As was explained in the basic magic rules, there are 3 basic categories of magic:
Caster Magic: Magic that is expelled from the body as opposed to magic done through the use of weapons or outside items.
Holder Magic: Magic that requires a mage to use an external source to produce magic. It usually requires the use of magic power or even lacrimas.
Lost Magic: Magic that has been obliterated from the history of the world due to their immense power. However, users of such magic still exist are believed to be very rare. There will only be a limited amount of lost magic spots available depending on the magic.
Limited Magics
Limited magics are special magics that only few members on the site have access too.
Slayer Magic: Caster type Lost Magic which allows its users to use magic not obtained by ordinary means.
ReQuip Magic: Caster/holder type magic related to the summoning of equipment.
Summoning Magic: Caster or holder magic that allows users to bring forth creatures from a different plain of existence.
Takeover Magic: Caster magic that allows the user to, "take over" the power of an entity and use it to fight.
Celestial Spirit Magic: Holder magic in which the user summons Celestial Spirit by opening their gates through the use of Celestial Spirit Gate keys.
Magic Template
Code:
[b]Name:[/b] (Name of magic) [b]Element:[/b] (Element of magic) [b]Description:[/b] (Describe what your magic can do in detail. The more detail, the better.) [b]Strength:[/b] (What are some strengths of your magic. Provide a minimum of three strengths with a description of each.) [b]Weakness:[/b] (What are some weakness of your magic. Provide a minimum of three weaknesses with a description of each.)
Slayer magic is a type of lost, caster magic. It is separated into three different categories:
Dragon Slayer Magic: Dragon Slayer Magic is a form of slayer magic which is taught by dragons and is used to slay dragons.
God Slayer Magic: God Slayer Magic is a form of slayer magic which is taught by "gods" but can also be taught by another mage who knows this magic.
Devil Slayer Magic: Devil Slayer Magic is a form of slayer magic that has no history behind it. It is not known how the first mage achieved Devil Slayer Magic.
Dragon Slayer Magic
First generation dragon slayers
Spell consumption: Dragon slayers have the ability to consume the element which they wield. A dragon slayer isallowed to consume one spell that is a rank below them and corresponds to their element. However, they may only do this when their HP or mana is below 50%. The amount of HP and mana restored is equivalent to the amount of damage the spell causes and the mana it consumes. This may only be done once a topic.
Dragon Force: A dragon slayer may enter Dragon Force once they achieve A-rank. They are then able to activate Dragon Force as they please. Dragon Force causes a dragon slayers spell attributes and physical stats to double. Dragon Force may only be entered once a topic and may only be used once a topic.
Second generation dragon slayers
Dragon Force: A dragon slayer may enter Dragon Force once they achieve A-rank. They are then able to activate Dragon Force as they please. Dragon Force causes a dragon slayers spell attributes and physical stats to double. Dragon Force may only be entered once a topic and may only be used once a topic.
Dragon Force:
Code:
[b]Name + Rank:[/b] Dragon Force (S) [b]Mana:[/b] 100 + 50 sustain [b]Class:[/b] Buff [b]Element:[/b] (Fill in your element) [b]Effect:[/b] A special buff spell only accessible by dragon slayers. It causes all spell stats and physical stats to double while active. [b]Duration:[/b] Sustained [b]Cooldown:[/b] Once per topic
God Slayer Magic
God slayer
Spell Consumption: God slayers have the ability to consume the element which they wield. A god slayer isallowed to consume one spell that is of equivalent rank to them and corresponds to their element. However, they may only do this when their HP or mana is below 50%. The amount of HP and mana restored is double the amount of damage the spell causes and the mana it consumes. This may only be done once a topic.
Devil Slayer Magic
Devil Slayer
Devil slayers have the ability to consume the element which they wield. A devil slayer isallowed to consume one spell that is of a higher rank than them and corresponds to their element. However, they may only do this when their HP or mana is below 50%. The amount of HP and mana restored is triple the amount of damage the spell causes and the mana it consumes. This may only be done once a topic.
ReQuip magic is a type of caster/holder magic. ReQuip magic comes in many forms ranging from guns to swords to axes. However, the two main classifications of ReQuip magic are weapons and armors.
A ReQuip mage begins with 4 D-rank and 1 C-rank spell. Any default spell slot may be used to create either a weapon, armor, or spell for a weapon or armor.
ReQuip mages may only have one style of ReQuip magic. This means a ReQuip mages cannot use guns and swords but only one of the two. Same applies for anything else. Armors may be anything.
Weapons
Weapons cause damage to an opponent. They come in many different forms, ranging from guns to swords to axes to about anything else that is considered a type of combat weapon.
A ReQuip mage may have any number of weapons as they wish, however an open spell slot is required.
A ReQuip mage may also cause damage by creating spells for the weapon. The weapon can then do weapon damage and spell damage. However, an open spell slot is required as learning a spell will take up a spell slot.
Damage - The damage caused by a weapon depends on the what spell rank it is. A D-rank weapon will do 25 DMG while a S-rank weapon will do 150 damage. If you create a spell that allows you to create multiples of a weapon, damage will be split among them.
Defense - Each weapon is able to withstand a certain amount of damage before being destroyed. The amount of damage it can withstand is equivalent to its rank. A D-rank weapon will be destroyed by taking D-rank damage while a B-rank weapon will be destroyed by taking B-rank damage or equivalent.
Duration - Weapon duration is considered 'Sustained'. This means a mage must pay a mana cost to keep the weapon active.
Cooldown - Weapon cooldown is dependent of its rank:
Weapon Rank
D-rank
C-rank
B-rank
A-rank
S-rank
X-rank
Z-rank
Cooldown
2 posts
3 posts
4 posts
5 posts
6 posts
8 posts
Once per topic
Armor
Armors serve the sole purpose of preventing damage and protecting the user. Armors cover the body.
A ReQuip mage may have any number of armors as they wish, however an open spell slot is required.
A ReQuip mage may also create defensive spells for the armor. The armor can then cast additional defenses such as shield or barriers. However, an open spell slot is required as learning a spell will take up a spell slot.
Damage - Armors cannot cause any type of damage.
Defense - Each armor provides defense depending on its rank. The armor defense follows the basic defense rules located within the spell handbook.
Duration - Armor duration is considered 'Until destroyed'. This indicates that an armor will be active until it receives the necessary amount of damage required to destroy it.
Cooldown - Armor cooldown is dependent of its rank:
Armor Rank
D-rank
C-rank
B-rank
A-rank
S-rank
X-rank
Z-rank
Cooldown
2 posts
3 posts
4 posts
5 posts
6 posts
8 posts
Once per topic
ReQuip Template
Code:
[b]Name:[/b] (Weapon/ Armor name) + (Rank) [b]Type: [/b] (Weapon or Armor) [b]Mana:[/b] (Mana cost to activate spell) [b]Description:[/b] (Describe the weapon or armor. How does it look, what does it do, etc. Be detailed) [b]Duration:[/b] (Depends on type) [b]Cooldown:[/b] (Depends on spell rank)
Summoning magic is a type of caster or holder summoning magic. It is separated into two different summoning categories: Basic and Advanced summons.
A summoning mage begins with 4 D-rank and 1 C-rank spells like all other mages. A summoning mage may create a maximum of two advanced summons as their defaults.
Basic Summons
Basic summons have the sole purpose of overwhelming enemies. They are summoned in large swarms and have no mana whatsoever. They deal damage by either carrying weapons or with their punches and kicks. The size, range, and speed of the creatures is equivalent to the rank they are. The number of summons that can be summoned with one spell depends on the rank of the spell:
Spell Rank
D-rank
C-rank
B-rank
A-rank
S-rank
X-rank
Z-rank
Creatures
25 Creatures
50 Creatures
75 Creatures
100 Creatures
125 creatures
150 creatures
200 creatures
Damage - Each basic summon splits the damage among themselves. The number listed above is the maximum number of creatures a mage can summon per spell rank. The damage is split among all creatures. For example, a C-rank summon can either have 50 creatures dealing 1 DMG each or have 25 creatures doing 2 DMG each.
Defense - Basic summons are destroyed by a spell equivalent to their rank. For example, all C-rank creatures are destroyed by 1 C-rank spell or equivalent.
Duration - Basic summons duration is considered 'Sustained'. This means a mage must pay a mana cost to keep the summons active.
Cooldown - Basic summons cooldown is dependent of its rank:
Spell Rank
D-rank
C-rank
B-rank
A-rank
S-rank
X-rank
Z-rank
Cooldown
2 posts
3 posts
4 posts
5 posts
6 posts
7 posts
Once per topic
Advanced Summons
Advanced summons are an advanced species of summoned creatures. They appear alone and possess more strength than any unlimited summon. They deal damage by casting spells. The size, range, and speed of the creature is equivalent to the rank they are. The number of limited summons that can be summoned at once is two.
Damage - Each advanced summon does damage depending on the spells it utilizes. For example, a B-rank limited summon will do 75 DMG if it uses a B-rank spell or 50 DMG if it uses a C-rank spell.
Mana - The amount of mana an advanced summon has depends on its rank:
Summon Rank
D-rank
C-rank
B-rank
A-rank
S-rank
X-rank
Z-rank
Mana
100 Mana
250 Mana
400 Mana
550 Mana
700 Mana
850 Mana
1,000 Mana
Each spell an advanced summon learns takes up a spell slot. Advanced summons may learn a maximum of 4 spells each. Each advanced summon also takes up a spell slot. A S-rank summon will take up a S-rank spell slot and if they learn a B-rank spell, it will take up a B-rank spell slot.
Defense - An advanced summon has a rather sturdy defense. They are destroyed by a spell above their rank or equivalent. This means a B-rank summon will be destroyed by A-rank damage while a D-rank summon will be destroyed by C-rank damage.
Duration - Advanced summon duration is considered 'Sustained'. This means a mage must pay a mana cost to keep the summons active. Cooldown - Advanced summons cooldown is dependent of its rank:
Spell Rank
D-rank
C-rank
B-rank
A-rank
S-rank
X-rank
Z-rank
Cooldown
2 posts
4 posts
6 psots
8 posts
10 posts
12 posts
Once per topic
Summon Template
Code:
[b]Name:[/b] (Summoning name) + (Rank) [b]Summon Type: [/b](Basic or Advanced) [b]Mana:[/b] (Mana cost to activate spell) [b]Description:[/b] (Describe the summons. How do they look, what is their size, range and speed. Be detailed) [b]Duration:[/b] (Sustained) [b]Cooldown:[/b] (Depends on spell rank)
Takeover magic is a type of caster magic that allows the user to take over the power of an entity and use it to fight. There are two different forms of take over: partial and complete.
A takeover mage begins with 4 D-rank and 1 C-rank spells like all other mages. Any default spell slot may be used to create either a partial or complete form, or a spell for the complete form.
Takeover mages may only have one style of takeover. This means they may either take over the form of animals or ghouls, not both.
Partial Takeover
Partial takeover is where a creature takeovers a body part of the user. In this form, a user may not use spells and can only cause physical damage as a result.
A takeover mage may have any number of partial takeovers as they wish, however an open spell slot is required.
Damage - The damage caused by a partial takeover depends on the what spell rank it is. A D-rank partial takeover will do 25 DMG while a S-rank partial takeover will do 150 damage.
Defense - Each partial takeover is able to withstand a certain amount of damage before being destroyed. The amount of damage it can withstand is equivalent to a rank below it. A D-rank weapon will be destroyed by taking D-rank damage while a B-rank weapon will be destroyed by taking C-rank damage or equivalent.
Duration - Partial takeover duration is considered 'Sustained'. This means a mage must pay a mana cost to keep the takeover active.
Cooldown - Partial takeover cooldown is dependent of its rank:
Takeover Rank
D-rank
C-rank
B-rank
A-rank
S-rank
X-rank
Z-rank
Cooldown
2 posts
4 posts
6 posts
8 posts
10 posts
12 posts
Once per topic
Complete Takeover
Complete takeover is where a creature completely takes over a mage. In this form, a user may use both spells and cause physical damage.
A takeover mage may have any number of complete takeovers as they wish, however an open spell slot is required.
Damage - The damage caused by a complete takeover depends on the what rank it is. A D-rank complete takeover will do 25 DMG while a S-rank complete takeover will do 150 damage. The spells used by the complete takeover follow the same criteria.
Defense - Each complete takeover is able to withstand a certain amount of damage before being destroyed. The amount of damage it can withstand is equivalent to its rank. A D-rank complete takeover will be destroyed by taking D-rank damage while a B-rank complete takeover will be destroyed by taking B-rank damage or equivalent.
Duration - Complete takeover duration is considered'Sustained'. This means a mage must pay a mana cost to keep the takeover active.
Cooldown - Complete takeover cooldown is dependent of its rank:
Takeover Rank
D-rank
C-rank
B-rank
A-rank
S-rank
X-rank
Z-rank
Cooldown
2 posts
4 posts
6 posts
8 posts
10 posts
12 posts
Once per topic
Takeover Template
Code:
[b]Name:[/b] (Takeover name) + (Rank) [b]Summon Type: [/b](Partial or Complete) [b]Mana:[/b] (Mana cost to activate spell) [b]Description:[/b] (Describe the unlimited summons. How do they look, what is their size, range and speed. Be detailed) [b]Duration:[/b] (Sustained) [b]Cooldown:[/b] (Depends on spell rank)
Celestial spirit magic is a type of holder summoning magic. The keys are separated into two distinct categories:Silver and Gold keys.
A celestial spirit mage begins with 4 D-rank and 1 A-rank spell. The A-rank spell is one golden key of a users choice. The other 4 D-rank slots may be used as silver keys or spells.
Silver Keys
Silver keys are the generic stellar spirits. They are a lot more common and abundant within the celestial spirit community. Silver keys begin at D-rank and can be upgraded to A-rank.
Damage - Silver key spirits may cause physical damage. The damage caused by a silver key depends on the what spell rank it is. A D-rank silver key will do 25 damage while a A-rank silver key will do 100 damage.
Mana Pool -This refers to the mana pool a silver key has. This allows a spirit to cast spells.
Spirit Rank
D-rank
C-rank
B-rank
A-rank
Mana
100 Mana
250 mana
400 mana
550 mana
A silver key is allowed to learn a maximum of 3 spells. Defense - Silver key spirits are destroyed by a spell equivalent to their rank. For example, a B-rank spirit is destroyed by a B-rank spell or equivalent.
Duration - Silver key spirits duration is considered 'Sustained'. This means the user must pay an initial cost to summon the spirit and a sustain cost to keep it active longer.
Cooldown - Silver key spirits duration is dependent of its rank:
Spell Rank
D-rank
C-rank
B-rank
A-rank
Cooldown
2 posts
3 posts
4 posts
5 posts
Gold Keys
Gold keys are the rare celestial spirits. There are only 12 gold keys in existence and therefore, only a few celestial spirit mages are allowed their hands at them. Gold keys begin at A-rank and can be upgraded to Z-rank.
Damage - Gold key spirits may cause physical damage. The damage caused by a gold key depends on the what spell rank it is. An A-rank gold key will do 100 damage while a S-rank gold key will do 150 damage.
Mana Pool - This refers to the mana pool a gold key has. This allows a spirit to cast spells.
Spirit Rank
A-rank
S-rank
X-rank
Z-rank
Mana
550 mana
700 Mana
850 Mana
1,000 Mana
A gold key is allowed to learn a maximum of 5 spells.
Defense - Gold key spirits are destroyed by a spell above their rank or equivalent. For example, an A-rank spirit is destroyed by a S-rank spell or equivalent. A Z-rank is destroyed by equivalent Z-rank damage however.
Duration - Gold key spirits duration is considered 'Sustained'. This means the user must pay an initial cost to summon the spirit and a sustain cost to keep it active longer.
Cooldown - Gold key spirits duration is dependent of its rank:
Spirit rank
A-rank
S-rank
X-rank
Z-rank
Cooldown
5 posts
7 posts
9 posts
Once per topic
In total, there are 12 gold keys. There is no limit as to how many celestial spirit users may be in a guild. As of now, each mage can carry one gold key. However, certain mages will be allowed to gain access to a second gold key if they are deemed worthy.
The 12 keys are:
Aquarius, the Water Bearer (A-rank)
Taurus, the Bull (A-rank)
Cancer, the Crab (A-rank)
Virgo, the Maiden (A-rank)
Sagittarius, the Archer (A-rank)
Leo, the Lion (A-rank)
Gemini, the Twins (A-rank)
Aries, the Ram (A-rank)
Scorpio, the Scorpion (A-rank)
Capricorn, the Goat (A-rank)
Libra, the Scale (A-rank)
Pisces, the Fish (A-rank)
Celestial Spirit Template
Code:
[b]Name:[/b] (Spirit name) + (Rank) [b]Key Type: [/b](Silver or Gold) [b]Mana:[/b] (Mana cost to activate spell) [b]Mana Pool:[/b] (How much mana the spirit has) [b]Description:[/b] (Describe the spirit. How does it look, what is its size, range and speed. Be detailed) [b]Duration:[/b] (Sustained) [b]Cooldown:[/b] (Cooldown period)