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♦Mark of the Wizard♦ (Fairy Tail Guild)

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Tags: Stat System, Semi-Literate, Fantasy, Roleplay, Fairy Tail 

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Ometison
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PostPosted: Mon Apr 07, 2014 11:16 pm


Here is where we will place all information gathered in relation to including the foundation of spells within this guild and the relationships between spells and other parts of the guild.

Section 1- Magic Awaken System
Section 2- Achievements
Section 3- Perks
Section 4- Special Evolutions
PostPosted: Thu Apr 17, 2014 8:55 pm


Magic Awaken System


The Magic Awaken System is a system that allows one of C Rank or higher to perform multiple magics. The amount of magics one can obtain are, of course, determined by the primary magic used. Caster magic primary users have the potential to have either two caster magics or one caster and one holder magic. Holders have the potential to learn FIVE holder magics max. This system does not apply to magics involving Lost Magic.

Caster Magic is infused with the user. Once you choose your Caster Magic, it is sewn into your character and there will be no repeats unless specific items are used. Certain magics cannot logically mix, even with mage evolution. If one does not intend to acquire a 2nd Caster Magic, Holder Magics will be available to them upon C Rank. Caster Magic Primaries can only hold one Holder Magic item that reaches the Power Potency of 3.

Holder Magic is typically not infused with the user. Because of this, Holder Magics have a specific number for their Power Potency (Numbered 1-5). A Holder Magic Primary cannot carry more Holder Magics than exceeds their Power Potency # (automatically 5) ((Ex. Celestial Spirit Magic: PP: 5)). Holder Magic Items involving multiple items to perform that magic are not incorporated as long as the base name is similar to each. Holder magic users can acquire Caster Magics under the condition they exchange their previous limit of 5 PP to 3 PP, similar to a typical Caster. Holder Magics users can eventually reach a higher level of PP if faithful to Holder Magic.

Lost Magic under the Lost Magic category have no potential in the art of anything other than the magic that they are equipped with. A Lost Magic is, in fact, permanent for each character. Holder Attack Magics and Holder Healing Magics are useless to Lost Magic users alone. They cannot receive a second magic. However, once they reach the next stage of mage awakening, they can then use 3 spell types instead of 2, a typical trait of an Unawakened Lost Magic user or Caster Magic user.

Ometison
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Interesting Genius

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Ometison
Captain

Interesting Genius

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PostPosted: Thu Apr 17, 2014 9:17 pm


Achievements

After completing specific events and missions, there are achievements handed to individuals who desire to receive credit. In some cases, people must defeat a specific boss monster or save a specific person to receive the achievement. Some cases are less drastic than others. For example, one can acquire an achievement for collecting a certain number of words or joining a guild. Unlike Perks, Achievements aren't indefinite. This means that you must EQUIP achievements. In total, one can only equip 3 at a time. Achievements are not lost but it requires Jewel to change them. The flat price of changing 1 perk is 10,000 Jewel.

Example:
Wrote 20,000 words - Acquired an Exceed pet
 
PostPosted: Thu Apr 17, 2014 9:42 pm


Perks

Perks are completely different from Achievements. Typically, it's only on special occasions that one can achieve a perk as it is usually only when obtaining a new position. This can be anything from becoming the new Guild Ace to becoming a Wizard Saint. The perks can be a lot more situational, ranging from being able to summon a special creature to being able to roll multiple times in an event.  

Ometison
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