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    Admin
    Admin

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    Post by Admin Mon Sep 14, 2015 2:08 pm

    Slayer Magic Information:

    Slayers:
     
    GOD SLAYER MAGIC:

    DEMON/DEVIL SLAYER MAGIC:
    SPECIAL RULES FOR THE LIGHT AND SKY SLAYERS:
    Mizuko
    Mizuko

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    Post by Mizuko Sun Oct 04, 2015 6:58 pm

    Summoner Information

    Summoning magic is any magic in which the mage summons another creature or being to battle for them or with them. Summoning magic in itself has certain parameters. The creature/being summoned will follow the exact same rules a mage would, when it comes to battle, including the same HP system. As most summons cannot die, when a Summon reaches 10%, they simply disappear back to where they came from. Summons will need to be given their own stat and rank. The rank of the summon matches the rank of the spell slot they used, but they can be trained, the same way a pet would be trained. You can also train their stats, just as you would your own.

    As most summons can use spells, each summon has 2 active spell slots available. You can also assign your own spell slots to them to give them more spells to use. The duration for each summon goes by a per-post basis. You may decide the duration, but the staff member grading your magic will be in charge or whether or not it is too long. As well as this, summons can have 1 passive ability.

    Abilities such as Forced Gate Closure, and opening more than 1 gate at a time must be unlocked. Forced Gate Closure is unlocked at A-Rank. Double gate openings is unlocked at B-Rank. Forced Gate Closure is natural ability of summoners, and is not a spell. It adds 2 posts to the regular cooldown of the summon when used.

    Stellar Spirit mages may only have 2 Golden Keys at any given time.

    Requip Information

    This is magic in which a mage uses spacial storage and magic to switch through enchanted armor and weapons to fight with. As this is a magic, you are not required to buy any of your armors, as they will be considered spell slots. Typically, these spells will be sets of armor and weapon, and will be given 2 passive abilities, and one active one. Whether the active ability is the armor's or the weapon's is up to you. As well as this, you can make one spell slot that is exclusively a weapon. It will, however, only have 1 passive ability, and one active. As they are enchanted weapons, they are considered spells, and will deal the damage equal to a spell of the spell slot they take up.  A Requip mage may summon only their armor, or only their weapon, despite them being in a set. On this occasion, the cooldown until they may requip once more is halved.

    Because these armors are considered spells, they do have required durations. You can hold each armor or weapon for a max amount of time for each rank. The cooldown for each armor or weapon is the duration at which you held it, plus 1. Here are the limits for each rank's max duration for Requips:

    Max Durations:

    If your Requip is broken or damaged during a fight, it must be changed out, and will have to go through the full cooldown for your rank (duration plus 1) before it can be considered repaired.

    Takeover Information

    Takeover, being a magic with many different species and types involved, will be a pretty strange magic. Given that a mage can have any number of Takeovers at their disposal, the spell usage will be different. Takeovers will be one spell on their own, with no duration, but a cooldown that is the total number of posts the Takeover was held, plus one. As well as this, any leftover spells after the Takeovers are made can be used as regular spells for the Takeover itself. For example, a mage with, say, a Satan Soul as one Takeover, and then a Demon Soul as another, would have to split their total number of leftover spells at whatever rank they happen to be at between the two. Satan Soul would receive half of their spells, and Demon Soul would take the other half. There is no requirement as to what rank spells each may receive, so some Takeovers a mage has may be more powerful than others. When a Takeover mage wishes to only do a Takeover on half of their body, such as the arm, the the spells cast while in the half-transformed state will be half their regular power, as well as the partial Takeover having half the cooldown a full Takeover would.


    Last edited by Mizuko on Sat Oct 17, 2015 4:14 pm; edited 5 times in total
    Zed The Workaholic
    Zed The Workaholic

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    Post by Zed The Workaholic Sun Oct 04, 2015 7:08 pm

    Things such as Dragon Force, Dragon aura, ect should be unlocked through WC and after at least B rank as their power levels are off the charts.
    Ean Sableheart
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    Post by Ean Sableheart Thu Oct 08, 2015 5:58 pm

    repost
    1. We aren't using a mana system here. Remove the parts that indicate a use of mana/MP

    2. Approved slayer types should be listed here for each.

    3. some of the durations and cooldowns seem a little short. Can we extend a few of these by a couple posts? 

    4. Call dibs of metal devil slayer!

    5. I'm going to go against teh canon laws and request that god slayers and devil slayers reject each other. In the sense that neither can eat the others element. This is to provide balance between the two and prevent any excessive OPness.

    6. Again with god and devil slayers. Put them in a category where they have a weakness either similar to the dragon slayers again to prevent the OPness. The same motion sickness weakness is fine however it would also be cool to have others. Again, I'm probably going against the current canon but preventing OP powers is important.

    7. edited it: make sure yous explains how one goes about getting the 1st gen slayer positions.


    now for the other stuff.

    summoner information will probably need to differ quite a bit from regular spells. So a second template may be necessary.

    Also increase the number of gold keys one can have by 2.

    Otherwise I'm fine with all this.
    Mizuko
    Mizuko

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    Post by Mizuko Thu Oct 08, 2015 7:33 pm

    [quote="Ean Sableheart"]
    Also increase the number of gold keys one can have by 2.

    I'm not okay with that. There are only 12 total. I understand while the site is small, but when the site grows larger, it will be unfair for somebody to have two keys. They're rare positions. You don't see somebody with two types of slayer magic, do you?
    Zed The Workaholic
    Zed The Workaholic

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    Post by Zed The Workaholic Thu Oct 08, 2015 7:34 pm

    Mizuko wrote:
    Ean Sableheart wrote:
    Also increase the number of gold keys one can have by 2.

    I'm not okay with that. There are only 12 total. I understand while the site is small, but when the site grows larger, it will be unfair for somebody to have two keys. They're rare positions. You don't see somebody with two types of slayer magic, do you?
    you are aware it is possible for someone to have two types of slayer magics right so long as they are the same genre. . .it's elements
    Mizuko
    Mizuko

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    Post by Mizuko Sat Oct 17, 2015 1:58 pm

    Changes made to my Summoning, Requip, and Takeover post

    We need this through quickly guys, so actually suggest things or agree with it.

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