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Posted: Sat Feb 15, 2014 5:55 am
Here is where we will place all information gathered in relation to spells including the foundation of spells within this guild and the relationships between spells and other parts of the guild.
Section I - Magic Section II - Magic Types Section III - Learning Spells Section IV - Custom Magic and Spells
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Posted: Sat Apr 12, 2014 3:35 am
Defining Magic Magic is the physical embodiment of the spirit. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms Magic as a product of the connection. Only ten percent of the world's population is able to use Magic, which is noted to keep a balance between ordinary people and those with Magic. It takes an enormous amount of concentration and mental ability to use Magic. Magic Power To utilize Magic, a Mage must use Magic Power in their body. Magic Power is the source of Power for all Mages, it is composed of Eternano. Every Mage has a container inside their body that determines the limits of their Magic Power. In the case that it becomes empty, Eternano comes from the atmosphere and enters the Mages' body and, after a while, their Magic Power is returned to normal. Taboo Every Magic has its own set of rules that must never be broken, known as a taboo. Different taboos that are broken have different effects on the user's body. One of them can lead to death or sickness.Classifications of Magic There are two main classifications of Magic: Caster Magic and Holder Magic. Within these two there are many sub categories such as Edolas Items, Lost Magic, and Magic Items. Caster Magic: (キャスターマジック Kyasutā Majikku) is Magic that is expelled from the body as opposed to Magic done through the use of a weapon or outside source. Holder Magic: (ホルダーのマジック Horudā Majikku) is Magic that requires a Mage to use an external source to produce the Magic. It usually requires the use of Magic Power, though there are some exceptions such as Edolas Items that are powered by Lacrima. Ancient Spell: (古代魔法, エンシェントスペル, Enshento Superu), as its name implies, is Magic from ancient times. It includes all forms of Lost Magic.
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Posted: Sat Apr 12, 2014 3:35 am
Magic TypesSpells in this guild are controlled by the amount of mana one can release at a time. But, each individual magic has its own kind of magical limit. Most commonly, each magic has a tendency of having at least 2 spell classes. Each spell class is like a limit allowing each magic to perform spells within that class. Spells that fall outside the range of the spell caster's class will only be allowed if the spell caster has a magic allowing them to do so.
Attack Attack spells are centralized around the concept of taking fixed percentages of your mana to cause damage on your opponent. These spells cover the damage effect regarding most physical and magic power concepted attacks.
Debuff Debuff spells are the opposite of Buff spells. These spells are used to weaken a stronger or evenly matched opponent in most cases and can often be short and brief or long and frustrating. Like all other magic however, there is often a negative cost to the user. Effects like paralysis, sleep, burning, freezing, bleeding, cursing, and others call the debuff spell section home. Magics that major in one specific effect receive a special achievement.
Defensive Defensive spells are the opposite of debuff spells. These spells can be used to empower allies and, sometimes, one's self. All stats besides personal mana of the target are free game. Most commonly, spells of this kind have an immunity effect that slowly increases over time. This is a given for the strongest of spells. Effects that hasten, empower, enlighten, enlarge, and more call the defensive spell section home.
Healing Healing spells are the rarest kind of magic. These spells can be used to cleanse status effects, heal targets. The rarest healing magics have the power to cause the anti-heal effect, causing damage from healing a body too quickly.
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Posted: Sat Apr 12, 2014 3:49 am
Learning Spells
It can sometimes be complicated learning spells as they often require conditions that have to be met. Most often, spell requirements have a foundational spell that they originated from. A spell that allows you to create 5 fireballs would originate from a spell that allows you to create one fireball. Creating a sword from thin air would originate form a spell that allows you to produce metal.
Also, some conditions are more obvious and are determined the moment you choose a magic. Magic types block off certain spell abilities and allow you to only create two kinds of spells most often.
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Posted: Thu Apr 17, 2014 8:53 pm
Custom Spells
Custom Spells aren't that complicated in relation to canon spells. The only true difference is that Custom Spells require an approval. Custom Spells own their own system for invention.
Step 1: Invent your magic. Make your magic name and description in the requested format.
Step 2: Invent one 200 Mana Spell. The beginning spell is on us but it must be a 200 mana spell. Choose your first spell carefully!
Step 3: Send in for approval here.
Step 4: After the first spell, new spells can be acquired after going to Lucy's Magic Wheel to get a key. With the key, you will be able to make a spell with mana equivalent to the mana amount the key has on it.
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