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:
1 Night Rest, 80-99% HP: Back to 100%
1 Night Rest, 50-79% HP: Up to 80-99%
1 Night Rest, 20-49% HP: Up to 50-79%
1 Night Rest, 11-19% HP: Up to 20-49%
1 Night Rest, 10% HP or below: +5% per night until over 10% once more.
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.
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.
Each mage starts off with a certain number of spells for free. Here is the list of spells each mage gets for free per rank:
- Spell Numbers:
D-Rank users: 3 D-Rank Spells
C-Rank Users: 3 D-Rank, 1 C-Rank
B-Rank Users: 3 D-Rank, 2 C-Rank, 1 B-Rank
A-Rank Users: 3 D-Rank, 3 C-Rank, 2 B-Rank, 1 A-Rank
S-Rank Users: 3 D-Rank, 4 C-Rank, 3 B-Rank, 2 A-Rank, 1 S-Rank
SS-Rank Users: 3 D-Rank, 5 C-Rank, 4 B-Rank, 3 A-Rank, 2 S-Rank, 1 SS-Rank
X-Rank Users: 3 D-Rank, 5 C-Rank, 5 B-Rank, 4 A-Rank, 3 S-Rank, 2 SS-Rank, 1 X-Rank
Spell Damage
Most spells cause damage. The exact damage done is calculated by the difference between your own and the opponent's Arcane and Resistance Stats.
- Spell Damage Chart:
This chart shows you what damage you will do. For example, according to this, a spell done by a mage of B-Rank will deal 27% damage to a mage of C-Rank. Notice, X-Rank numbers are much higher, mostly due to the fact that it's an inhumanely hard rank to get to. 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.
Height Limitations
Due to the large amount of users with magic or perks that allow them to fly, we've come up with some height limitations when flying, to keep things fair in and out of combat. Please follow these numbers when flying:
D-Rank: 20 meter maximum
C-Rank: 55 meter maximum
B-Rank: 105 meter maximum
A-Rank: 170 meter maximum
S-Rank: 245 meter maximum
SS-Rank: 345 meter maximum
X-Rank: No numbers are currently available
Status Effectors
There are three kinds of status effects. Those that deal damage over time, those that impair movement, and those that affect the locations of enemies or allies. They can be single target or AoE as long as they make sense. In addition, a spell can have a damage and status effect; however, the spell will suffer a one rank loss in damage, and the status effect will be at that rank as well. For example, if an S-Rank spell has both damage and a status effect, it will only do A-Rank damage and an A-Rank status effect. Note that the damage, the status effect, or both can be blocked appropriately.
Damage over Time status effects do damage of the rank of the spell over a set period of time. Note that draining health is not the equivalent of healing oneself.
Status effects that can qualify as Damage over Time include
Bleeding,
Burning,
Draining, and
Poisoning.
Movement Impairing status effects are able to slow or stop an opponent's movements. While slowing an enemy or rooting them in place is quite simple, completely stunning enemies is quite another matter indeed. While slowed or rooted enemies can continue to defend themselves and attack their enemies, stunned enemies cannot. For this reason, stunned enemies cannot be damaged during the time they are stunned in any way shape or form by anyone. Once the stun ends, they can instantly be attacked, but they will have the chance to defend themselves as per usual. Note that slowing enemies will work inversely to speed boosts with stats.
Status effects that can qualify as Movement Impairments are
Paralysis,
Stunning,
Immobilization,
Petrifying,
Binding,
Rooting,
Snaring,
Slowing,
Sleeping, and
Freezing.
Here are the numbers for these types of spells:
- Spoiler:
D: 1-2 post length
C: 2-3 post length
B: 3-4 post length
A: 4-5 post length
S: 5 post length
SS: 6 post length
X: 7 post length
Here are the parameters for lasting damage spells:
- Spoiler:
D: 1% per post
C: 2% per post
B: 3% per post
A: 4% per post
S: 5% per post
SS: 6% per post
X: 8% per post
Dislocation status effects are ones that affect an enemy's location on the battlefield. Note that these work in the same way that stuns do except that they are different in that they can be defended against during the duration and once the duration ends.
Status effects that can qualify as Dislocation are
Pulls,
Knockbacks,
Knockups,
Knockdowns,
Transportation, and
Teleportation.
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: