Mage Battles
Mage Battles are a new type of fight style for those interested in exploring magic. These fights are currently only allowed in the dojo. To do a mage battle, you must sign yourself up as a mage and align yourself with one of our magic forms. Currently we have available five different schools of magic. You may only align with one (for now), but doing so and completing training will give you access to unique abilities. Mage Battles are of course battles in where combatants use ONLY magic moves. The only stats to be concerned with are HP and MP (and of course Luck). In battles the only stats compared are MP and Luck. Before a Mage Battle begins, all combatants gain +10HP for the purposes of casting (and surviving) magic. In the future you will be able to invest MXP into gaining more HP at the start of a battle. There are NO finishers, though desperations are allowed. Let's cover some other rules and whatnot.
Mage Combat Tactics
Initiative
The one whose turn it is to attack is the one with initiative. Initiative is kept by landing successful attacks, or successfully defending yourself against an attack. Initiative will come into play with certain moves.
Magic Combat
Since there are no normal blocks or counters, I've designed a very simple magic blocking move called the Shield. Every mage automatically earns the Shield ability. If successfully rolled, the Shield will cut the damage you would receive in half, and grant you the initiative. It costs nothing to cast, so it's a fair compensation. Shields CANNOT kill you. It will reduce your HP to as low as 1 if you rolled successfully. (see last stand clause)Please RP this move relative to the magic school you are aligned with.
If you wish to counter, there is the devastating REFLECT ability innately in the system from Classic. If successful, you can deal damage to your opponent equal to what you would have suffered, but if you fail you suffer an additional -2HP. Some moves cannot be reflected, it will be stated if so. Abilities identified as
skills cannot be reflected. For balancing reasons, reflects will cost 1hp to cast. The regular magic attack is the same as the classic system. It costs 1hp to cast and can deal 6 damage. All special attacks and blocks/counters follow the same principle as normal ones unless stated otherwise. Now I think we can go on to:
The Good Stuff--Magic Schools/AbilitiesHere's how it works. You pick one of the schools to align with and you undergo training to earn the title of a mage in that school. Upon becoming a mage you can participate in mage battles and gain the benefits therein, as well as have access to training methods that will lead to you learning special abilities within that school. Training methods are listed above. So here's to show you what all the training can pay off for:
Fire School--The aggressive school, focused on harnessing the destructive power of fire and unleashing it on opponents. Naturally this is the most costly school. Play with fire and get burned. Abilities:
"Flame Attack" (2000MXP)--A special fire based magic attack, costs 4HP to cast, but burns opponent for additional -2hp if successful.
"Immolation" (5000MXP)--Fire based magic counter move. Costs 6HP to cast, but if successful, it counters the opponent's attack and deals 3 instant damage, then burns the opponent for 2HP each turn for the next three turns.
"Fire Coffin" (8000MXP)--Fire based magic skill. An attack skill that encases your opponent in a prison of fire. If successful it stuns your opponent (they cannot attack or defend next turn) and does random damage, depending on a random number post action between 1-20:
1-5: 2 damage 6-10: 5 damage 11-15: 8 damage 16+:1/3rd opponent's HP
Costs 8HP to cast. Can only be done once per fight.
Water School--The passive school, focused on wearing opponents down and weakening resolve by demonstrating the near indestructible powers of water, eroding an enemy's will. Abilities:
"Dispersion" (3000MXP) --A water based magic block. It costs 1hp to cast. If successful, your opponent causes no damage to you this attack. You do not gain the initiative.
"Absorption"(6000MXP)--Water based skill. Costs no HP to cast Must be cast when you have initiative (you give up a chance to attack for it). Requires a d20 roll result of greater than 10. If successful,
on your next defense, you gain HP equal to the damage you would've suffered instead.
"Deep Freeze" (9000MXP)--Water based magic attack, using the deadly power of ice. Costs 5HP to cast. If successful, it does 8HP damage and has a 50% chance to stun your opponent. (Roll a d10, result of 5 or greater will succeed. Your opponent cannot attack or defend next turn)
Earth School--The balanced school. Potential for great damage and defense, though luck is not always in favor of the caster, for the earth is fickle. Abilities:
"Magnitude"(2000MXP)--An earth based magic attack that costs 2HP to cast and does random damage depending on the casters' d10 dice roll. (minimum damage is 2, max is 10. Damage affects all players except caster, though you still choose a target.) Defending players post a defense and, instead of referee rolls, they must post action roll a d10 higher than the caster in order to succeed in defending against the attack. This move cannot be reflected.
"Stoneskin"(6000MXP)--Earth based skill. Must be cast when you have initiative (you give up a chance to attack for it). Requires consecutive d20 results of greater than 10. Starting from your next defense, each turn you successfully roll, you will suffer 3 less HP damage from all attacks. This is in addition to your defensive moves. Once you fail to roll greater than 10, stoneskin is no longer in effect and must be cast again. Costs 3HP to cast.
"Call Lightning"(10,000MXP)--Earth based magic skill. Must be cast on your initiative. You must have more than 10MP to cast. Costs 10HP to cast. You can only cast it once per fight. Roll a d20, whatever the result is the damage this move will do. However, you must channel most of your energy into the earth, appealing to the earth itself to call its mighty lightning. You must survive 3 turns before the attack goes through (you can only defend). There is NO defense to this move. ((this might change in the future))
Wind School--The disruptor school, masters of the wind can wield the very air around an opponent and interrupt their concentration. Abilities:
"Air Blast"(2000MXP)--wind based magic attack. Costs 3hp to cast, does normal magic damage. Opponents suffer a -2 penalty to rolls against this attack. Example: Windmage casts Air Blast, defender uses shield. Ref rolls a natural 13 for the defender. Air Blast makes it into a 11 roll.
"Wind Surge"(4000MXP)--wind based skill. Must be cast when you have the initiative. Requires d20 roll of less than 10. If successful, you have the initiative for the next 3 turns, whether or not you land a successful attack. Costs 3HP to cast.
"Gale Force"(6000MXP)--wind based magic attack. Costs 5HP to cast. If successful, it does no damage to your opponent, but it stuns your opponent (they cannot attack or defend next turn) and your opponent's next move, either attack or defense, will suffer a -4 penalty to its roll. This attack CAN be reflected for interesting results.
"Blur Image"(5000MXP)--wind based magic block. Costs 3HP to cast. If successful, it uses air to project an illusion that there are multiples of the defender, reducing the opponent's accuracy. (opponent suffers a -3 penalty to attack roll)
Arcane School--The school full of dark and mysterious power, centered on manipulating souls and powers over life and death, often at various high costs. This school has many abilities, and is difficult to learn. Abilities:
"Blood Pact"(4000MXP)--Arcane magic defense move. Costs 3HP to cast. You gain +3MP to help you defend against the attack. If your opponent's attack misses, you drain them of 2HP. (They lose 2HP, you gain 2HP)
"Shadowbolt"(5000MXP)--Arcane magic attack move. Costs 5HP to cast. If the attack is successful, it deals 4HP damage to your opponent, and drains them of 2HP each turn for the next 2 turns, regardless of who has initiative. This move cannot be reflected. (They lose 2HP, you gain 2HP)
"Mystic Curse"(8000MXP)--Arcane skill. Can only be cast when you have initiative, and you give up your turn (like a pass). Costs 8HP to cast. All magic costs your opponents double the HP to cast for the next 3 turns. This is instant and does not require a roll. Can only be cast once per match.
"Soul Feast" (9000MXP)--Arcane magic attack move. If successful, it does no damage and stuns your opponent (they cannot attack or defend next turn) and draws energy from their soul. On the following turn (when they are stunned) roll a d10. Whatever the result, they lose that much hp and you gain that much hp. Can only be cast once per fight. Costs 5HP to cast.
"Summon Demon" (10,000MXP)--Arcane magic skill. It does not require a roll to cast, but costs 10HP. A demon will be summoned whose MP is the average between your current HP and MP (HP+MP/2). The demon will attack and defend for you for 3 turns (only magic attacks/shields/reflects). You can attack or defend as well, effectively turning the match into a temporary handicap match. (The demon only has 5HP, but magic does not cost it any HP to cast. Can only be cast once per fight. Once the demon dies, you lose 5MP for the rest of the fight.)
Last Stand Clause
At the event of any fighter being at only 1hp left, he/she makes a last stand. He/she cannot cast any abilities, but regular magic attacks, reflects, and shields cost nothing to cast. Also, if you roll successfully, shields will absorb all damage. Never give up, this could turn the tide for you.