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Magic and Health Rules Z0wCCXI


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    Magic and Health Rules

    Mizuko
    Mizuko

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    Post by Mizuko Mon Sep 14, 2015 2:17 pm

    Health

    Description

    The health of your character, and your pets are measured in HP, or health points. At the beginning of all threads, your HP is 100%. You are completely healthy. As the thread goes on, you can lose HP through attacks from other mages or their pets. If your character/pet's HP ever reaches 0% then you die. No exceptions, no take backs. You're dead. Even so, if your HP is 10% or below, you're at the point where your body is most likely quite incapable of moving or battling, anyway.

    Regeneration

    Each mage naturally regains HP over time. This applies most to topics that span over a number of days. It will be left to you how much magic you regain, but make sure to note how much is regained if you have a time skip, or your character stays somewhere overnight. Here's a small guide for you to go by:

    Spoiler:

    This will make it easier for moderators checking that you are being fair with this. It also serves as a good guideline for you when in topics.

    Magic

    Description

    As we all know, this is a magic site. Therefore, each and every one of you can use magic in some way, shape, or form. You are the 10% of Fiore that has the ability to use and utilize magic. Magic itself takes many forms, ranging from Dragon Slayers, Elemental magics, or magics that require an item to use. Here, magic is split into two basic categories, Caster and Holder.

    Caster Magic: Caster magic is magic cast using only a mage's innate magic power, and nothing else. Examples of this magic include Slayer Magic, and Moulding Magic.

    Holder Magic: Holder magic is a type of magic in which a mage uses an item or armor of some sort to cast a spell. These items are practically limitless in shape, they can be anything from a ring, to sword, to a shield. Examples of this magic include Stellar Summoning, and Card Magic.

    Note, this magic has limits. You will be allowed certain items pertaining to spells free of charge, but extra items must be purchased, and gold keys used in Summoning must be applied for, just as with Slayer magic. As well as this, 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, with the same HP and spell bindings. 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.

    Stellar Spirit mages may only have 1 Golden Key at any given time.


    Banned Magic

    There is no completely banned magic. Naturally, you are expected to follow all rules of meta gaming, controlling PCs, and power-playing. Anything thought to be too OP will be denied when you attempt to app it. Keep in mind, however, magics that kill, maim, injure, poison, or anything similar onto another mage without giving them any chance to defend themselves will be denied by any mod and admin. Healing Magics that can bring people back to life will most likely be denied, as well as magic that allowes you to nonchalantly travel through time.

    Spells

    Spells are what you will cast to fight, defend yourself, or aid others. They come in a wide variety of forms, and are always themed by the magic they are based on. Spells are split up into three main categories: Offensive, Defensive, and Supportive.

    Offensive magic is magic that causes damage to another PC.

    Defensive spells are those that defend your or the mages around you from Offensive magic.

    Supportive spells are spells that neither defend nor attack. Healing magic falls under this category, as well as other spells used for more conventional purposes than battle.

    Spell Damage

    Most spells cause damage. The exact damage done is calculated by the difference between your own and the opponent's rank.

    Spell Damage Chart:

    This chart shows you what damage you will do. For example, according to this, an X-Rank spell will do 83% damage against a C-Rank mage. Notice, X-Rank numbers are much higher, mostly due to the fact that it's an inhumanely hard rank to get. Notice, these are relative numbers with a good bit of math behind them. All the same, they are simply guildlines, not stone. They are lenient. There is a limit to leniency though, keep in mind that staff will watch for that.

    Spell Usage

    So, here, we have no mana. You do not have a limit on spells you can use, but each spell does have a cooldown. The cooldown depends on the rank of the spell, and should always be at the very least, the duration of the spell, plus one. When you hit the point where you cannot use any spells due to all cooldowns being in progress, you forfeit your chance to attack for that post, unless you wish to attempt a physical attack, such as punching or kicking. Note, no mage can use 100 spells at once, as I'm sure some people will want to do while spamming spells with a low cooldown. You are allowed to guage this, but keep in mind that there is a limit to how much a mage can do.

    Status Effectors

    Status Effectors are effects of spells that leave a more lasting effect, such as freezing, poison, paralysis, ect;. Here are the numbers for these types of spells:

    Spoiler:

    There is some wiggle room on this, depending on the spell you make. Note, not all Status Effectors take HP. Simply the draining type, which will be mentioned below. The list above is referring to all, but the ones that merely inhibit movement or awareness will stick only to this list.  The moderator or admin checking your app will have the decision on whether the effect length you decide on is too OP or not. Now, for the types. Here are the types of lasting damage spells. These are simply suggestions, and you are completely free to make a spell that deals lasting damage in some other way:

    Electrical Damage: Also known as paralysis. This effects the body's ability to move smoothly, and nearly destroys fine motor skills for it's duration. Enhanced if the target is covered in water.

    Sleep Spells: This is something that will have to be more easily escaped, as it can be OP. But, spells such as these put the target  under a magically enhanced sleep, a sleep that will last the length seen above, compared to the rank.

    Burn Damage: This is something that detracts health over posts, just as draining spells do.

    Binding Spells: These are spells that prevent the target from moving for a fixed amount of time.

    Freezing Spells: Similar to binding spells, they freeze the user's body, or a part of their body, temporarily stopping or inhibiting movement. Weak against fire magic.

    Draining Damage: This is a spell type that is a simple health drainer. Here are the parameters for lasting damage spells:

    Spoiler:

    Again, slightly flexible, just as the parameters on other status effectors are.

    Stat Boosts: Spells that are aimed towards boosting your stats, exclusively supportive in type. They are not perks, though they may seem like them, and they are not passive, but active spells. You can use spells to boost any stat, HP regain, ect; Though there is a limit to how much you can boost per rank. Please use the following as a guideline:

    Spoiler:

    Note, this is a bit flexible, but less so than the other lists. Try to stay within these numbers.


    Physical Attacks/Non Magic Damage

    As well as magic, there are non-magical attacks that also deal damage. Here are the types of non-magical attacks:

    Fist-Fighting/Hand-to-Hand: This is any and all types of fighting where there are no weapons, simply your fist, elbow, knee, or any other body part into the opponent's body with intent of injury.

    Weapons: This is including all NON ENCHANTED weapons. Weapons with abilities, passive, or active, are ENCHANTED weapons, and will be treated just like a spell. Weapons that aren't enchanted, like a regular sword, fall under the non-magic weapons category.

    These  two types of fighting deal less damage than magical attacks, but still do deal damage. Considering that your magical ability has nothing to do with this, this is measured by stats, not by rank. For simplicity's sake, and for more practical reasons, this will be based in your Strength stat. The list is below. Note, all the numbers are based on good, solid hits. Grazing hits, or hits from an injured arm, will be less.

    Non-Magic Damage Chart:


    Last edited by Mizuko on Sat Sep 26, 2015 3:18 pm; edited 8 times in total
    Bacon
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    Post by Bacon Mon Sep 14, 2015 4:00 pm

    should we add the varying types of magic here?
    A Tidbit:


    Or I guess we can also make it a separate post on the same thread...
    Mizuko
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    Post by Mizuko Mon Sep 14, 2015 4:02 pm

    I didn't add that mainly because of a suggestion I'm building right now, but it could be added easily. There's also the fact that those are not the only magics, considering your choices concerning magic are as wide as the sky.
    Krow
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    Post by Krow Mon Sep 14, 2015 4:04 pm

    No, I agree Sonya, they should be added onto it.
    13ea
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    Post by 13ea Mon Sep 14, 2015 11:15 pm

    right now we need to focus on the system, magic positions and rules should be separate. focus on the system, positions and specific types of magic is frosting on the cake. As for the damage ratio on this, I have no qualms I honestly think it sounds reasonable...however I think that players won't have the ability to drop a specific number in their spells like..... poison effect how much damage it deals perpost...draining/healing spells, burn effects etc. This can prove to be a problem, but if you have a solution to this I'm all ears. Also one more thing summoning magic NEEDS to have its own rules. People will abuse summoning magic if there are no limitations and rules.
    Zed The Workaholic
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    Post by Zed The Workaholic Tue Sep 15, 2015 10:09 am

    this percent system is too much, it is gonna push so many people away I'm gonna say I think we should change percentage no site that uses a percentage system has ever survived
    Kosovo Misogi
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    Post by Kosovo Misogi Tue Sep 15, 2015 11:12 am

    Its hard for a health system to work due to multiple types of damage being used. Hell, for Alexander his higher spells deal both magic AND physical damage, and get high enough some of his spell will be doing say B-Rank Magic and S-Rank Physical and that could get out of hand with a percentage. Not to mention things stated earlier like D.O.T and other special things.
    Mizuko
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    Post by Mizuko Tue Sep 15, 2015 3:41 pm

    Zed is Not Dead wrote:this percent system is too much, it is gonna push so many people away I'm gonna say I think we should change percentage no site that uses a percentage system has ever survived

    I've been on a good bit of sites that use percentage, and it works fine. Plus, as is stated below the chart, if you looked, it's not a percentage system where everything is concrete. Users have wiggle room.


    As for the status effects, poison and such, for example, typing that up now. Also putting more things under Holder Magic.

    Kosovo, there isn't even a mention of multiple damage types on there. There's status effecters, which I'm doing now, so therefore can't be complained about, and then there's offensive spells. Offensive spells deal damage, the percentage of which can be found on the chart. I never typed a word about there being multiple types of damage, just spells.
    Ean Sableheart
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    Post by Ean Sableheart Fri Sep 18, 2015 8:56 pm

    take out regeneration. All of it.
    Zed The Workaholic
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    Post by Zed The Workaholic Fri Sep 18, 2015 9:06 pm

    I missed that, I agree get rid of regeneration also I still don't agree with percentages. . .it should be dealt in points or rank percentages will confuse so much and then becomes too complicated to handle.
    Mizuko
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    Post by Mizuko Fri Sep 18, 2015 9:21 pm

    Doing some major editing, as 90% of my work on this is apparently a piece of shit. So, yeah. Until this post is edited, ignore this topic.




    Okay, open for you guys to kill most of again. I did less editing than I thought I would, because I'm irritated.
    Ean Sableheart
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    Post by Ean Sableheart Sun Sep 20, 2015 4:45 pm

    I find this all acceptable. If we want to put this to the wolves and get it out the door we can open up soon for the beta or alpha or whatever its gonna be called.
    Sun Wukong
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    Post by Sun Wukong Tue Sep 22, 2015 2:38 pm

    First of all, beautifully made~ Now I don't see anything I have a problem with really but I would like to make a suggestion here and there and I believe I do have a question or two. Questions will be in red

    Spoiler:
    Mizuko
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    Post by Mizuko Tue Sep 22, 2015 8:09 pm

    Okay, adding the regeneration statement. The physical attack damage will go in Physical Attacks (*cough*when Tatsu gets on*cough*) I'll add a bit on the mana thing as well. As for stat boosts, that's something gained through perks or weapons. There's no real need for it in magic itself, unless the magic does a stat boost, which I'm sure the mod/admin who grades will be sure to keep an eye on.

    Can you explain what you mean by Transformations?




    Done editing.
    Sun Wukong
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    Post by Sun Wukong Tue Sep 22, 2015 10:44 pm

    Mizuko wrote:Okay, adding the regeneration statement. The physical attack damage will go in Physical Attacks (*cough*when Tatsu gets on*cough*) I'll add a bit on the mana thing as well. As for stat boosts, that's something gained through perks or weapons. There's no real need for it in magic itself, unless the magic does a stat boost, which I'm sure the mod/admin who grades will be sure to keep an eye on.

    Can you explain what you mean by Transformations?





    Done editing.

    As far as the stat boosts, I was referring to when you have or make a spell that you aim towards boosting a stat~

    As for transformation I mean, for example, I plan on having a high grade spell which turns me into a giant raging ape boosting stats and making me much larger~
    Mizuko
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    Post by Mizuko Tue Sep 22, 2015 10:46 pm

    Ahh, I see. I'll work on a stat thingy then and put it in in the morning.
    Sun Wukong
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    Post by Sun Wukong Tue Sep 22, 2015 11:38 pm

    Alrighty~ but like I said everything looks pretty damn good~
    Mizuko
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    Post by Mizuko Wed Sep 23, 2015 5:40 pm

    Updated ~
    Sun Wukong
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    Post by Sun Wukong Wed Sep 23, 2015 10:05 pm

    this all looks basically perfect to me~ nice~
    Ean Sableheart
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    Post by Ean Sableheart Thu Sep 24, 2015 7:15 pm

    player strength vs. player strength should be player strength vs. player defense. :p
    Mizuko
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    Post by Mizuko Sat Sep 26, 2015 3:26 pm

    Ean Sableheart wrote:player strength vs. player strength should be player strength vs. player defense. :p

    fixed!
    Bacon
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    Post by Bacon Sat Sep 26, 2015 3:31 pm

    I like this. Good job ^-^
    Bacon
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    Post by Bacon Sat Sep 26, 2015 3:33 pm

    Bacon wrote:I like this. Good job ^-^

    Now we need summoner guidelines ^-^
    Krow
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    Post by Krow Sat Sep 26, 2015 3:33 pm

    I like how this turned out.
    Mizuko
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    Post by Mizuko Sat Sep 26, 2015 3:34 pm

    Note, this magic has limits. You will be allowed certain items pertaining to spells free of charge, but extra items must be purchased, and gold keys used in Summoning must be applied for, just as with Slayer magic. As well as this, 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, with the same HP and spell bindings. 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.

    Stellar Spirit mages may only have 1 Golden Key at any given time.

    ????

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