Season & Year
Here you can find all of the rules that pertain to the sites Magic Systems. This guide is recommended only for the use of magic builds and pvp, and it is in no way necessary for members to build up their characters if they do not wish to. Magic is essentially an optional feature for our members and can be ignored outside of stat PVP. See Plot Magic, for more details on how to roleplay without stats.
Before continuing, please note it is highly recommended that you get your character application done first before creating or designing magic/equipment.
Skill Attributes System
When creating characters there are base modifiers that automatically apply to your character depending on their sub-species. These are set as a base level and you can increase them by increasing your rank. Each rank that you gain earns you skill points that can be applied to the following attributes:
Character Attributes - 20% Increase per Skill Point
Strength reflects how much damage a players physical attacks will do.
Speed reflects at the fastest speed at which a player can run.
Health is reflective of a players endurance for damage otherwise known as HP (Health Points).
Magic Attributes 10% Increase per Skill Point
► Magic Power
Magic Power is reflective of how much magic/mana a player has in their arsenal, players use Magic Power or MP to cast spells.
Healing is used to restore some of the health to a player that they have received due to taking damage, the better someone's healing attributes the more damage they will be able to undo from healing spells/abilities.
Defense is an extra layer of protection, this is subtracted from before HP, and allows the player to withstand greater amounts of damage. The greater someone's defense is the more effective their defensive spells/abilities and armour is.
► Magic Damage
Magical Damage is reflective of how much damage spells and abilities will deal.
► Accuracy (Capped at 3)
See Hit or Miss System.
► Charm (Capped at 5)
10% More REP per Skill Point on Quests
► Intelligence (Capped at 5)
10% More EXP per Skill Points on Quests
Attributes are applied by levels and work as a means of boosting your base values, all members start at 0, with the exception of accuracy which is calculated differently to the rest.
For each Lvl earned, the base value of that stat is increased by 20% or 10% depending on its type. So for example, if you have a Lvl 2 in Spell Damage, and you cast a spell that does 40HP of damage, that amount will be automatically modified to 48HP (40HP + 20%).
Aside from Special Attributes and Sub-Species benefit attributes, ALL attributes are capped at Lvl 20 and cannot be increased beyond this amount.
Different species each have their own Starter Benefit that exists outside of their magic attribute limits.
- Benefit Chart:
Mages : +3 Magic Power
Warriors : +5 Strength +3 Speed
Demonata : + 2 Magic Damage + 2 Strength
Vampires : +2 Strength +2 Speed
Werewolves : + 4 Strength
Witches : +3 Magic Power +1 Magic Damage -1 Health
Dryad : + 3 Magic Power +2 Healing +1 Defense
Elves : + 2 Magic Power +2 Defense
Fae : +2 Magic Power + 4 Healing
Creatures of Olde : +4 Magic Power
Angels : +3 Magic Power +2 Healing
Nekos : +3 Speed +1 Strength
Inu : +2 Strength +2 Speed
Kitsune : +2 Strength +2 Speed
Lapin : +4 Speed
Draconytes : 1+ Speed +3 Strength
Avian : +4 Speed
Hybrids inherit their benefit from one of their parents, this benefit must be selected when submitting the statsheet. The only exception to this is hybrids born from Eldritch and Gaiyans, who ALWAYS receive the benefit of the Eldritch parent's sub-species.
Last edited by Admin on Fri Feb 05, 2021 9:59 pm; edited 3 times in total
Offensive spells, otherwise known as Attack Spells, are spells used as a means to deal damage to a target. IF an attack spell hits a player it will directly subtract damage from either their total HP. Unless the players have a shield, armour or defensive spell, in which case this total will be subtracted from their Defensive Value first. If the attack quantity goes over the opponent's defence then the remaining damage will be subtracted from the player's HP.
Defensive spells are spells used as means to protect oneself or others from damage. Defensive spells with a set amount and cannot be restored until it is broken or the duration of the spell has run out. In which case the player would need to recast the defensive spell. Defensive spells do not protect players from spell effects such as stuns or blinding.
Healing spells are spells/abilities used as a means to restore one's HP after a player has taken damage. A player's HP cannot be restored more than the player's max HP total. Healing spells have no influence on spell effects which can only be countered with potions.
Last edited by Admin on Mon Feb 15, 2021 6:47 pm; edited 1 time in total
Spell StylesSingle Hit
Single Hit spells are spells that can hit a single target once, you can fire one single hit at each enemy, however, this is capped at a total equal to the spell's duration. You cannot fire a single hit at a target more than once.
In terms of spell design, a single hit might look very much like a laser beam or an empowered magical punch.
Multi-hits are spells that can hit a single target multiple times. This is capped by the same number of hits as the spell's duration, and essentially these spells are not only weaker but growing more expensive to cast with rank. Multi-Hit Defensive Spells do not defend a single player for multiple hits, but rather multiple targets from single hits. Multi-Hit Healing Spells do not heal a single player multiple times but rather can be used to heal multiple targets and single time. The cap on targets either healed or defended is equal to the spell's rank duration.
In PVP combat, the rule of thumb is that can only aim one MH spells at your opponent per post. This is to prevent players from spell stacking MH hits in PVP and hitting their opponents with a ridiculous amount of damage which would essentially be unavoidable. You can however fire more than one MH spell per post as long as they are aimed at different targets. This rule does not apply in Monster Hunting / Event NPCs opponent where you can use up to six.
An example of a MH hit would be several smaller laser beams or a triad of quick jabs.
Area of Effect
Area of Effect spells are slower working spells that affect the region around the caster, they are not as powerful but are cheaper to cast and will hit anyone within its range.
An example of an AOE spell would be a poisonous mist or a glowing aura that spreads over the area. Each individual AOE Spell can only be used once per post.
Burst spells are basically your nukes, explosive spells that deal lots of damage but for less range/speed and they cost most to cast.
An example of a burst spell is an explosion.
Each individual Burst Spell can only be used once per post.
Last edited by Admin on Mon Feb 15, 2021 7:05 pm; edited 1 time in total
Spell EffectsOnce you've reached Initiate Rank you are able to start using spells and abilities with effects. These are side effects or extra features that can be tacked onto your existing spells/abilities. Essentially spells get one effect at Third/Fourth Tier, two effects at Fifth/Elite Tier and Three at Legendary.
Stunning effects can only affect a player once every other post and cannot be stacked. Additionally, a stunning effect only has a once per spell usage meaning that to stun someone who has been previously stunned in a thread you must hit them with a different spell entirely. The Stun effect can be used within any point of the duration of the spell with the exception of the last post (This is to prevent Stun stacking, in case the spell is recast). A stunning effect will automatically reduce an opponents spells with a percentage equal to 1x SP (20%), however, an opponent cannot have their speed reduced by more than 50%. Stunning effects can be countered with a Balancing Potion.
Burn / Poisoning Effects
Burning effects are attacks that burn the opponent and will deal damage over the next two posts after the initial hit. Spells with a Burn effect will automatically have their duration reduced to 3 regardless of its rank. The initial hit does full damage, on the second post it will deal 50% of its base damage and on the third, it will deal 25% of its base damage. Burns cannot be stacked and only have once usage per spell cast. Burn effects can be countered with a Cooling Potion or an Antidote. Burn effects must be rolled for on the first post of the spell's usage, if the effect does not hit then the burn effect can no longer be used within that spells duration.
Freeze effects can only affect a player once every other post and cannot be stacked. Additionally, a freeze effect only has a once per spell usage, meaning if it takes effect it cannot be used within that's spells duration. The freeze effect can be used within any point of the spells duration with the exception of the last post (This is to prevent Freeze stacking, in case the spell is recast).
Frozen Effects can be countered with a thawing potion.
Blinding effects can only affect a player every other post and cannot be stacked. Additionally, a blinding effect only has a once per spell usage meaning that to blind someone who has been previously blinded in a thread you must hit them with a different spell entirely. When a blinding effect is used on someone with a level 2 accuracy or higher, it will reduce their accuracy skill by -1 SK for the next hit or miss roll. Meaning that the have to roll one less Hit or Miss dice. A player with only Lvl 1 Accuracy cannot be affected statistically by this spell. Blinding effects can be countered with a Vision Potion.
Teleport/Mobility effect do not affect the opponent but rather the player themself. Allowing them to teleport or dash to a certain point within the spell's range instantly. Teleports/Mobility effects can ONLY be added to Burst spells. Teleports and Mobility effects can only occur ONCE per post.
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