xxxxxxxxxxxxxxxxxxxxxxxxxxxxx x xMagic
Elemental powers~
Revamped magic info coming soon. At this point in time there are seven magic types; Fire, ice, earth, thunder, water, time and heal. Time and heal are highly restricted.
Suggestion/Draft by shyanimegrl
My second suggestion draft for the Coeurl magic system:
The following is the layout of magic stats leveling:
----- Key -----
Stage (Level #)
Chance for successful control of cast and physical counter (meaning: block, dodge): majority of Coeurls / gifted Coeurls / few of gifted Coeurls
Max physical damage:
Max magic damage of spells learned at this stage:
All spells learned at this stage have a mana cost of:
Mana:
Health points:
Mana rejuvenation spell capability:
Cast time:
----- End of Key -----
Cub (Level 1)
Chance for successful control of cast and physical counter (meaning: block, dodge): 0% / 10% / 30%
Max physical damage: 50
Max magic damage of spells learned at this stage: 100
All spells learned at this stage have a mana cost of: 5
Mana: 100
Health points: 2000
Mana rejuvenation spell capability: no knowledge of spell
Cast time: spell is in effect/has hit/is calculated in the target's 6th post after its cast post
Teen (Level 2)
Chance for successful control of cast and physical counter (meaning: block, dodge): 60% / 65% / 70%
Max physical damage: 100
Max magic damage of spells learned at this stage: 200
All spells learned at this stage have a mana cost of: 100
Mana: 3000
Health points: 4000
Mana rejuvenation spell capability: no knowledge of spell
Cast time: spell is in effect/has hit/is calculated in the target's 5th post after its cast post
Adult (Level 3)
Chance for successful control of cast and physical counter (meaning: block, dodge): 75% / 77% / 80%
Max physical damage: 200
Max magic damage of spells learned at this stage: 400
All spells learned at this stage have a mana cost of: 300
Mana: 6000
Health points: 8000
Mana rejuvenation spell capability: no knowledge of spell
Cast time: spell is in effect/has hit/is calculated in the target's 4th post after its cast post
Elder (Level 4)
Chance for successful control of cast and physical counter (meaning: block, dodge): 90% / 90% / 90%
Max physical damage: 500
Max magic damage of spells learned at this stage: 1000
All spells learned at this stage have a mana cost of: 400
Mana: 20000
Health points: 10000
Mana rejuvenation spell capability: no knowledge of spell
Cast time: spell is in effect/has hit/is calculated in the target's 3rd post after its cast post
The following is the layout of how Coeurls learn their magic type's spells:
Fire type:
- Learned at cub stage: Fire
- Learned at teen stage: Fira
- Learned at adult stage: Firaga
Water type:
- Learned at cub stage: Water
- Learned at teen stage: Watera
- Learned at adult stage: Wateraga
Thunder type:
- Learned at cub stage: Thunder
- Learned at teen stage: Thundara
- Learned at adult stage: Thundaga
Ice type:
- Learned at cub stage: Blizzard
- Learned at teen stage: Blizzara
- Learned at adult stage: Blizzaga
Earth type:
- Learned at cub stage: Earth
- Learned at teen stage: Earthara
- Learned at adult stage: Earthaga
Heal type:
- Learned at cub stage: Cure
- Learned at teen stage: Cura
- Learned at adult stage: Curaga
- Learned at elder stage: Curaja
Time type:
- Learned at teen stage: Haste (target subtracts 1 from cast time), Slow (target adds 1 to cast time), and Stop (target skips 1 post turn)
- Learned at adult stage: choice between Hastega (subtracts 2) or Slowga (adds 2)
- Learned at elder stage: whichever of the two spell choices that hadn't been learned at adult stage
Above are the layouts of how Coeurls level and learn spells in magic regardless of rp activity as they grow.
Are there RP perks? Certainly. RP perks are awarded by Mother Psyche when you gift her gems. Gems are earned by roleplaying. RP perks include being able to strengthen magic with blessings: control-physical counter boosts, physical attack boosts, magic attack max boosts, mana rejuvenation spell/boosts which allows a Coeurl to restore to full at will for example in battle aside from goddess restore points [which are the Psyche version of save/heal points in FF games] (ex. able to perform 1 mana rejuvenation per 20 posts), faster cast time, etc. Other RP perks also include blessings such as: discounts, pre-made/various custom Coeurl packages, etc.
RP perk list:
#### gems earns a ....
The following is still in an untidy draft format:
Battling/sparring:
first posts (4 usually, 2 from each rper) of spar threads serve as key roll for unlucky numbers that result in no control, no block or dodge (use 100 sided dice)
both rpers roll one die after both have finished setting up first posts for who attacks first
usual rolls are five dice first for control-physical counter (time inserts another die roll here since more accident prone than others), second if uncontrolled hits anyway, third is percent of max damage of type of attack used inflicted if cast successfully controlled or hits anyway, fourth is if critical hit (double attack), fifth if will dodge / block opponent's next attack (magic can't be dodged or it can be, this can be changed x'3)
NPC enemies need a roll key created for attacks. For the key divide numbers 0-9 by the number of attacks the NPC has. If division is uneven, make some ranges larger starting from the weakest spell. For example, if enemy has three spells: physical attack, attack 1, attack 2. Roll for three attacks respectively are: 69, 72, and 55. Then rolls ending in 0-2 are attack 1, rolls ending in 3-5 are attack 2, and 6-9 physical attack (has largest range). NPC enemies have stats like the majority of Coeurls.
Only all or nothing attacks? How about the scenario of managing to only receive a scratch from an attack? Answer is: that'll be an rp perk or boosts available as rp perks and have starting version readily available in layout?: option to subtract max (maybe use another dice roll) of --- (%?, #?) from damage received ---- (ex. once, twice) every --- (##) posts.
How are gems obtained? I suggest dice roll while rping. I suggest dice roll in rp post to determine target number. Dice rolls for target numbers should be at least five hours apart. After five dice rolls that have not landed on the target number, on the sixth number roll for an even number to get a gem. If you get an odd number, try again another five times to get the target number and if the target number still hasn't been landed after that. On the next rp post you can rp obtaining a gem. It is required that after obtaining a gem, you wait 24 hours before starting to roll to obtain another. After waiting 24 hours after obtaining a gem, you can begin rolling to earn another starting by rolling for a new target number. This way, even if with 100% luck at rolling dice, you can only earn 1 gem in 24 hours so as things are more challenging and thus interesting.