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Post by Celestria Wed Jan 06, 2010 10:51 pm

Magic and Spellwork

Name:

Appearance: (How does the spell look like during the casting process?)

Class/Purpose: (Offensive, Defensive, Support, Mixed?)

Elemental Associations: (One, two, or N/A)

Effect: (What does the spell do?)

Range: (How far does the spell reach?)

Magic Cost: (How much MP are you spending in order to cast it? All spells cost MP.)

Special Notes: (Any special requirements?)
Mage trained?
Homeland:

History: (How did the caster learn the spell? Does it have any special meaning for the caster?)

--- --- ---
A properly-built spell is going to be detailed in terms of what it looks like as it is being cast, in terms of the effects intended, and in terms of the history. A properly-built spell is going to take into account the fact that combat is uncertain. No instant-death spells. Be very careful with the stunning or immobilization spells. Those are incredibly unbalancing in terms of player vs player, which is where most of the issues come in. It's not an issue when used against NPCs, but those kind of spells get twitchy used against other Player Characters.

Spells that are outrageously unbalancing will not be approved. Spells from the Canon list are preferred, but custom-built spells are allowed.

Spells, or special combat moves utilizing magic, are gained according to the following chart:

0 points --- 2 spells or skills/ 1 Bonus spell for Mages, 1 bonus skill for Warriors
25 points --- 3 spells or skills/ 1 Bonus spell for Mages, 1 bonus skill for Warriors
50 points --- 4 spells or skills/ 1 Bonus spell for Mages, 1 bonus skill for Warriors
75 points --- 5 spells or skills/ 1 Bonus spell for Mages, 1 bonus skill for Warriors
100 points --- 6 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
200 points --- 7 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
300 points --- 8 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
400 points --- 9 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
500 points --- 10 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
600 points --- 11 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
700 points --- 12 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
800 points --- 13 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
900 points --- 14 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
1000 points --- 15 spells or skills/ 2 Bonus spells for Mages, 2 bonus skills for Warriors
1200 points --- 16 spells or skills/ 3 Bonus spells for Mages, 3 bonus skills for Warriors
1400 points --- 17 spells or skills/ 3 Bonus spells for Mages, 3 bonus skills for Warriors
1600 points --- 18 spells or skills/ 3 Bonus spells for Mages, 3 bonus skills for Warriors
1800 points --- 19 spells or skills/ 3 Bonus spells for Mages, 3 bonus skills for Warriors
2000 points --- 20 spells or skills/ 3 Bonus spells for Mages, 3 bonus skills for Warriors
2200 points --- 21 spells or skills/ 4 Bonus spells for Mages, 4 bonus skills for Warriors
2400 points --- 22 spells or skills/ 4 Bonus spells for Mages, 4 bonus skills for Warriors
2600 points --- 23 spells or skills/ 4 Bonus spells for Mages, 4 bonus skills for Warriors
2800 points --- 24 spells or skills/ 4 Bonus spells for Mages, 4 bonus skills for Warriors
3000 points --- 25 spells or skills/ 5 Bonus spells for Mages, 5 bonus skills for Warriors
3200 points --- 26 spells or skills/ 5 Bonus spells for Mages, 5 bonus skills for Warriors
3400 points --- 27 spells or skills/ 5 Bonus spells for Mages, 5 bonus skills for Warriors
3600 points --- 28 spells or skills/ 5 Bonus spells for Mages, 5 bonus skills for Warriors
3800 points --- 29 spells or skills/ 5 Bonus spells for Mages, 5 bonus skills for Warriors
4000 points --- 30 spells or skills/ 5 Bonus spells for Mages, 5 bonus skills for Warriors

A Mage class is one that trains predominantly in the Magical arts, such as White Mage, or Summoner. If in doubt, ask a member of the Staff for advice. Only the Primary class is used for determining whether a character gains the Bonus slots of the Mage or the Warrior lines.

In order to gain higher-level spells in a spell-line (Fire, Fira, Firaga for instance) the lower level spells must already be approved and part of the character's arsenal. A character may not have Fira without having Fire. Firaga requires that the Character already have both Fire and Fira. The complementary spells from other elements are not sufficient. A Character cannot have Fire, Blizzara, and Thundaga without any of the other spells in those lines.

Also, all spell upgrades for Custom spells should be written as separate spells. Initial spells in those lines should be relatively low and then grow later.

We allow characters to have an abnormally high number of spells in total; this isn't asking much in return.

Additionally, the 2nd rank spells are on hold until 125 points and the 3rd rank spells are on hold until 250 points. Higher than 3rd rank, like Flare or FullCure or similar Above-And-Beyond spells, are special cases and usually require multiple spells in preparation including a 3rd rank.

Magic Points are used to power spells and are gained according to the following chart:

0 points --- 20 mp
25 points --- 40 mp
50 points --- 60 mp
75 points --- 80 mp
100 points --- 100 mp
150 points --- 140 mp
200 points --- 180 mp
250 points --- 220 mp
300 points --- 260 mp
350 points --- 300 mp
400 points --- 340 mp
450 points --- 380 mp
500 points --- 420 mp
600 points --- 500 mp
700 points --- 550 mp
800 points --- 600 mp
900 points --- 650 mp
1000 points --- 700 mp
1200 points --- 750 mp
1400 points --- 800 mp
1600 points --- 850 mp
1800 points --- 900 mp
2000 points --- 1000 mp
2200 points --- 1100 mp
2400 points --- 1200 mp
2600 points --- 1300 mp
2800 points --- 1400 mp
3000 points --- 1500 mp
3200 points --- 1600 mp
3400 points --- 1700 mp
3600 points --- 1800 mp
3800 points --- 1900 mp
4000 points --- 2000 mp

--- --- ---
Notes on Spell Strength

There are several descriptors that are used in regards to attacks of various types, such as Spells, Shokanjuu attacks or conditional Weapon Effects. Mild, Base or Light, Moderate or Medium, Strong, Heavy, Severe, and Extreme. 1st Tier spells like Fire, Blizzard, Thunder, etc are considered to be Base Elemental Damage. Generally speaking, Moderate is 2nd Tier and Strong or Heavy is 3rd Tier. Mild damage is usually something that shows up as part of Enchantments, either Weapon, Armor, or otherwise. Some variation in this is possible, but those are the levels that we use here. Make sure that the descriptor you are using matches the level of damage and the attack strength that you intend it to match.

Spells will tend to hit Melee classes harder than they hit Mage classes because the Mages tend to have higher Magical Defense, just like the Melee Skills will hit Mage classes harder than they hit Melee classes due to the expected lack in Physical Defense. Just keep that in mind.
Celestria
Celestria
Admin

Posts : 239
Points : 136
Join date : 2010-01-06
Age : 48
Location : The Aether of the Internet

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