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 Guide to Magic

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PostSubject: Guide to Magic   Sun Jul 05, 2015 12:22 am

Types of Magic

Throughout all of Earthland, there are many different magics out there. If you want the most basic categories of magic, there are 3 types. These are:


  1. Caster Magic (キャスターマジック Kyasutā Majikku) is a type of magic where somebody expells magic from their body to produce various effects depending on which element and magic the caster is expelling.

  2. Holder Magic (ホルダーのマジック Horudā Majikku) is when the user of this magic needs to use a catalyst or some magical item to help channel their magic to help produce different effects. However, this type of magic costs a little more magic energy to activate the spells. 10% more for non melee or non ranged holders (like cards and amulets), 20% more for melee holders (such as swords and daggers), and 30% more for ranged holders (such as guns and bows.)


    • Base Damage - Holder magic weapons have a base damage they can deal. This damage scales with their rank. At D-Rank, your holder item (if a weapon) can deal 2 damage, C-Rank, 4 damage, etc. This damage can be increased by your physical power stat.

    • Ranged Holders - Ranged holders can have no cooldown to their offensive spells. Having no cooldowns flat just makes it too op of a magic.


  • Ancient Magic (古代のマジック Kodai no majikku) also known as Lost Magic are extremely rare magics. The most common and famous form of these magics are the Slayer magics. Ancient magics are mostly found in the form of caster magic. However it is not impossible for it to be a holder magic.


  • There are also the levels of magic. These levels scale on power along with rarity. You will find most ancient magics appearing at, at least levels 3 and up. These levels are:


    1. Common Magics - These are the most basic of the magics. They are usually some basic elemental magics like fire magic or water magic.

    2. Uncommon Magics - One step above common magics are some of the more uncommon magics out there. There are still quite a number of mages who have these magics. Magics have a small boost to them which makes them more uncommon such as maker magics.

    3. Rare Magics - Most mages do go through their life and see this kind of magic. These magics are significantly more powerful then common magics.  One elemental Dragon Slayers would fall under this category.

    4. Ultra Rare Magics - Those who possess ultra rare magics have amazing powers that some mages only dream of getting.

    5. Legendary Magics - Legendary Magics are truely amazing magics. They are so much more advanced magics. They have tons of great effects to them. Only so many mages are able to possess them.

    6. Divine Magics - The magics that reigns above all other magics are the divine magics. These magics makes all other magics seem like child's play. It is truely a blessing to obtain at least one of these magics.


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    PostSubject: Re: Guide to Magic   Sun Jul 05, 2015 1:10 am

    Elements

    Fire - Fire is widely known for its brute force. Anything to do with heat generally falls under this category. Fire magic is the best known magic that deals with the fire element. It is strong against ice and plant but weak against water and wind.

    Subs - Lightning, heat, solar, plasma

    Water - Water is a peaceful and flowing element. At higher levels it is even known to heal. However, do not underestimate water. It can be rushed at such a strong force to slice through even metal. It is strong against fire, poison, and earth but weak against plant.

    Subs - Blood, lunar, mist, ice

    Earth - Earth is generally a highly defensive element. It is well known for its durability, especially at higher levels of magic. It is strong against air but weak against water

    Subs - Metal, bone, minerals

    Air - Air is probably the most free element that's out there. It is hard to see. At high levels it can even be invisible. The air can have different kinds of effects. Sometimes it can be rushed at quick speeds to inflict damage or form a dome and suck the air from somebody. It is strong against fire but weak against earth.

    Subs - Wind, smoke, sky, gas

    Light - This is one of the most pure magics out there mostly chosen by light mages as it usually fits their personality pretty well. It is weak but strong against darkness automatically neutralizing any strengths or weaknesses against darkness magic.

    Subs - Holy, solar, white

    Darkness - This is pure darkness. This magic is favored by dark mages. This magic is strong but weak against the light element thus neutralizing any elemental strengths or weaknesses light magic has against the darkness element.

    Subs - Shadow, lunar, night

    Plant - Strongly associated with earth, this magic more focuses on things like vines, trees, flowers, and even pollen. It is strong against water but weak against water.

    Subs - Wood, life

    Poison - This is considered even more offensive then fire. People who use the poison element are truely terrifying once they unleash their full power. To balance out how powerful poison is, it has no strength over an element but is weak against water.

    Subs - Acid, gas

    Neutral - A neutral element basically means that there is no element. Because of this, there is no elemental advantage or disadvantage to any element. This does however provide for great creativity with these magics.

    Subs - Spirit, time, gravity, sound, wave, cyber

    Physical - Every attack made with a physical element magic is a physical attack meaning with the body. Kicks and punches are good examples of these. Most weapons also produce physical attacks without having magic being channeled into the weapon. Like neutral, physical has no strength or weakness.

    Subs - Speed

    Divine - The divine element is considered godly. There is none that surpasses the divine element. It is strong against every kind of element.

    Subs - Etheral


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    PostSubject: Re: Guide to Magic   Mon Jul 06, 2015 5:59 pm

    Take-Over

    Take Over (接収, テイクオーバー, Teiku Ōbā) is an advanced Caster-Type Transformation Magic. Take Over allows the user to, essentially, "take over" the power (or the body) of an entity and use it to fight. It can increase the power, strength, and speed of the Caster, sometimes adding a new skill, such as flying or breathing underwater. One can only "take over" the power of beings that they truly "know". Currently, there are only 4 distinctively known kinds of Take Overs: Beast Soul, Animal Soul, Satan Soul, and Machina Soul. In addition to embodying an entity, Take Over can also be used to control another entity or another entity's abilities. However, it is unknown if the entity one takes control of/takes over the abilities of has to have the characteristics of the Caster's specific type of Take Over magic.

    Buffs

    Take-Over magic has specific buffs to them. Depending on which entity you decide to take-over, you will have buffs added to you. These buffs are not stackable. You can buff all but intelligence and health just like any other buffing or support magic.

    Elements

    Take-Over magic allows for multiple elements to be used. Which entity you take-over determines the element the take-over is along with the element of magic you can use while in that take-over form.

    Passive Abilities

    There are some passive abilities that comes with Take-Over. As in the description, with specific entities you can take-over, they may provide for passive abilities such as flight and breathing underwater. While you may add a passive ability, the buff that comes with the take-over must be downgraded a rank for each passive ability you have.

    Sustaining

    It takes a sustaining cost to keep the take-over transformation going which can prove to be magically strenuous on yourself so while the actual take-overs have no cooldown, it is unwise to keep switching take-overs unless you have a surplus of the intelligence stat.
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    PostSubject: Re: Guide to Magic   Mon Jul 06, 2015 6:36 pm

    Re-Quip

    Requip (換装魔法 Kansō Mahō), also known as Ex-quip, is a Caster Magic related to the summoning of various types of equipment. This Magic allows the users to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. However, there is a limit to how much the pocket dimension can store. Requip can be used for simple or for combat-related purposes. Some users may just choose to use it to change their clothing. More skilled users are able to Requip different weapons in battle, and it is even possible to Requip armors in the midst of battle, although the only Mages to ever do this are Erza Scarlet and Coordinator.

    Defensive

    Defensive re-quips refers to the armors and shields the mage can re-quip into. The defensive re-quips have doubled durability. These re-quips have no cooldown. The armor's durability is stacked with the physical power stat. You are still able to be injured while the armor is still on. The damage between you and the armor though is split.

    Offensive

    Things like guns and swords are the offensive re-quips. The weapons itself ignores AoE rules. The spells however produced by the weapons are subject to the AoE rules. The weapon's attacking power and durability is stacked with the physical power stat. Re-Quipping into a weapon has no cooldown.

    Elements

    With Re-Quip, you can re-quip into different kinds of armors and weapons. Each weapon and armor can have a different kind of element to it. This makes re-quip a great magic with great variety.

    Passive Abilities

    Much like Take-Over, Re-Quipping into different armors gives you different passive abilities such as the ability to fly with wings on your armor or being able to walk on walls and ceilings with special footwear. Passive abilities may also be considered buffs. These buffs are non-stackable. Unlike Take-Over, you may have up to two passive abilities together. However, if you do put two passive abilities together, then each passive ability will be halved. The passive abilities only activates when both the armor and the weapon to the re-quip is active. When making your re-quip, under both the defensive re-quip and the offensive re-quip, state the passive ability(s) in a bullet in the "description" part of the spell.


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    PostSubject: Re: Guide to Magic   Tue Jul 07, 2015 2:50 pm

    Summons

    Aside from Celestial Spirit magic, there are numerous summoning magics that you can have. Summons are simple. You can summon an entity and they can fight for you. However, once that entity takes enough damage, it goes back into the spirit world. It also takes a sustaining cost of 25% of the original spell (rounding up on decimals) to keep that summon on the field. There are three types of summons:


    • Limited Summons - Can only be summoned once per topic. Has two upgradable stats and can use any level 1 magic.

    • Unlimited Summons - Can be summoned numerous times per topic. Has 1 upgradable stat and can't use any form of magic.

    • Pet Summons - Pet summons are like unlimited summons in some ways. It can be summoned numerous times per topic but 2 or more of the same summon cannot be summoned at the same time. All pet summons must be E-Ranked. They do not have any upgrades. While they cannot be destroyed, they cannot deal damage and they move at the summoner's movement speed.


    What it means by an "upgradable stat" is that you can pick a stat of the summon to be increased by 1 rank. The stats of a summon are:


    • Health - How much damage the summon can take before getting sent back to the spirit world
    • Damage - Damage the summon can deal (physical)
    • Resistance - How much damage a summon can resist
    • Speed - Speed of summon (moves at spell speed)
    • Mana Pool - Mana pool of summon (applicable to limited summons)


    The damage and speed are determined by a normal spell of the same rank's damage and speed. (i.e. An A-Ranked summon would deal 16 damage and can move at 20 m/s give that you haven't upgraded any of those stats of the summon yet.) The mana pool and resistance however are separate. Here is what the mana pools and resistances are for the different ranked summons:

    Mana Pools


    • D-Rank • 50 magic energy
    • C-Rank • 100 magic energy
    • B-Rank • 150 magic energy
    • A-Rank • 200 magic energy
    • S-Rank • 250 magic energy
    • SS-Rank • 300 magic energy
    • X-Rank • 400 magic energy
    • Z-Rank • 500 magic energy (increases to 600 if upgraded)


    Resistances


    • D-Rank • 1
    • C-Rank • 2
    • B-Rank • 4
    • A-Rank • 8
    • S-Rank • 16
    • SS-Rank • 32
    • X-Rank • 64
    • Z-Rank • 128 (increases to 256 if upgraded)


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    PostSubject: Re: Guide to Magic   Wed Jul 08, 2015 4:52 pm

    Celestial Spirits

    Celestial Spirit magic is a unique form of summoning magic. It is considerably stronger then normal summoning magic having 3 upgradable stat points for bronze keys, 4 for silver keys, and all 5 for the golden Zodiac keys. Not only that, but Celestial Spirits are known to use higher levels of magic then ordinary spirits. However, since Celestial Spirit magic is a neutral holder magic, it costs 10% more magic energy to activate the summons and it is considered a special magic where only a certain number of people are allowed to have them. Finally, Celestial Spirit magic is a primary only magic.

    There are certain events held at this site in which Celestial Spirit mages plays an important part in. There will be global announcements of this and perhaps even a special request will show up! (This will usually result in a golden Zodiac key as a reward.)

    There is only 1 spell of Celestial Spirit magic that is a caster spell. This caster spell is a highly advanced spell which consumes more then half of the caster's magic energy. It is called Urano Metria. The user must be at least S-ranked before attempting to preform the spell. Once the mage feels like it, he or she can register this spell. It will be approved if they are S-ranked or above and they can begin training it. Once trained, it will be approved and you can officially use Urano Metria.

    Name: Urano Metria
    Rank: S
    Requirements: Two mages with Celestial Spirit magic or a Celestial Spirit mage with Gemini summoned
    Magic Energy: 75% of the mage's current mana
    Class: Offensive
    Element: Light
    Effect: The two mages will speak "Survey the Heavens, Open the Heavens... All the stars, far and wide... Show me thy appearance... With such shine. Oh Tetrabiblos... I am the ruler of the stars... Aspect become complete... Open thy malevolent gate. Oh 88 Stars of the heaven... Shine! Urano Metria!" Magic energy will flow from their bodies. Light and small images of stars and planets will swirl around them. A blast of powerful light magic unleashes from their bodies. This moves at 50 m/s and deals out 512 damage.
    Duration: Instant
    Cooldown: Once per topic

    Code:
    [b]Name:[/b] Urano Metria
    [b]Rank:[/b] S
    [b]Requirements:[/b] Two mages with Celestial Spirit magic or a Celestial Spirit mage with Gemini summoned
    [b]Magic Energy:[/b] 75% of the mage's current mana
    [b]Class:[/b] Offensive
    [b]Element:[/b] Light
    [b]Effect:[/b] The two mages will speak "Survey the Heavens, Open the Heavens... All the stars, far and wide... Show me thy appearance... With such shine. Oh Tetrabiblos... I am the ruler of the stars... Aspect become complete... Open thy malevolent gate. Oh 88 Stars of the heaven... Shine! Urano Metria!" Magic energy will flow from their bodies. Light and small images of stars and planets will swirl around them. A blast of powerful light magic unleashes from their bodies. This moves at 50 m/s and deals out 512 damage.
    [b]Duration:[/b] Instant
    [b]Cooldown:[/b] Once per topic

    Celestial Spirit Magic Template:

    Name: Celestial Spirit Magic

    Type: Holder

    Element: Light

    Description: Celestial Spirit magic is a powerful version of summoning magic. The spirits summoned from this magic are spirits of the stars. They are typically named after constellations. However, some spirits are named after only stars. There are 4 types of spirit keys that people can obtain. The bronze keys are the less powerful spirits who are spirits of the stars themselves. The silver keys summon spirits of constellations in the night sky. The golden keys are special keys made to summon the legendary Zodiac spirits. Lastly, there are the unidentified keys. These keys are so different. None two are alike but are rumored to have even more powerful spirits connected to them then the Zodiac spirits.

    Strengths: Celestial Spirit magic is much more powerful then ordinary summoning magic. Depending on which spirit you summon determines your strengths or advantages you may have in battle. These strengths may be elemental strengths or just strengths in magic in general. Celestial Spirits are known to possess magics even stronger then a normal mage's.

    Weaknesses: The hugest weakness of a Celestial Spirit mage is the fact that they use keys to summon their spirits. If the keys are lost, this magic is rendered useless. Also being a neutral holder magic, Celestial Spirit magic costs 10% more magic energy to activate its spells. The spirits summoned may have different elemental strengths and weaknesses. Celestial Spirit magic is a primary only magic.

    Code:
    [b]Name:[/b] Celestial Spirit Magic

    [b]Type:[/b] Holder

    [b]Element:[/b] Light

    [b]Description:[/b] Celestial Spirit magic is a powerful version of summoning magic. The spirits summoned from this magic are spirits of the stars. They are typically named after constellations. However, some spirits are named after only stars. There are 4 types of spirit keys that people can obtain. The bronze keys are the less powerful spirits who are spirits of the stars themselves. The silver keys summon spirits of constellations in the night sky. The golden keys are special keys made to summon the legendary Zodiac spirits. Lastly, there are the unidentified keys. These keys are so different. None two are alike but are rumored to have even more powerful spirits connected to them then the Zodiac spirits.

    [b]Strengths:[/b] Celestial Spirit magic is much more powerful then ordinary summoning magic. Depending on which spirit you summon determines your strengths or advantages you may have in battle. These strengths may be elemental strengths or just strengths in magic in general. Celestial Spirits are known to possess magics even stronger then a normal mage's.

    [b]Weaknesses:[/b] The hugest weakness of a Celestial Spirit mage is the fact that they use keys to summon their spirits. If the keys are lost, this magic is rendered useless. Also being a neutral holder magic, Celestial Spirit magic costs 10% more magic energy to activate its spells. The spirits summoned may have different elemental strengths and weaknesses. Celestial Spirit magic is a primary only magic.


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    PostSubject: Re: Guide to Magic   Wed Jul 08, 2015 4:52 pm

    Controlling Magics

    Yes, unlike most RPs you get the opportunity to control people with controlling magics. However, we do not want to make controlling magics super op or anything so there are a few guidelines. In FTRP, you can only have 4 magics. By getting a controlling magic, you have taken up 3 magic slots. On top of that, controlling magics are a primary only magic. Controlling magics has no offensive, defensive, healing, or detrimental spells along with any buffs or enhancements. This is because when registering your controlling spells, they are considered supplementary. When you are controlling somebody, you do however have access to all of their spells that you can use. While controlling somebody, you cannot cast any spells yourself.

    When you are registering a controlling spell, you can only control one person of the same rank as the spell. However, if you do make a spell that controls more then one person, for every person the spell effects, the people able to be controlled will be that much lower of a rank. (i.e. A-Ranked 2 people controlling spell effects C-Rank, 3, D-rank, etc.)
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    PostSubject: Re: Guide to Magic   Tue Jul 28, 2015 10:39 am

    Illusion Magics

    Illusions are things that you see but are not really there. It is an illusion. It doesn't even exist. Usually illusions would not harm a person. However, with illusion magics, that is very possible. The user creates an illusion and that illusion can deal fake damage. This fake damage feels very real and will be treated like any other damage. You can even pass out from the fake damage. You just can't die. However, if somehow, you figure out that it is an illusion and dispell it, all the pain will go away. This can only be figured out by having a fake eye and such (like Erza.) Illusions can't be destroyed. Illusions cost 50% more mana to cast and has a 25% sustaining cost (rounding up on decimals.) Illusion magics must be primary only and they take up two of your magic slots.
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