at the pinnacle of the common man, you're one step short, and by extension, your spells far exceed what's reasonable. This time around, let's take an offensive spell as the example. Around A-Rank, spells can start getting into the realm of terrain/scenery change and control. Within the area of 100 metres, an earth-elemental mage could take control of the ground beneath and produce a mini-earthquake for two spells with himself as the centre. The strength of the quake can root out redwood trees and collapse buildings within one post. The limitation could be the quake is indiscriminate and will affect allies on ground as well, on top of being entirely ineffective against aerial combatants.
On the other hand, a space-bending mage's A-rank spell could be utility-based, and warp space-fabric from point A to point B, 15 metres away, in linear fashion. The mage enters that zone of warped space and travels the distance of point A to point B at, say, 90 metres per second. Extremely fast for a close-range combatant, and still a decent speed at long-range. A good gap-closer, surely, but there are limitations. One, that travel is only 15 metres, so while it seems like the distance is crossed in an instant since it would only take 1/6th of a second, it still doesn't offer much against an extremely-long ranged fighter. On top of that, the travel is only linear, and the travel points are predetermined as point A and point B. Once the spell is cast, you can't change direction, or where you have to start and where you arrive; the mage can still stop in the middle of those 15 metres, but this warped space doesn't affect their senses. They might not even be able to visualise everything properly while going so fast, and their own body may suffer from the sudden acceleration if not yet accustomed. An advantage could be that the the spell is casted from a distance. That is to say, the mage sets point A around 15 metres away from him, and sets point B where he currently is. He could at normal speed travel to point A from his present position. The opponent, predicting the space-mage's speed and line of travel, fires ahead of the space mage to hit him once their own projectile-spell crosses the distance between the two of them. Suddenly, the space mage makes an instant U-turn and in the blink of an eye, travels back to his original spot. On top of that, the spell has no casting delay, making it an easy lifesaver in sticky situations. To prevent abuse, the cooldown would be set to around 6 posts.
S-RANK:
The definition of excessive power lies in S-Rank spells; you're easily a threat to a city--if you take things slow, are meticulous and determined, you're easily a threat to an entire nation. In under a night, you could bring a capital to its feet with a single S-Rank spell--provided you aren't met with equal resistance, and considering S-Rank mages are rare, you won't. Or maybe you will--this is an anime-based universe, after all. Word might someone pass to some fallen god all the way on the other side of the country, who flies on over to oppose you for very little reason because their personality is lofty and detached, uncaring for whatever nation you're invading--but I digress; S-Rank spells are something even direct members of the Mage Council are hard-pressed to tackle on directly. Let's use a new example--something from a summoning-based magic.
Some necromancer has gotten her hands on an S-Rank spell and declared war on Fiore. She attacks Crocus, and as this spell is actually an A-Rank spell but rises to S-Rank under the moonlight, she commences her operation 2200 or something. Her S-Rank spell summons an army of five-thousand zombies and skeletons. They're nothing special, easily taken out by the dozens by a simple D-Rank spell--but the number five-thousand is daunting as ever. On top of that, if anyone is actually slain under the skeletons or zombies' might, they too join the ranks of the undead. No-one with some heavy holy/light-alignment will convert even if they're slain. The thing is, if powerful people die under the zombie/skeletons attacks, they retain their power. So, this spell starts out relatively weak especially for a one-on-one, as someone at probably A-Rank could take on the weak five-thousand with enough stamina. But on a large-scale invasion, especially under confusion, even S-Rank mages can fall victim and only serve to strengthen the undead army. The spell's duration is 15 posts, and all undead after that 15 posts are reverted to being just dead. All higher-ranked victims will not be revived for another casting of the spell, which wouldn't matter as this spell can only be casted once a thread. On top of that, the necromancer cannot cast anymore S-rank spells in that thread while this S-Rank spell is active. Furthermore, Holy/Light-based spells act with enhanced strength against this army, from an E-Rank to D-Rank in strength, so on and so forth. This applies to Fire-based spells as well. Ultimately, this spell is near invincible as it has infinite potential, but only if it gets to that point and is allowed to flourish. Otherwise, it's strength is underwhelming compared to other S-Rank spells with more straight-forward uses.
[attr="class","likedosub"]secondary magic
At B Rank (C rank for Nephalem), a player mage is granted the ability to make a secondary magic. Secondary magic, works much like primary, in the case that it is made up of spells; in amount you only get one spell slot per character rank.
This secondary magic must not contradict your first, (I.E Holy Magic, and Then Darkness Magic ( Unless you are a Nephalem XP )) and secondary magic spells can be either only secondary magic or a a mix or support for your primary spells.
Your secondary magic concept can be added to your profile as soon as you hit B rank, and you may construct your D,C and B rank spells immediately.
With Secondary Magic, you only get one starting spell of each rank and can purchase another spell of each rank through the store.
PHARAOH LEAP.
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