Welcome to Gaia! ::

The Gaian Ninja Academy

Back to Guilds

RP about ninjas and warriors who seek knowledge and betterment 

Tags: Ninja, Stats, Anime, Element, Monsters 

Reply Main
Magic Compendium

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

H4X
Vice Captain

Girl-Crazy Shapeshifter

13,900 Points
  • Beta Gaian 0
  • Pie Hoarder by Proxy 150
  • Survivor 150
PostPosted: Thu Jul 16, 2015 10:49 am


To begin, remember that Magic is your potential power. Mana is your energy source. Using Mana creates a multiplier effect, to success, damage, or other benefits, but at the cost of your energy.

Your mana will not regenerate during a fight. It will only regenerate at a rate of 1 point per 3 posts outside combat unless you are allowed a safe place to rest. (Camping counts as unsafe, but will restore 25% of your mana per night)

Primary Effect - These spell effects are the most dangerous, but do not last outside special circumstances.
Lasting Effect - These spell effects are minor and linger until negated.
Stacking Effect - As long as the caster is successful each turn the ability is counted as a Primary Effect turn. Mana is consumed on the first turn of a cast. Failing to cast one turn will end the ability to add to the stack. Recasting the spell will reset the stack.

Remember
Accuracy Check - When calculating these with magic substitute your Magic for your Dexterity???
Resist Check - ???
Resistance to Magic damage - ???
Resistance to Crowd Control effects - ???

#Gen - Random Number generator result
MC - Magic stat of Caster
MO - Magic stat of Opponent
P1 - Number of turns since start of Primary Effect.
P2 - Number of turns since start of Lasting Effect.
S - Stacking effect total.

RO - Resist Stat of Opponent (Depending on Technique classification, use Dex/Str/Magic or HP )


These spells take no mana to use. You must have at least 1 in magic to cast.
Level 0 Spells

Passive Dispel - 100% chance to remove level 0 lasting MENTAL effects.
MC * P2 vs MO(Does not use Turn action)

Active Dispel - Removes level 0 lasting MENTAL effects from ally.
(MC + 3) * P2 vs MO

Passive Resist - 100% chance to remove level 1 lasting PHYSICAL effects.
Caster Strength * P2 vs MO or RO (Does not use Turn action)

Accuracy Effect - 1 turn 100% miss chance. 2 turns on Critical ( #Gen > MO + 9 ). Lasting Effect Inflicts 3 Penalty to hit.
#Gen (1 to MC) must roll above MO.

Dodge Effect - Stacking Effect +1 Penalty to Dodge per success(Base 2). Lasting Effect S Penalty to dodge.
#Gen (1 to MC) must roll above MO + P1.



These spells take 3 mana to use. You must have at least 4 in magic to cast.
Level 1 Spells

Area Effect - Apply a level 0 Effect spell to a group inside a spell radius.
Same casting rules as if single opponent, use total MO of the target group. (You do not have to hit an entire group, but any enemies between your targets must be included in MO total)
Example: Think of a flash bang grenade. The lasting effect will wear off at different times for each person. If there was a skilled individual in the middle of a group who could throw it back, you couldn't throw it at the group as a whole without risking just that, but you could throw it so it hit those at the edge of the group.

Curse Attack - MC - Opponent Strength Damage. Lasting Effect costs 1HP per turn.
#Gen (1 to MC) must roll above Accuracy Check.
Example: A fireball with the secondary effect of setting your opponent on fire. Your opponent can dodge it and not have a problem. Likewise your opponent can put the fire out if given the right circumstances.


These spells take ? mana to use. You must have at least ? in magic to cast.
Level 2 Spells




These spells take ? mana to use. You must have at least ? in magic to cast.
Level 3 Spells


 
PostPosted: Thu Jul 16, 2015 3:47 pm


The generalized rules of template creation.

Channeled Spells:
A channeled spell can be considered in multiple ways. Something that immediately takes effect, something that must have a successful charge time, or something that stays constant. If there is a mana cost it will be consumed entirely on the first turn, and each turn after will will consume post actions to continue. If a spell gives too great a benefit for continued casting it will need to incur penalties elsewhere on top of the channeling standard.

A stacking spell is a effect based form of a channeled spell, meaning that post actions will be occupied to bring the effect up to power. Mental effects could be removed with a higher level dispel even when still a primary effect.

A channeled spell that does damage can be disrupted in other ways. If the spell requires line of sight then another opponent can interfere by placing themselves in harms way or with a defensive technique of their own. If the spell does not need line of sight then assume the concentration required will be broken if a strong enough attack is used on the caster.


Effect Spells:
Keep the effects reasonable, these are supporting abilities. Reducing an opponent's offensive ability is to be given more leeway then increasing the chance an opponent is harmed.


Single Target Offensive Spells:
Keep in mind that there should be a balancing act between range, accuracy, and damage when designing these spells at any tier. Mana consumption will provide a great boost towards such spells attributes.

For a spell at level 0 a hard cap will be set of 6 damage. On average someone with 10 in Magic should be able to do 1-3 damage per successful attack. Any level 0 attack spell should be treated as an arrow fired from a bow, instead of a Darth Vader style force choke.

Level 1 spells at low levels could be considered 'nukes' with a hard cap of 15 damage. Assume a 2MC to 1DMG ratio, with standard Accuracy Check and Range. Adjust as needed around accuracy increases, range increases, or damage increases.


Multiple Target Offensive Spells:
Treat these as if casting a lower level single target offensive spell for higher Mana cost.


Healing Spells:
These work better outside combat. If a person is knocked out in combat casting a heal will give them a buffer against death, but it will not bring them out of unconsciousness for (several?) turns. A battle revive is to be considered a high tier ability (Level 2? Level 3?) and will only restore minimal amounts of HP, meaning that even if awakened healing will be needed. A target revived with 1HP who is attacked may die due to damage taken if foolish. (This is at the DM's decision, but for a retreat it will favor the player's survival, if foolish in attacking it will favor the player's death)

Level 0 healing requires you be out of combat. Higher levels of healing will vary based off needs.


Self 'buffing' Spells:
TBD


Party 'buffing' Spells:
TBD

Cleanse:
This is less about disrupting illusions, and more about disrupting effects. Situations often will require thought into how a particular case can be disrupted, but at the same time some cases should force someone to rely on an ally, or suffer a penalty because there is no option available. Breaking an illusion is different then clearing away a smokescreen, each requires a different approach, but with the use of the magic system both abilities count as the same spell template.
(This area is under development, and may often require OOC communication)


Spell Classification.
New characters are allowed to pick one Classification.

Types of spells:
Earth - Techniques that manipulate and use Dirt/Stone
Fire - Techniques that create fire (Manipulation of fire is a higher tier)
Lightning- Techniques that create Lightning (Manipulation of Lightning is a higher tier)
Water - Techniques that manipulate and use Water/Steam ( Ice may be considered an alternative, creating water is a higher tier )
Wind - Techniques that manipulate and use air.
Illusion - Techniques that invade an opponent's mind ( Primarily mental damage ).
Kinetic - Techniques that create pure force.
Technological - Techniques that can be explained by items acting similar to magic.
Other Types - Should be allowed, as long as they can fit into a template.  

H4X
Vice Captain

Girl-Crazy Shapeshifter

13,900 Points
  • Beta Gaian 0
  • Pie Hoarder by Proxy 150
  • Survivor 150
Reply
Main

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum