Magic Art Skill Creation
Requirement In order to create skills for your Magic Art Skill Library, you need to be the owner of the Skill Library. More information [HERE].
Basic Rules- Same Theme: Must maintain the same theme of your Magic Art Skill Library. If your Skill Library says it focuses on Fire Magic, it better focus on Fire Magic.
- Maximum Number of Skills: Each Skill Library may only have a maximum of 20 Skills in each Skill Library. Only the owner can create Skills and only the owner can replace skills. Any skills replaced will be stated in an announcement after it is done.
Formats Spells
- Code:
[quote][img]xxx[/img] [size=28][b]SpellName[/b][/size]
[b]Spell Rank[/b]: [b]Spell Type[/b]: [b]Spell Components[/b]:
[b]Spell Projectile Size[/b]: [b]Spell Range[/b]: [b]Spell Area[/b]: [b]MP Cost[/b]:
[b]Spell Damage[/b]: [b]Spell Speed[/b]: [b]Spell Points[/b]:
[b]Spell Description[/b]: [/quote]
Summons
- Code:
[quote][img]xxx[/img] [size=28][b]SummonName[/b][/size]
[b]Summon Rank[/b]: (1, 2, 3, 4, 5) [b]Summon Spell Components[/b]:
[b]Summon Creature Size[/b]: [b]MP Cost[/b]:
[b][u]Summon Stats[/u][/b] [list][*][b]Strength[/b]: [*][b]Dexterity[/b]: [*][b]Constitution[/b]: [*][b]Intelligence[/b]: [*][b]Wisdom[/b]: [*][b]Charisma[/b]: [/list]
[b]Spell Points[/b]: [b]Summon Description[/b]: [/quote]
Magic Art Spell Types The Spell Type will determine what your Spell can do. All spells will default to having a single type. You are capable of making Dual-Type (Spells with 2 types) upon unlocking Rank 3 in your Skill Library. All Dual-Type Spells will have to be Rank 3 and higher. Dual-Typing a Spell will have all effects with a rank lower. So a Rank 3 Dual-Typed Spell will have both Types be, effectively Rank 2 in effects. Does not affect MP Cost (for Magic Weapon Arts) or the rank of the Medium required.
- Spoiler:
- Offensive
Offensive Spells are capable of dealing damage. Damage dealt will be determined by the Spell's Rank. All AoEs have their damage reduced by half. In the event of a multi-hit spell (like magic missile), the damage of the each missile will be split between the max damage of the spell (if the spell does 10 damage total and you have 5 missiles, each missiles deal 2 damage each).- Rank 1: 2 damage
- Rank 2: 4 damage
- Rank 3: 6 damage
- Rank 4: 8 damage
- Rank 5: 10 damage
- Spell Points: The user may spend 2 Spell Points in order to increase the damage of the spell by +1 damage. This can be performed 3x.
- Damage over Time
Damage over Time (DoT) will deal damage over a longer period of time. Damage over Time is capable of dealing small amounts of damage for a long period of time. Good management of Damage Over Time can be terrifying as they do more damage, over-all, than a spell would instantly. A target may not be affected by more than 1 DoT on a target at a time. All AoEs have their Damage over Time's damage reduced by half. - Rank 1: 3 Rounds
- Rank 2: 6 Rounds
- Rank 3: 9 Rounds
- Rank 4: 12 Rounds
- Rank 5: 15 Rounds
- Spell Points: The user may spend 1 Spell Points in order to increase the duration of the spell by +1 Round . This can be performed 3x.
- Magic Armor
Magic Armor are spells that grant the user Temporary HP. Temporary HP can be seen as Shields in MMOs. Temporary HP does not count as healing and can go over the target's maximum HP. All damage dealt to the target with Temporary HP is dealt to the Temporary HP before dealing damage to the target. This stacks on top of armor's durability and armor's temporary HP. A target may only have 1 Magic Armor active at a time (regardless of the source). A Magic Armor of equal rank or higher will over-write a currently existing Magic Armor. Temporary HP is cut by half if used as an AoE- Rank 1: 2 Temporary HP
- Rank 2: 4 Temporary HP
- Rank 3: 6 Temporary HP
- Rank 4: 8 Temporary HP
- Rank 5: 10 Temporary HP
- Spell Points: The user may spend 2 Spell Points in order to increase the Temporary HP of the spell by +1 Temporary HP. This can be performed 3x.
- Magic Barrier
Similar to Magic Armor but affects an area instead. Those within/behind a Magic Barrier are protected by the barrier. The Barrier, itself, will have Temporary HP. May only be protected by a single Magic Barrier at a time. Magic Barriers cannot be moved while put in place. The Area of the Magic Barrier can be reduced at the user's leisure.- Rank 1: 2 Temporary HP to a 5 foot radius area
- Rank 2: 4 Temporary HP to a 10 foot radius area
- Rank 3: 6 Temporary HP to a 20 foot radius area
- Rank 4: 8 Temporary HP to a 40 foot radius area
- Rank 5: 10 Temporary HP to an 80 foot radius area
- Spell Points: The user may spend 2 Spell Points in order to increase the Temporary HP of the spell by +1 Temporary HP. This can be performed 3x.
- Counterspell
A user can counter a spell being cast, stopping the spell from occurring. Spells can only be countered depending on the user's Wisdom. The user must have a Wisdom equal to 3xRank. So for a Rank 5 Spell, the user is required to have 15 Wisdom in order to counter the spell. The user must have a counterspell of the same or higher rank to the spell being countered. (If the spell being countered is Rank 3, the user must have a Rank 3, 4, or 5 Counterspell to stop the spell from happening). Each Counterspell will have a 2 round cooldown between use and may only be used 2x per thread. The spell being countered will still use MP and medium charges if applicable.
- Healing
Spells dedicated to Healing HP. These are considered burst heals and will be used to heal the target's CON. HP Healed will be determined by the Spell's Rank. All AoEs have their healing reduced by half. Healing HP cannot exceed the target's CON. - Rank 1: 2 HP Healed
- Rank 2: 4 HP Healed
- Rank 3: 6 HP Healed
- Rank 4: 8 HP Healed
- Rank 5: 10 HP Healed
- Spell Points: The user may spend 2 Spell Points in order to increase the HP Healed by the spell by +1 HP Healed. This can be performed 3x.
- Heal over Time
Works similarly to Damage Over Time, but heals instead. All AoEs have their HP healed reduced by half. Heals over Time will only heal 1 HP for a certain amount of rounds -- which is dependent on the rank of the Heal Over Time- Rank 1: 3 Rounds
- Rank 2: 6 Rounds
- Rank 3: 9 Rounds
- Rank 4: 12 Rounds
- Rank 5: 15 Rounds
- Spell Points: The user may spend 1 Spell Points in order to increase the duration of the spell by +1 Round . This can be performed 3x.
- Curative
Curatives are a way to fixing status effects on your character. From DoTs to poisons to any other status effect a Skill can have. You are capable of looking at other people's Skill Libraries to see what Status Effects you would like to cure. You are only capable of creating a Curative Spell that can cure off a single status effect (at base). You can only cure off effects of equal or lower rank. (If someone is affected by a Rank 4 Status Effect or DoT, you must have a Rank 4 or 5 Curative spell for that particular Status Effect or DoT). You must indicate, in the Description, the particular Status Effect that it can cure or if it's a Damage over Time, state you can cure a Damage over Time. This cannot be made AoE- Spell Points: The user may spend 2 Spell Points in order to add an additional effect to cure. The user may also spend 2 Spell Points in order to make the user immune to this status effect or DoT of that Rank or lower for 5 rounds.
- Buff
Used primarily for increasing the stats of a target or self. See the [Buffing/Debuffing Rules] for more details. Cannot be Dual-Typed with Debuffing, Status Effect, Counterspell, Item Disenchantment, Area Disenchantment, Summons, and Supplementary Spell Types.
- Debuff
Used primarily for reducing the stats of a target. See the [Buffing/Debuffing Rules] for more details. Cannot be Dual-Typed with Buffing, Magic Armor, Magic Barrier, Counterspell, Healing, Heal over Time, Item Disenchantment, Area Disenchantment, Summons, and Supplementary Spell Types.
- Status Effect
These are spells that cause a negative status effect to a target. These can be effects such as paralysis, numbness, etc (the effect is up to you). If the Status Effect has a damage over time, it must be Dual-Typed with Damage over Time. If the effect debuffs stats, it needs to be Dual-Typed with Debuff Type. Status Effects will have a DC (difficulty) rating depending on the rank of the Skill. The DC is equal to 3xRank. (So a Rank 5 will have a DC of 15). Physical Status effects will check the target's current CON (dealing damage to the target will lower the CON), Mental Effects will effect check the target's INT. Emotional Effects will check the target's CHA.)
- Item Enchantment
You may only enchant items with Item Enchantments. Items such as Weapons, Armor, Jewelry are capable of being affected by Item Enchantments. Elemental Enchantments to weapons will increase the weapon damage by +1 and add that damage type. Elemental Enchantments to armor will reduce the damage by -1 to that element. Cannot Item Enchant True Magic Items. An item may only be affected by 1 Item Enchantment Spell at a time and only 1 Additional Damage enchantment at a time. (You cannot stack 2 Fire Enchantments to give a weapon +2 Fire damage). The duration of the Item Enchantment is equal to 2 Rounds per rank (A Rank 3 Item Enchantment lasts for 6 Rounds).
- Item Disenchantment
The user is capable of Disenchanting any item that isn't a True Magic Item. This is used as a counter to Item Enchantment Spells. In order to remove an Item Enchantment, you are required to have a Spell of equal or higher rank to the Item Enchantment Spell in order to remove the Enchantment. You are capable of removing Item Enchantment Spells and Runestone Enchantments (this is temporary however). This will completely vanquish an Item Enchantment Spell and only stop a Runestone Enchantment for a duration equal to 2 Rounds per Rank (A Rank 4 Item Disenchant lasts for 8 Rounds). When Disenchanting a Runestone Enchantment, the Rank must be equal or greater to the Rank of the Runestone in order shut it down.
- Area Enchantment
Unlike an Item Enchantment, Area Enchantment Spells affect an area rather than affecting an item. The Area Enchantments can range from changing the weather to creating a ring of fire. Area Enchantments are REQUIRED to be Dual-Typed. Area Enchantments cannot be Dual-Typed with Offensive, Area Disenchantment, Summoning, Counterspell, Magic Barrier. So you can create a Transformation Area Enchantment that everyone within, including yourself, gets turned into rats if you wanted, or make everyone within take Damage over Time, or everyone within cannot escape. The effects are entirely up to you. Area Enchantments all last for 10 rounds or until Disenchanted. The Area of an Area Enchantment is determined by the Rank of the Spell. The user may only have 1 Area Enchantment active at a time -- casting another one while one is currently active will de-activate the first one and replace it with the second one. Multiple Area Enchantments can overlap one another if it comes from multiple sources. - Rank 1: 10 foot radius area
- Rank 2: 20 foot radius area
- Rank 3: 40 foot radius area
- Rank 4: 80 foot radius area
- Rank 5: 160 foot radius area
- Spell Points: The user may spend 1 Spell Points in order to increase the area of the spell by 10 foot radius. This can be performed 5x.
- Area Disenchantment
This is used as a counter to Area Enchantments. In order to be able to Disenchant an Area Enchantment, the user must be in the Area Enchantment and cast the Area Disenchantment. All Area Enchantments they are in will be instantly nullified if the Area Disenchantment is of equal or higher rank. If multiple Area Enchantments are layered on top of one another -- if the user is capable of casting spells within, they can use an Area Disenchantment of equal or higher rank and nullify ALL Area Enchantments.
- Transformation
These Transformations can be used both as a good status effect or a bad status effect. This can range from altering a part of your own physiology to turning an enemy into a rat via a Polymorphing Spell. Transformation Spells won't naturally increase stats (as that would require Dual-Typing with Buff) but it can grant special abilities. You can transform yourself to have wings and fly. The duration will be determined by the rank of the Transformation -- Duration being equal to 2x Rank of the Spell (A Rank 3 Transformation will last for 6 rounds). Polymorphing Spells will require a reversion condition -- such as taking any damage from an outside source (meaning the polymorphed cannot damage themselves to revert)
- Summon
Read the Summon Rules
- Summoning Skills
Read the Summon Rules
- Supplemental
Supplementary Spells are generally non-combat spells such as creating a magical lock, breaking a magical lock or general spells that can't really be super useful during a fight. However, it is possible to make Supplementary Spells used for combat such as a quick movement spell that'll move you somewhere in a very fast manner. This will be highly scrutinized.
Spell Components All spells will require at least 1 Spell Component when you create a Spell. However, having multiple Spell Components will Grant you Spell Points that you can use to alter parts of your Spell. Spell Points will be discussed in the next section. Each Spell Component used will count as 1 Spell Component.
- Spoiler:
- Half Verbal (HV): Abbreviated as HV when entering into Spell Components. Requires the user to verbalize a short incantation to cause the spell to form. The user uses their voice to manipulate the Weave, often in the form of a magical phrase. The HV Spell Component takes the user 0.5 seconds per rank to incant. (Rank 1 Spell takes 0.5 seconds to incant, Rank 2 Spell takes 1.0 seconds to incant, Rank 3 Spells take 1.5 seconds to incant and so on). The user must complete their phrase in order for the Spell to form.
- Stopping Factor: if the user is unable to complete their magical phrase, if the user cannot breathe (which makes talking difficult), if the user is muted, or otherwise unable to speak -- they are incapable of incanting and the spell will fail.
- Full Verbal (FV): Abbreviated as FV when entering into Spell Components. This Spell Component, if taken, will replace HV and will count as 2 Spell Components. The user uses their voice to manipulate the Weave, often in the form of a longer magical phrase. The FV Spell Component takes the user 1.0 seconds per rank to incant. (Rank 1 Spell takes 1.0 seconds to incant, Rank 2 Spell takes 2.0 seconds to incant, Rank 3 Spell takes 3.0 seconds to incant and so on). The user must complete their phrase in order for the spell to form
- Stopping Factor: if the user is unable to complete their magical phrase, if the user cannot breathe (which makes talking difficult), if the user is muted, or otherwise unable to speak -- they are incapable of incanting and the spell will fail.
- 1-Handed Somatic (1S): Abbreviated as 1S when entering into Spell Components. The user manipulates their hands and arms in a way to almost physical manipulate the Weave, often in the form of hand and arm gestures. The 1S Spell Component takes the user 0.5 seconds per rank to gesture. (Rank 1 Spell takes 0.5 seconds to gesture, Rank 2 Spells takes 1.0 seconds to gesture, Rank 3 Spells take 1.5 seconds to gesture and so on.) The user only requires access to one hand in order to use 1S Spell Component. Cannot be used if both hands are occupied -- requiring the user to free one of their hands in order to gesture.
- Stopping Factor: If the user has no arms/hands, if the user has no free access to their arm/hand, if the user is completely bound/paralyzed or otherwise unable to move their hand around -- they are incapable of gesturing and the spell will fail.
- 2-Handed Somatic (2S): Abbreviated as 2S when entering into Spell Components. This Spell Component, if taken, will replace 1S and will count as 2 Spell Components. The user manipulates their hands and arms in a way to almost physically manipulate the Weave, often in the form of hand and arm gestures. The 2S Spell Component takes the user 0.5 seconds per rank to gesture. (Rank 1 Spell takes 0.5 seconds to gesture, Rank 2 Spells takes 1.0 seconds to gesture, Rank 3 Spells take 1.5 seconds to gesture and so on.) The user requires access to both hands in order to use 2S Spell Component. Cannot be used if both hands are occupied -- requiring the user to free both of their hands in order to gesture.
- Stopping Factor: If the user has no arms/hands, if the user has no free access to their arm/hand, if the user is completely bound/paralyzed or otherwise unable to move their hand around -- they are incapable of gesturing and the spell will fail.
- Medium (M): Abbreviated as M when entering into Spell Components. The user is capable of using a medium to cast spells from. Requires a Spell Medium (generally Runestones) to either be embedded into an item (Weapon/Armor/Jewelry) or held in the hand in order to use. The spell will come from the Runestone, itself rather than the user. In order to use a Medium, you must have a Medium of equal or higher rank than the spell being cast. (Cannot use a Rank 4 Spell if you only have a Rank 3 Runestone). Each Spell will use 1 Charge of the Medium.
- Stopping Factor: If the Medium has 0 Charges, if the Medium gets affected by an Item Disenchantment, if the user (while holding it in their hand) loses access to their Medium.
- Lifeforce (LF): Abbreviated as LF when entering into the Spell Components. The user is capable of using their lifeforce as additional payment. This payment, however, will only be temporary and will reset upon taking a long rest or upon entering a new topic. Using the LF Spell Component, the user takes -1 HP damage and the user's maximum CON is reduced by 1. (Using LF on someone with 13 CON will reduce their CON to 12 and reduce their Maximum CON -- which is normally 20 -- to 19. This will occur every time an LF Spell Component is used).
- Stopping Factor: If the user's CON drops to 0, they will die.
- Rooted (R): Abbreviated as R when entering into the Spell Components. The user is required to stop moving and plant their feet firmly on the ground. May only be taken with a HV or FV Spell Component. They cannot move from this position for the entirety of the spell casting. The user will remain Rooted until their Verbal Component is complete -- They can move after the Incantation and casting of the spell.
- Stopping Factor: Moving on your own, being affected by movement crowd control (Pop-Up, knock-back, pull-in, knock down, etc etc) -- they are incapable of remaining still and the spell will fail.
Spell Points Spell Points are earned depending on the amount of Spell Components used. Spell Points are powerful additions you can add to your spell. Each Spell Point use, when creating a Skill, must be stated in the Spell Point Section. The Spell will also reflect the changes made by Spell Points. You will gain Spell Points for every Spell Component beyond the first Spell Component for a Spell. So say you have a Spell with FV and 2S; total this would amount to 4 Points, but since every spell requires at least one, you are left with 3 Points. These 3 Points are your Spell Points that you can use.
- Spoiler:
- Type Specific Bonuses: Each Type, as shown above in Spell Types, that have Spell Points that can be spent on that specific type. You can spend Spell Points on that Specific Type
- Spell Speed: Every Spell that has a Range or an Area will require Spell Speed. Each Rank will have their set Speed (see Spell Speed Section). You may spend 1 Spell Point to increase the Spell Speed by +1 Rank to a Maximum of +3
- Spell Range: To learn the difference between Range and Area, read the Spell Range Rules below. Each Spell will have a maximum range depending on it's rank. You may spend 1 Spell Point to increase the Spell Range by +1 Rank to a Maximum of +3
- Spell Area: To learn the difference between Range and Area, read the Spell Area Rules below. Each Spell will have a maximum area depending on it's rank. You may spend 1 Spell Point to Increase the Spell Area by +1 Rank to a Maximum of +3
- MP Cost: You may spend 2 Spell Points to decrease the MP cost of the Spell by -1 to a minimum of 1 MP Cost.
If there are more interesting ways you want to spend Spell Points -- make a suggestion.
Spell Projectile Size There isn't an exact size of Projectile Size. The Size of a Projectile is entirely up to the user and should be within reason. Spell Projectile only applies to 'missile' type spells where you shoot something at an opponent. This can also apply to something such as punching a ball of wind at a target (if you've watched Naruto, it'd be like the Rasengan -- the size of the Rasengan itself). The Spell Projectile Size, using an analogy of throwing a grenade, would be the size of the Grenade.
Spell Range This is the distance that a projectile can go or how far you project the center of an AoE to be. Using the similar explanation using a grenade, in terms of Spell Range, this is the distance you can throw the grenade. These Ranges are "Maximum" range. You can use lower ranges if you desire. If a spell requires physical contact, use "Touch" as the Range.
- Spoiler:
- Rank 1: 0-20 feet from the user
- Rank 2: 0-40 feet from the user
- Rank 3: 0-60 feet from the user
- Rank 4: 0-80 feet from the user
- Rank 5: 0-100 feet from the user
- Rank 6: May only be obtained through Spell Points. 0-150 feet from the user
- Rank 7: May only be obtained through Spell Points. 0-200 feet from the user
- Rank 8: May only be obtained through Spell Points. 0-250 feet from the user.
Spell Area This is the area of effect of your AoE technique. Having anything in this section will turn your technique into an AoE (Area of Effect). Several types have their own specific Spell Area. Using the grenade analogy, in terms of Spell Area, this is the explosion radius of the grenade. These Spell Areas are "Maximum" spell areas. You can use lower spell areas if you desire. These Spell Areas will be listed in a spherical radius -- you can use similar areas with different shapes. Minimum Spell Area is determined by Rank. Beware that AoEs will affect everyone in the area whether friend or foe.
- Spoiler:
- Rank 1: 0-5 feet radius
- Rank 2: 0-10 feet radius
- Rank 3: 0-20 feet radius
- Rank 4: 0-30 feet radius
- Rank 5: 0-35 feet radius
- Rank 6: May only be obtained through Spell Points. 0-45 feet radius
- Rank 7: May only be obtained through Spell Points. 0-55 feet radius
- Rank 8: May only be obtained through Spell Points. 0-70 feet radius
MP Cost The MP cost of a spell is equal to it's rank at base. It is possible to reduce MP costs or even increase MP costs. Doing so will increase or decrease by that amount. The minimum MP cost for a spell is 1 MP and Maximum is 10 MP Cost.
Spell Speed This is the speed that projectile based spells will travel through range and this is the speed of an Spell AoE spreading. Using the grenade analogy, in terms of Spell Speed -- this is how fast the grenade flew through the air before exploding. This can also count the explosion speed as well. The following are considered Maximum Speeds of spells.
- Spoiler:
- Rank 1: 0-15 feet per second ( mph)
- Rank 2: 0-30 feet per second ( mph)
- Rank 3: 0-45 feet per second ( mph)
- Rank 4: 0-60 feet per second ( mph)
- Rank 5: 0-75 feet per second ( mph)
- Rank 6: May only be obtained through Spell Points. 0-100 feet per second ( mph)
- Rank 7: May only be obtained through Spell Points. 0-150 feet per second ( mph)
- Rank 8: May only be obtained through Spell Points. 0-200 feet per second ( mph)
Summon Information Summons can be created within a Magic Art Skill Library. You are capable of having multiple summons or a single summon but multiple ranks (each rank of the same summon taking up a Skill Slot each). When creating a Rank 1 Summon, it will stay as a Rank 1 Summon. When creating a Rank 5 Summon, it will stay as a Rank 5 Summon. Summons can be summoned and can remain out until the user either recalls the summon (no Spell Required to recall a summon -- but if they are re-summoned, it will still cost the MP cost to re-summon them. They will retain the same status as they had when they were recalled) or if the Summon's CON reaches 0 (which means, the summon cannot be summoned for the remainder of the thread. A user may only have 1 Summon active at any time. The following are the amount of stats you can allot to a Summon by Rank.
- Spoiler:
- Rank 1: 15 Stat Raises
- Rank 2: 30 Stat Raises
- Rank 3: 45 Stat Raises
- Rank 4: 60 Stat Raises
- Rank 5: 75 Stat Raises
Spell Points: For every 1 Spell Point used, the Summon will gain +1 additional Stat Raise added onto the Summon
Summon Skills Summons only capable of using Skills labeled as "Summon Skill". This isn't necessarily a type, but it will be stated there for the sake of organization. Summon Skills can also be Dual-Typed (as Summon Skill isn't technically a Typing). Summons are ONLY allowed to perform Summon Skills -- the user cannot use Summon Skills. The Summon and the Summon Skill must be in the same Skill Library. Summon Skills can be either Magic Art or Weapon Art. Summons may only learn Summon Skills of equal or lower ranking than the summon, itself. The Summon must be summoned and learn the Skill like players can. The summoner can still gain EXP bonuses for training a Skill for their Summon as they would if they learned their own Skill.
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