Post by Katashi Terra on Nov 10, 2019 21:09:23 GMT 10
Magic Creation
The world of Earthland is filled with a mysterious force fueled by Ethernano, known as Magic. Here on FT:DC there is no set list of magic types to choose from - instead, you describe your type of magic in your character application, crafting it using the rules outlined below. Certain rare magics, such as Slayer-type magic are restricted, limited to only one user for each type of magic. A list is maintained in further down in this thread.
If you have an idea for a new Weakness, Strength or Super feature for the below list, make a post in the Magic Feature Suggestion Master Post, as found in our suggestions area.Magic Features
When creating your custom magic type you are free to describe what it is capable of however you like - but mechanically, within the bounds of the Combat System, the Magic gains certain benefits or weaknesses based on the features you choose below. Choose one of the following:
Basic
- 1 weakness
- 1 strength
- 1 super
Alternative
- 2 strengths
AdvancedAdvanced Alternative
- 2 weaknesses
- 2 strengths
- 1 super
- 1 weakness
- 3 strengths
WEAKNESS
- Slow: The mage's [EVA] Evasion-type spells are 15% weaker, decreasing by 15% each rank.
- Frail: The mage's [DEF] Defense-type spells are 10% weaker, decreasing by 10% each rank.
- Feeble: The mage's [ATK] Attack-type spells are 5% weaker, decreasing by 5% each rank.
- Difficult: The magic is difficult to learn. You gain spell slots every 90 MP instead of every 80 MP. If you are human, you get one every 80 MP instead of a human's 70 MP.
- Futile: The mage's [SPT] Support-type spells all require an action, instead of a bonus action.
- One Trick: The mage's [UTL] Utility-type spells cost an additional spell slot to learn.
- Fatigue: When you are at 0 EP, it takes you an additional turn to regenerate EP.
- Splinters: When you take bleed-through damage from a Defense-type spell breaking against an incoming Attack-type spell, you increase the bleed-through damage by 10%.
- Stubborn Recovery: When you are targeted by [HEA] Healing-type spells, they are always 5% less powerful.
- Consuming: When you cast a spell worth 4 or less EP, it costs an additional EP.
- Ticking Prone: When you are hit by a spell with the Ticking effect, it deals an additional 5% damage to you for each tick.
STRENGTH
- Dragon Force: Restricted to Dragon Slayer Magic types. Requires 'Slayer' SUPER. Once per thread, either by using a Lacrima item or by successfully using your Slayer Consume ability to defend against a technique, you can undergo this transformation as an action, which lasts until you have spent 5 EP while transformed. While transformed in this way, two types of Spell (Evasion, Defense, Attack, ect) are improved by an amount listed below. You choose these two spell types upon magic creation.
- [EVA] Evasion-type spells are 15% stronger, increasing by 15% each rank.
- [DEF] Defense-type spells are 10% stronger, increasing by 10% each rank.
- [ATK] Attack-type spells are 5% stronger, increasing by 5% each rank.
- [SPT] Support-type are 5% stronger, increasing by 5% each rank.
- Healing: You are able to learn [HEA] Healing spells.
- Easy: Your magic is easy to pick up. You start with 2 more spell slots, and gain an additional extra spell slot every 300 MP.
- Speed: The mage's [EVA] Evasion-type spells are 15% stronger, increasing by 15% each rank.
- Endure: The mage's [DEF] Defense-type spells are 10% stronger, increasing by 10% each rank.
- Strong: The mage's [ATK] Attack-type spells are 5% stronger, increasing by 5% each rank.
- Super Speed: Once per thread, you can increase an [ EVA ] Evasion-type spell by 50%.
- Super Endure: Once per thread, you can increase a [ DEF ] Defense-type spell by 25%.
- Super Strong: Once per thread, you can increase an [ ATK ] Attack-type spell by 25%.
SUPER
- Slayer: Restricted to Dragon/Devil/God Slayer Magic types. Slayer-type magic allows the user to consume their element and exhale it. You gain the following two abilities once per thread each:
- Consume: When a spell that would deal damage to you using your element, or a similar element (apply common sense), you can perform a free A-Rank Defense-type spell without using an action. If this spell is not broken after resolving damage, the spell vanishes and you regain 1 Ethernano Point. If it is broken, you always halve the bleed-through.
- Roar: As an action you can exhale a violent torrent of your element. Spend an amount of Ethernano Points up to 5. An attack targets all enemies of your choice in the thread for 10% damage per EP you spent.
- Self-Healing: The magic type provides the user with some way of self-healing as a byproduct of their spell casting. Each time the user casts a spell that costs Ethernano Points, they heal for 5% of damage. You can only use this feature once per turn, and can not use it when casting [ HEA ] Healing-type spells.
- Power Burst: Once per thread, you may take 25% damage. When you do, your Magic Power is doubled for the rest of that turn.
- Take Over: As an action for 1 EP you are able to transform. While choose one type of spell (Attack, Defense, ect). Until you next transform using this trait, your base Magic Power is considered 20% stronger only for the purposes of casting spells of that type. These transformations end when you reach 0 EP, and end when the thread ends.
- Toxic Linger: Your magic is good at lingering. When you cast an attack spell with the Ticking effect, it lasts for double the turns, though the damage remains the same for each tick.
- Pierce the Heavens: Your magic is great at shattering defenses. When you cast an attack spell with the Pierce effect, you cannot have your bleed-through reduced.
- Prodigious: You you have great skill with your magic. You start with 2 more spell slots, and gain an additional extra spell slot every 150 MP. This can stack with Easy.