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Summoning, Requip, and Takeover Z0wCCXI


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Summoning, Requip, and Takeover Z0wCCXI

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    Summoning, Requip, and Takeover

    Admin
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    Summoning, Requip, and Takeover OPwF1AW

    Posts : 71
    Join date : 2015-03-08

    Summoning, Requip, and Takeover Empty Summoning, Requip, and Takeover

    Post by Admin Tue Oct 20, 2015 3:08 pm

    Summoner Information
    Summoning magic is any magic in which the mage summons another creature and or being into battle for and or with them. Summoning magic in itself has certain parameters. The creatures and beings 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% HP, they simply disappear back to where they came from. Summons will need to be given their own stats and ranks. 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.

    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:

    D-Rank: 3 posts
    C-Rank: 4 posts
    B-Rank: 5 posts
    A-Rank: 6 posts
    S-Rank: 7 posts
    SS-Rank: 8 posts
    X-Rank: 10 posts

    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.

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