The main difference between Spells and Techniques is that the former uses MP and the latter uses SP. Spells are magic-based and will therefore have a wider range of abilities while Techniques are for physical combat.
Spells and Techniques must be approved by a Crew member. Starting characters get to create 3 Spells or Techniques. 1 New Spell per Level.
█ Ancient Spells & Techniques █
These are all the spells and techniques made prior to the implementation of these new guidelines. They do not abide by the following rules and may be more powerful (and may be weaker too!) The only way to learn them is for the owner of the techniques to teach it to your OC.
Posted: Tue Nov 19, 2013 1:33 am
█ SPELLS █
Spells are broken down into 5 categories as of right now, but that may change in the future should RPers prove themselves to be more creative than expected.
Reminder: To use a Spell, one must have had unlocked its Element first!
Power Restrictions Spell Power (before any other buff/ability) is limited by the amount of Skill Points dropped in the corresponding element and vary depending on the types of Spell that is being created. Upgrading the Power of a spell once one has added more skill points is possible by submitting a Spell Update Request Form. Hybrid Spells are allowed, but the power of said spells will be half of both categories. For instance, it can only harm by 50 points and heal by 50 points if one's limit were at 100 both. Cost of MP will be half of both rounded upwards added together which will be 25MP+20 (10+2/3* 10 rounded up.)MP
Having spells with other abilities that do not fit the 5 categories is allowed, but they will be considered a hybrid spell in terms of power and special abilities will be reviewed in a much stricter way by the crew.
Alternative forms of payment may reduce the MP cost of spells.
The crew reserves the right to modify any of these accordingly to the situation to avoid Abuse.
Area of Effect spells, spells that damage more than just one user will cost additional MP:
Single Target: 0 Linear beam with moderate range:10MP 2-sides out of 6: 20MP 3-sides/6:30, Decrease dodge rate by 1 4-sides/6:40, Decrease dodge rate by 2 5-sides/6:50MP, Decrease dodge rate by 3 6-sides/6:60MP, Decrease dodge rate by 4
Status Ailments: 'Magic Abilities' that can be added to spells. Should the spell land, RPer onthe receiving end need to roll a 6D(make an additional post with the 1st one blank except for the character and the purpose of the first roll), every odd number means that the status has been inflicted upon the target.
Poison - Takes 10points of poison damage each post regardless of battle or not. Must be cured by a Chemist, a Healer, or an NPC Doctor in major cities. Burn - Takes 10points of burn damage each post regardless of battle or not. Lasts for 3 turns. Damage is stackable. Freeze - Deals damage to Stamina equal to 1/4 the damage dealt Shock - Deals damage to Mana equal to 1/4 the damage dealt Suffocation - Roll a d6. Even numbers, you're unable to attack but are free, odd numbers and you're unable block/buff and are trapped. On your next turn if you're trapped, you pass out. Skip your next 2 turns unless you're hit. Auto wake up after you're hit. Effect damage is cut to 0 while passed out.Weapon/Magic is doubled. ( restricted to Gravity magic ) Constricted: Unable to dodge, but can still block. Lose 10HP each turn for 3 turns. Echo - Forced to use the same move for 3 turns. Still consumes HP/MP/SP. Does not apply to Items Vampirism - Drain 1/2 Damage from target in the form of Mana or Hp Trapped Unable to dodge any attack, but still able to buff/block. Silence: Unable to use Magic Spells for 3 turns, but can still use techniques, block or dodge. Paralysis: Unable to use Techniques, dodge or block for 3 turns, but can still use spells
█ Destruction [ Attacks ] █ Spells whose sole purpose is to deal damage.
Power Restriction 15/100 - Max. 20 Damage 25/100 - Max. 40 Damage 40/100 - Max. 70 Damage 60/100 - Max 110 Damage 90/100 - Max 160 Damage 100/100 - 200 Damage For every 20 Damage dealt, 10 Mana is used. AoE attacks may only last at most 3 posts. During the whole duration of the spell, casters are not allowed to recast the spell. When linked to a weapon, Adds 25% of Weapon Damage, but the spell can only be used when holding said weapon. Also, will count as a normal attack with a Weapon and SP will be deducted as so.
[size=14][b]█ Destruction [ Attacks ] █►[/b] [/size] [b]Name:[/b] [b]Element: [/b] (& Current amount of Skill Points in it) [b]AoE:[/b] Single / Linear / 2-Sides/ 3-Sides/ 4-Sides/ 5-Sides/ 6-Sides [b]Duration: [/b] [b]Weapon:[/b] [b]Description:[/b] [b]Damage:[/b] [b]Damage Type:[/b](Only applicable if unlocked) [b]Cost:[/b]
█ Restoration [ Restore ] █ Heal your self or others.
Power Restriction 15/100 - Max. 30 Heal 25/100 - Max. 60 Heal 40/100 - Max. 90 Heal 60/100 - Max 120 Heal 90/100 - Max 150 Heal 100/100 - Full Heal, costs twice the mana of 150 Heal (100MP) For every 30 points healed, 10 Mana is used. If healing process happens at least 4 posts, every 40 points healed will only cost 10 MP Unless otherwise specified, these spells have fixed healing properties. Once upgraded to let's say Full Heal, one cannot choose to only heal 30
[size=14][b]█ Restoration [ Restore ] █►[/b] [/size] [b]Name:[/b] [b]Element: [/b] (& Current amount of Skill Points in it) [b]AoE:[/b] Single / Linear / 2-Sides/ 3-Sides/ 4-Sides/ 5-Sides/ 6-Sides [b]Duration:[/b] [b]Description:[/b] [b]Healing:[/b] [b]Cost:[/b]
█ Conjuration [ Defense & Summon ] █ Conjuring defensive objects or infrastructures to take the brunt of attacks and creatures of magic to assist in battle.
Power Restriction 15/100 - Protection of 25 Damage 25/100 - Protection of 50 Damage 40/100 - Protection of 75 Damage 60/100 - Protection of 100 Damage 90/100 - Protection of 125 Damage 100/100 - Protection against 75% of Total Damage (After Buffs, Costs 150 MP) For every 50 Damage shields can take, it should cost 30Mana. From the start, each spell may protect at most 2 characters. Additional 10 MP cost per extra added. Fixed number, cannot be changed mid-fight. Take note that unless carrying your shield around, it cannot evade attacks so it will take damage 100%.
The more sides the shield covers, the less mobile it will be so the AoE effects on dodge rate still is in effect. However, apart from 5 and 6 sided shields, characters have the option of releasing the shield and step away from it.
Summons will be created by a crew. Suffice to let them know and give them a picture of the desired summon's appearance.Cannot use SP as they are creatures of pure magic.
[size=14][b]█ Conjuration [ Defense & Summons ] █►[/b] [/size] [b]Name:[/b] [b]Element: [/b] (& Current amount of Skill Points in it) [b]AoE:[/b] Single / Linear / 2-Sides/ 3-Sides/ 4-Sides/ 5-Sides/ 6-Sides [b]Description:[/b] [b]HP:[/b] [b]Cost:[/b]
█ Alteration [ Support & Gate ] █ Buff, Debuff and Gates ( Gates are a release into another form that are more potent versions of Stat Boosters. Gates are restricted until further notice).
15/100 - Buff of 15 Damage 25/100 - Buff of 30 Damage 40/100 - Buff of 45 Damage 60/100 - Buff of 60 Damage 90/100 - Buff of 75 Damage 100/100 - Buff of 105 Damage 30 points of increased damage will cost 10 mana If Duration more than 1 post (casting post), it will cost extra 10MP per post. All other effects will need to be reviewed by a crew member. Every Posts is lasts will add 1/2 of the MP needed to cast the spell.
[size=14][b]█ Alterations [ Support & Gates ] █►[/b] [/size] [b]Name:[/b] [b]Element: [/b] (& Current amount of Skill Points in it) [b]AoE:[/b] Single / Linear / 2-Sides/ 3-Sides/ 4-Sides/ 5-Sides/ 6-Sides [b]Duration: [/b] [b]Description:[/b] [b]Damage:[/b] [b]Damage Type:[/b](Only applicable if unlocked) [b]Cost:[/b]
█ Illusion [ Mind tricks & Movements ] █► Creating the image of something. It is not material so it cannot attack or block.
15/100 - Lasts 1 post 25/100 - Lasts 3 posts 40/100 - Lasts 5 posts 60/100 - Lasts 8 posts 90/100 - Lasts 12 posts 100/100 - Lasts 12 posts, but only costs 50% of normal cost. Mind tricks always cost 10 Mana per post duration.
[size=14][b]█ Illusions [ Mind Tricks & Movements ] █►[/b] [/size] [b]Name:[/b] [b]Element: [/b] (& Current amount of Skill Points in it) [b]AoE:[/b] Single / Linear / 2-Sides/ 3-Sides/ 4-Sides/ 5-Sides/ 6-Sides [b]Duration: [/b] [b]Description:[/b] [b]Effects:[/b] [b]Cost:[/b]
This section is every Wannabe Kung-Fu Master's dream. It will be a lot less logic-based, meaning that ridiculously flashy stunts will be permitted and plausible for the sole reason of having been approved. In other words, coming up with something similar mid-battle won't have any special effects unless made into a technique here.Techniques are also supposed to be less versatile, have less abilities than spells.
Reminder: To use a Technique, one must have had unlocked its Weapon's Skills First! Limited by Weapons: To be able to use the technique, one must be using the compatible weapons.
█ Destruction [ Attacks ] █ Where you can Xiang Long Shiba Zhang people. Techniques that deal damage according to the weapon skill's base damage.
Compatible with only 1 Weapon. Every 1% boosted will use 1% of one's max SP For instance, boosting one's base weapon by 50% (dealing a total of 150% of base damage) will cost 50% of one's SP.
█ Stance [ Passive ] █ A combat stance offers passive buffs at the cost of another.
Fixed number as buff. Every 30 points buffed costs 10 SP and will have another Stat debuffed by 30. Every additional turn the stance lasts will take up half of the initial SP Stats increased cannot be HP or SP. Only applicable to caster. May affect Dodge Rate, Hit Rate, SP consumption, Escape Rate, etc. Cost and debuff will need to be discussed further with crew. Compatible with only 2 Weapons.
█ Regeneration [ Self-Healing ] █ Heal one's HP or MP with SP/using HP to heal MP or SP
Only applicable to self. Amount Healed is the equivalent of 75% of the amount spent in SP/HP Only Compatible with Hand-to-Hand or Blunt types of weapon that are enchanted to allow flow of energy.
█ Seals [ Support ] █ Strike at precise acupoints to hinder or help while inflicting minor damage on both target and self.
Only Compatible with Hand-to-Hand Combat. Cannot be used when holding a weapon. For every points buffed/debuffed, caster and target will lose equivalent HP. If it's cast onto one's self, it will be double of the buff basically. Duration of Seals are determined during the casting unlike Stances. This is the only way for a Technique to affect an OC aside from the caster.