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Posted: Thu Sep 08, 2016 8:13 pm

Magic is prominent in every aspect of life, and not all of it is meant for daily convenience. Since the dawn of time, Nightmares and Daydreams have used magic in combat. Not all combat is meant to deal damage, though. In modern days, combat magic is largely based in competition - where two (or more) participants face off in a duel to see who better at working their skills.
Battle Magic is a well respected and difficult branch of spell work and is not to be taken lightly. Many spells are heavily restricted, since their effects can drastically change not only the people they hit - but the environment they are cast in.
This thread contains all of the mechanical aspects of how to use the Battle System here in NMA, as well as the character sheet used for all Nightmares/Daydreams that wish to partake in the battle magic system.

Physical: these have an impact on the HP of a living target, either positive or negative. The positive restore physical health, healing, recuperating, strengthening, etc.The negative drains, injures, slows, impedes, etc. This effect is rates as an HP+ or HP-. Those listed as HP+/- can be used either way, and the caster must express their intent when casting.
Magical: these have an impact on the MP of a living target, either positive or negative. The positive restore magical potency, recharging, soothing, mentally focusing, etc.The negative saps, distorts, impairs judgement, attacks the soul, etc. This effect is rates as an MP+ or MP-. Those listed as MP+/- can be used either way, and the caster must express their intent when casting.
Object: these magics are cast upon an area or an object, and while they have a direct effect, they do not affect the MP or HP involved. These, when they critically succeed can create an artifact that takes on an inherent life-force of its own; when critically failed can destroy the object entirely.
Cost: All Spells have an inherent cost (MP) required to cast them. This means that the caster expends some of their own magical potency to create the magic. This reserve replenishes with rest and nourishment (generally once the individual sleeps and eats). Some races are able to cast some magics with a conservative expenditure of MP, others require more than usual to achieve certain results. Typically, the more powerful a magic is, the more MP it consumes, and thereby limits how often it can be performed. All individuals naturally enhance their capacity as they grow older, although some forms of training can further bolster this reserve, such as those who are considered 'batteries' with a naturally high reserve.
How to Read the Effects Guide: • You will always roll two 100-sided dice. The first is your Success die, the second your Effect die. • If your Success die is equal to or higher than your Success Rating, congratulations, your spell or action has succeeded! • If your Success die is less than your Success Rating, you have failed to cast your spell. • The standard Success Rating is 50 - all spells that do not have any buffs applied to them must roll at least 50 to succeed. (i.e., 50, 43 = Success. 30,89 = failure, the first die is lower than 50) • If you roll 90-100, this is a Critical Success! Unless otherwise stated, for damaging spells add 50% of the damage die to your total. For spells that last several rounds, add 1 round (unless the spell is capped) • If you roll 0-10, this is a Critical Failure! Unless otherwise stated, for all spells, you take 100% of the damage die as damage toward yourself. For spells that were meant to last several rounds, the entire damage die is now damage inflicted on yourself (i.e., 50 would equal 5 rounds, but now its 50 dmg to your health). • If you roll a Success, your Effect die tells you how much your Score is. This may be applied to damage, healing, or Percentage (the leading number, i.e. 17 = 1, 23 = 2, 55 = 5, and so on). • If you roll a success in a contest against another player, and they also roll a success to block/counter-attack/dodge, etc, if your Effect Score is higher than their Effect Score, your action takes place. If theirs is higher, their action wins out. If they are a perfect tie, the two effects cancel each other out to a flashy display, and neither side takes damage/healing, etc. • You can never earn back more HP or MP than is your race's natural limit (your Cap).
Please review the Key below for how to read the Spell Effects in the Spell Books.
HP- = Deduct your Score from the target HP HP+ = Add your Score back into the target HP HP (- Buff) = The target (as stated) will have a lower Success Rating on their next specified action equal to the Percentage of the Score; this makes it easier for them to succeed) HP (+ Debuff) = The target (as stated) will have a higher Success Rating to their next specified action equal to the Percentage of the Score; this makes it harder for them to succeed) MP- = Deduct your Score from the target MP MP+ = Add your Score back into the target MP MP (- Buff) = The target (as stated) will have a lower Success Rating on their next specified action equal to the Percentage of the Score; this makes it easier for them to succeed) MP (+ Debuff) = The target (as stated) will have a higher Success Rating to their next specified action equal to the Percentage of the Score; this makes it harder for them to succeed) (written effect) = The target (as stated) will have a specific effect take place that will not affect HP or MP, the Score is used only to judge success against an opposing action.
Each NM/DD can customize their specialties through RP, classes, and some special events. The bonuses can be spent to improve Categories and/or casting Methods. This can cause overlaps to produce certain specialties. They can be divided between different categories and/or methods as the character sees fit, but cannot exceed an -80 bonus including their Racial aptitude bonuses. The maximum amount of bonus you can apply to one character depends on their stage: Junior = Maximum of -15 total Senior = Maximum of -25 total Career Senior = Maximum of -40 total

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Posted: Thu Sep 08, 2016 8:14 pm

Archetypes of magic are broken down into the Source of the magic, basically, the avenue through which a caster draws the power of their magic. There are 4 Archetypes of Magic: Divine (drawn directly from the Nine); Nature (drawn directly from the world around, including the elements); Arcane (drawn from patterns, latent magic in ingredients, transmuting energy from one source through another); Practical (drawn from the spirit/soul/willpower of the caster).
Different Races have certain aptitudes. Some may have many types of magic that they are innately skilled at. Others struggle with many but specific focuses. Some races struggle with magic in any form. Regardless of racial aptitudes, most individuals can use magic of some form or another if they train hard enough. Some branches of magic originate with a specific race (i.e. the Litches and Necromancy); this has led to some magics unique to a specific race. These are generally referred to as Racial Magics.

Divine = Healing; Necromancy; Emotive; Temporal; Aether.
Nature = Herbal; Atmospheric; Elemental (fire, air, water, earth, light, dark); Summoning
Arcane = Runic; Alchemy; Binding; Warding; Divination
Practical = Illusions; Reproductive; Charms; Enchantments;

Invocation - petitioning/praying to deities to answer a request with a desired result. These magics affect the path of the world and lives in it. They require a great deal of channelling in order to ensure the divine power is safely and properly directed. eg. Atmospheric, Elemental, Healing,
Casting - uses "incantations" and gestures to create an effect, based on moving latent energy in the world to take on a new purpose. In this form of magic, there can be conflicts of interest between casters fighting over energy resources or trying to affect the same target in contrasting ways which can cause dangerous effects. This Casting Type is often heavily regulated. eg. Enchantments, Temporal, Warding
Transmutation - harnessing the power latent within the world or another being and changing its course to develop a new porperty, ability or permanent direction. eg. Alchemy, Necromancy, Aether
Inscription - following prescribed magical symbols to unlock and enact magical formulas. It requires an exacting eye, steady hand and precision. eg. Runic, Charms, Binding
Stewardship - requires patience, time and effort, using the energy of compassion, intent and action to imbue another life force with a desired effect. eg. Reproductive, Herbal, Summoning
Focus - uses the individual's personal life force to will an effect into being. As it depletes the caster's energy, it cannot be sustained for a long duration, and extensive casting may cause illness if overused. eg. Illusions, Divination, Emotive

Aerastia: (Elemental) The manipulation of the elements of Air.
Aether: Harnessing the raw energy in the world to affect other living beings.
Alchemy: combining magical components using strict formulas to create magics that take affect once consumed .
Atmospheric: Mixing the natural elements together to harness the weather.
Binding: containing the energy/autonomy of energy to a certain source or pattern.
Charms: infusing magical energies into a symbol so that when it is applied to a target, it takes effect, usually over a set area of effect.
Divination: reading signs/communing with gods/energy/spirits to glean knowledge and predict the future.
Emotive: harnessing emotions to influence behavior, thought and action.
Enchantments: altering the inherent make-up of a target to cause it to have temporary altered or enhance properties.
Gaestia: (Elemental) The manipulation of the elements of Earth.
Healing: repairing damage and restoring to a whole and hale state.
Hemomancy: controlling blood, blood flow, and bloodlust.
Herbal: the enhanced cultivation of plants and their inherent magical properties.
Hydrestia: (Elemental) The manipulation of the elements of Water.
Illusions: the manipulation of other beings' perception, disguising and altering what they observe.
Necromancy: the mastery of the arts of death.
Phosestia: (Elemental) The manipulation of the elements of Light.
Pyrestia: (Elemental) The manipulation of the elements of Fire.
Reproductive: the mastery of the arts of birth.
Runic: the use of inscription symbols to connect two objects/points to transfer energy/effects. Skiastia: (Elemental) The manipulation of the elements of Darkness.
Summoning: the magic of drawing other beings through space and time.
Temporal: the manipulation of timing and circumstance.
Warding: repelling or redirecting energy outside of a specific person or space.

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Posted: Thu Sep 08, 2016 8:14 pm

Below is a list of all racial stats for the Battle System. You will use these stats for your Nightmare/Daydream when participating in Battle System fights. If you are not using these stats, you will not be allowed to participate. Note: Hybrids must choose one of these to use, even if they are not a 50/50 split of two races. They can only use the stats of a race that they are a Hybrid of. For example, Suzume is an Imp/Fey- she can use either Imp or Fey stats, but cannot use Demon stats.
If your Nightmare/Daydream is classified as a Battery, please add on: Freshling: No change; Junior 40 MP; Senior 50 MP; Senior Career 60 MP. Note: If your Nightmare/Daydream is classified as Infertile, they will need assistance from a Battery or MP-providing item to cast spells.
Demons Freshling: 80 HP; Junior: 130 HP, 30 MP; Senior: 200 HP, 85 MP; Senior Career 380 HP, 125 MP Strengths: Emotive has -15 Buff, earn double points for RP logs Challenges: +5 Debuff on all Stewardship Method Spells
Litches Freshling: 60 HP; Junior: 110 HP, 40 MP; Senior: 180 HP, 100 MP; Senior Career 350 HP, 160 MP Strengths: Necromancy has -15 Buff, Skiastia has -10 Buff, -5 Buffon their chosen 3 'specialty' spells. Challenges: Reproductive has +10 Debuff, Phosestia has +10 Debuff, Healing has +15 Debuff, Critical Success results in 10% of the damage done to own HP
Baphomet Freshling: 100 HP; Junior: 160 HP, 40 MP; Senior: 250 HP, 100 MP; Senior Career 420 HP, 160 MP Strengths: All Arcane Archetypes (Runic; Alchemy; Binding; Warding; Divination) have -5 Buff, All Nature Archetypes (Herbal; Atmospheric; Elemental (fire, air, water, earth, light, dark); Summoning) have -5 Buff, All Divine Archetypes (Healing; Emotive; Temporal; Aether) have -5 Buff Challenges: All Practical Archetypes (Illusions; Reproductive; Charms; Enchantments) have +15 Debuff
Geist Freshling: 80 HP; Junior: 130 HP, 45 MP; Senior: 200 HP, 120 MP; Senior Career 380 HP, 185 MP Strengths: Temporal has -10 Buff, Aether has -10 Buff, Divination has -10 Buff Challenges: Gaestia has +15 Debuff, Alchemy has +10 Debuff
Imps Freshling: 100 HP; Junior: 160 HP, 40 MP; Senior: 250 HP, 100 MP; Senior Career 420 HP, 160 MP Strengths: Illusions has -5 Buff, Enchantments has -10 Buff, Charms has -10 Buff, Critical Success restores half the MP cost of the spell cast. Challenges: All Divine Archetypes (Healing; Emotive; Temporal; Aether) have +5 Debuff, All Elemental types (fire, air, water, earth, light, dark) have a +5 Debuff.
Fallen Freshling: 80 HP; Junior: 130 HP, 45 MP; Senior: 200 HP, 120 MP; Senior Career: 380 HP, 185 MP Strengths: All Arcane Archetypes (Runic; Alchemy; Binding; Warding; Divination) have -10 Buff, Runic Spells also cost half MP. Challenges: All Nature (Herbal; Atmospheric; Elemental (fire, air, water, earth, light, dark); Summoning) Archetypes have +5 Debuff, All Practical Archetypes (Illusions; Reproductive; Charms; Enchantments) have +5 Debuff, Alchemy and Gaestia cost double MP to cast.
Chimera Freshling: 100 HP; Junior: 160 HP, 40 MP; Senior: 250 HP, 100 MP; Senior Career: 420 HP, 160 MP Strengths: Pyrastia has -15 Buff, Gaestia has -15 Buff, start with higher MP at younger stages Challenges: Temporal has +15 Difficulty, Divination has +15 Debuff, Hydrastia has +15 Debuff
Grimm Freshling: 100 HP; Junior: 160 HP, 30 MP; Senior: 250 HP, 85 MP; Senior Career: 420 HP, 125 MP. Strengths: Herbal has -15 Buff, Divination has -10 Buff, Stewardship Method Spells have -5 Buff, access to a racially exclusive Transformation spell Challenges: Focus casting method spells have +10 Debuff [EXCEPT Transformation], Casting casting method spells have +5 Debuff, Invocation casting method spells have +5 Debuff, Inscription casting method spells have +5 Debuff
Nixie Freshling: 80 HP; Junior: 130 HP, 40 MP; Senior: 200 HP, 100 MP; Senior Career: 380 HP, 160 MP Strengths: Hydrastia has a -15 Buff, Alchemy costs half MP to cast, Enchantments has a -15 Buff Challenges: Pyrastia has a +15 Debuff, Geastia has a +15 Debuff, Aerastia has a +15 Debuff
Naga Freshling: 80 HP; Junior: 130 HP, 40 MP; Senior: 200 HP, 100 MP; Senior Career: 380 HP, 160 MP Strengths: Aether has a -10 Buff, Illusion has a -5 Buff, Phosestia has a -5 Buff, Divination has a -5 Buff, Emotive has a -5 Buff Challenges: Elemental (fire, air, water, earth) has a +10 Debuff, Atmospheric has a +5 Debuff, Summoning has a +5 Debuff, Warding has a +5 Debuff
Bakeneko Freshling: 80 HP; Junior: 130 HP, 40 MP; Senior: 200 HP, 100 MP; Senior Career 380 HP, 160 MP Strengths: Illusions has a -10 Buff, Charms has a -10 Buff, Skiastia has a -5 Buff, Focus casting Method spells have -5 Buff, Invocation casting Method spells have -5 Buff Challenges: Enchantments has a +15 Debuff, Runic has a +15 Debuff, Binding has a +15 Debuff, Warding has a +10 Debuff, Alchemy has a +10 Debuff
Dolls Note: All Pure Dolls are Infertile and will need the assistance of a Battery or MP-providing Item in order to cast spells Freshling: 90 HP; Junior: 140 HP, 40 MP; Senior: 220 HP, 90 MP; Senior Career: 400 HP, 150 MP Strengths: Illusions has a -10 Buff, Phosestia has a -10 Buff, Binding has a -5 Buff, Alchemy has a -5 Buff, Warding has a -5 Buff, Focus casting Buffhas a -10 Buff Challenges: Skiastia has a +10 Debuff, Atmospheric has a +5 Debuff, Aether has a +10 Debuff, Healing has a +15 Debuff, Emotive has a +15 Debuff, Reproductive has a +20 Debuff
Elves Freshling: 80 HP; Junior: 130 HP, 45 MP; Senior: 200 HP, 120 MP; Senior Career: 380 HP, 185 MP Strengths: Invocation casting Method spells have -5 Buff, Stewardship casting Method spells have -5 Buff, Inscription casting Method spells have -5 Buff, earn double points from RP logs Challenges: Focus casting Method spells have +20 Debuff; Critical failures do double damage to caster
Goblins Freshling: 80 HP; Junior: 130 HP, 30 MP; Senior: 200 HP, 85 MP; Senior Career: 380 HP, 125 MP Strengths: Illusions has -15 Buff, Reproductive has -15 Buff, Stewardship casting Method spells have -5 Buff Challenges: Divine Archetypes (Healing; Emotive; Temporal; Aether) have +10 Debuff
Dryads Freshling: 100 HP; Junior: 160 HP, 40 MP; Senior: 250 HP, 100 MP; Senior Career: 420 HP, 160 MP Strengths: Nature Archetypes (Herbal; Atmospheric; Elemental (air, water, earth, light); Summoning) have -10 Buff, Stewardship casting Method costs half MP Challenges: Pyrestia has +25 Debuff, Skiastia has +15 Debuff, Summoning costs double MP
Fey Freshling: 80 HP; Junior: 130 HP, 45 MP; Senior: 200 HP, 120 MP; Senior Career 380 HP, 185 MP Strengths: Herbal has -10 Buff, Atmospheric has -10 Buff, Runic has -10 Difficulty, Stewardship casting Method spells have -5 Buff Challenges: Temporal has +20 Debuff, Aether has +20 Debuff
Kirin Freshling: 60 HP; Junior: 110 HP, 45 MP; Senior: 180 HP, 120 MP; Senior Career 350 HP, 185 MP Strengths: Healing has -20 Buff, Spells with a +MP or +HP result have -5 Buff Challenges: Spells with a -MP or -HP result have +15 Debuff and cost additional 5MP to cast, access to racial transformation spell
Naiads Freshling: 60 HP; Junior: 110 HP, 40 MP; Senior: 180 HP, 100 MP; Senior Career: 350 HP, 160 MP Strengths: Hydrastia has -15 Buff, Emotive has -15 Buff Challenges: Arcane Archetypes (Runic; Alchemy; Binding; Warding; Divination) have +10 Debuff
Kumiho Freshling: 60 HP; Junior: 100 HP, 40 MP; Senior: 180 HP, 100 MP; Senior Career: 350 HP, 170 MP Strengths: Pyrestia has -15 Buff, Warding has -15 Buff, Charms has -10 Buff, Illusions has -10 Buff Challenges: Hydrestia has +15 Debuff, Herbal has +10 Debuff, Stewardship casting Methods have +10 Debuff
Cherubs Freshling: 50 HP; Junior: 100 HP, 40 MP; Senior: 160 HP, 100 MP; Senior Career: 340 HP, 170 MP Strengths: SOLAR: Pyrestia has -15 Buff, Phosestia has -15 Buff, Charms has -10 Difficulty, Illusions has -10 Buff, Healing has -10 Buff, Stewardship casting Method has -5 Buff// LUNAR: Skiastia has -10 Buff, Illusions has -10 Buff, Alchemy has -10 Buff, Runic has -10 Buff, Focus casting Method has -5 Buff Challenges: SOLAR: Skiastia has +15 Debuff, Alchemy has +10 Debuff, Focus casting Methods have +10 Debuff, Runic has +10 Debuff, Focus casting Method has +5 Debuff// LUNAR: Phosestia has +15 Debuff, Pyrestia has +10 Debuff, Charms has +10 Debuff, Healing has +10 Debuff, Stewardship casting Method has +5 Debuff
Sluagh Freshling: 70 HP; Junior: 160 HP, 50 MP; Senior: 190 HP, 110 MP; Senior Career: 380 HP, 180 MP Strengths: Healing has -15 Buff, Hemomancy has -15 Buff, Skiastia has -10 Buff, Illusions has -5 Buff, Warding has -5 Buff, Casting casting Method has -10 Buff, Focus casting Method has -5 Buff Challenges: Phosestia has +15 Debuff, Stewardship casting Method has +5 Debuff, Invocation casting Method has +5 Debuff, Reproductive has +15 Debuff, Aerastia has +15 Debuff, Atmospheric has +10 Debuff

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Posted: Thu Sep 08, 2016 8:14 pm
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Posted: Thu Sep 08, 2016 8:14 pm

Here is an example character sheet.
Name: Suzume Race: Imp/Fey Hybrid (Using Fey stats) Stage: Senior - Career HP: 380 MP: 185 Maximum Specialization: -40 (applied to: -10 Herbal, -20 Casting, -10 Atmospheric) Racial Buffs: Herbal has -10 Buff, Atmospheric has -10 Buff, Runic has -10 Buff, Stewardship casting Method spells have -5 Buff
Racial Debuffs: Temporal has +20 Debuff, Aether has +20 Debuff
Personal Spell Book Known Spells:
Thunderbolt: (Atmospheric) Bonus: -40 Cost: 15 MP Effect: HP - ||| MP 0 Method: Casting ||| Source: Nature
Gaekinesis: (Gaestia) Bonus: -20 Cost: 15 MP Effect: HP +/- ||| MP 0 Method: Casting ||| Source: Nature
Replenish Energy: (Healing) Bonus: 0 Cost: 10 MP Effect: HP 0 ||| MP + (application) Method: Invocation ||| Source: Divine
Florakinesis: (Herbal) Bonus: -30 Cost: 15 MP Effect: HP +/- ||| MP 0 (application) Method: Casting ||| Source: Nature
Protection: (Warding) Bonus: -20 Cost: 10 MP Effect: HP + ||| MP + (caster must specify what they are protected against, this total worth of added protection before their natural HP/MP is affected) Method: Casting ||| Source: Arcane
Stormbringer: (Atmospheric) Bonus: -20 Cost: 15 MP Effect: HP - ||| MP 0 (application) Method: Invocation ||| Source: Nature
Mage's Tonic: (Alchemy) Bonus: 0 Cost: 10 MP Effect: HP 0 ||| MP + (Increases MP by this total so long as it doesn't exceed cap) Method: Focus ||| Source: Arcane

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Posted: Thu Sep 08, 2016 8:14 pm
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Posted: Thu Sep 08, 2016 8:15 pm
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