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    [8] Magic/Skills Library & Guideline

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    [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 11:37 am

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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 11:37 am

    In the world of Pandora, magic is mixed among the people. From magica, to chakra, to energy to Chi. Common powers are divided and experimented in different worlds. Everyone has, and will continue to encounter new forms of magic. From the wisest scholars, information regarding the common collective of this data is below. This is common knowledge and is availble to any average mage, shinobi, pirate, farmer and so forth.

    Elements:
    Spirit/Energy | Life | Death | Fire | Wind/Air | Water | Earth | Lightning | Metal | Nature | Light | Darkness | Space/Time/Chaos


    Name: ExQuip [ReQuip]
    Region: N/A
    Primary Element: Life or Death
    Sub Elements: Metal
    Usage: Conjuration [Creation]
    Description: ExQuip is a magic commonly referred to as a caster type magic. This magic focuses on creating, or rather, pulling materials out of a different dimension for use. This skill has been prominent for years in many of the kingdom by many names. Experts of this magic have been known to have their own pocket dimension for use. However, unlike Space and Time magic users, they have a limit to what they can store in this finite dimension. It is widely known as "ReQuip" due to the visual appearance when items are being re-equipped for use. However, despite the fact they can seemingly store endless supplies of weapons and armors, they are normally weaker than other items, and once broken, they can no longer be used.
    Common Abilities:
    - Sacred Forge With the primary of the Life element, all weapons and armors have bonus elemental effects and buffs to the wearer.
    - Cursed Forge With the primary of the Death element, all weapons and armors have bonus elemental damage and debuffs to the target.

    __________________________

    Name: [Item Magic]
    Region: N/A
    Primary Element: N/A
    Sub Elements: N/A
    Usage: Manipulation [Item Useage]
    Description: This form of magic goes by many names and varies to extremities in different forms. This magic is not from the user themselves, but rather from a single external item that allows them to possess powers. Some mages have been known to use these holder objects to enhance their powers, while people with no magical powers use these items to achieve such a feat. Some of these items have their own magical source, while others are simply a tool used to funnel magic through.
    Common Abilities:
    - Holder Item Durability Buff: Being a holder item, all of its durability is doubled. It can take twice the amount of magical ranked damage, and twice as many hits from weapons.

    __________________________

    Name: Summoning
    Region: N/A
    Primary Element: N/A
    Sub Elements: N/A
    Usage: Caster, Conjuration
    Description: This form of magic is the transport or creation of other beings to fight on the mage's behalf. Summoning Magic usually is encompassed with a theme of some kind, making every user their own unique magic from this simple one. Unfortunately this skill is inferior to those of the Kanto Region, as their summons run on their own power while with this magic the summons are less durable and run on the mage's power. Summons of this magic traditionally can survive 2 hits of their rank before being defeated.

    Summoner Rules:
    Unlimited Summons: Unlimited summons do not have their own pool of mana. They require an upkeep cost that is half of their summoning cost to keep them physical. When the upkeep is no longer paid, they are  destroyed. Unlimited summons have an HP value equal to their rank. They cannot use items outside of themselves. Any abilities they have will result in an additional cost to summon, based on the rank. (If the summon took 10MP to summon, but has an ability, it's base cost is 20MP instead.) Abilities must be balanced with equal loss to gain. When a summon of this type is destroyed, it can be recast again. Typical summons are puppets, skeleton warriors, living plants and so forth.
    Limited Summons: Limited Summons have their own pool of mana. Their base cost is twice of the normal value. Their base MP is equal to that of a mage of equal rank. They may have as many spells as desired, provided the summoner has spell slots for each summon, in ADDITION to their spells. A summon may have a single ability a rank lower than themselves, any additional powers must be balanced with equal cost to their gain.. When a Limited summon is destroyed, they may no longer be used in a thread. They have no sustain cost, however to de-summon them, half of their MP, as well as the spell cost to summon them, must be paid. If your origin is Kingdom of Kanto, you do not pay any part of this de-summon fee.

    NOTE: All summons can be summoned within a 5m range of the caster. The exception is a separate long-range spell to place your summons further than normal. After summoned, they may move as desired.

    __________________________

    Name: Take-Over / Shapeshifting
    Region: N/A
    Primary Element: N/A
    Sub Elements: Life or Spirit/Energy
    Usage: Manipulation
    Description: This form of magic is simple in theory but dangerous in application. This magic involves the "taking over" of a specific type of being (beasts, demons, animals, machines, etc.) and using it to enhance themselves. It has the potential to increase their strength, speed, durability, or sometimes adding a new skill such as flying or breathing underwater. At first the mage can only accomplish Partial Takeovers, taking on a limb or a portion of a creature to gain some kind of advantage in that area of their body. But with time they are capable of fully transforming into their chosen beasts (B rank). However in other forms, the user takes on the complete form of an animal at lesser ranks.
    Magic Bonuses:
    - Full Takeover Takeover/Shapeshift mages may have a B-Ranked "complete" form spell. In this state, they will either gain 1/2 Damage to a single element, or will deal x2 damage with a certain element. (must be an element you own) They may include additional buffs at equal cost to this. (if you get a x2 damage, you get an x2 damage. )
    - Partial Takeover: Takeover/Shapeshift mages may have a C-Ranked "partial" form spell. In this state, 50% of their body is changed. That portion of their body is considered a single element and will gain a 50% resistance to a single element. (must be one you own)
    - Novice Takeover Mages may make D-ranked "partial" spells, these will take up a limb at most. These spells allow extra bonuses based on the animal, such as a bat's night eye, or a tiger's claws.
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 11:37 am

    ~ D Ranked Spell Information ~


    "I lit small sticks on fire! ... kinda."

    D-Rank Spell Cost : 10
    Duration Max: 2
    Cooldown Min: +2
    Range Max: 10 Meters
    Continuous Damage Max: 3%
    Max Resistance: 5%
    Speed : 5m/s
    Debuff Duration : Impossibru
    Level Buff: +2


    Note: For the size of spells, it is based off the cost of the range of the spell. A normal projectile is 1x1ft. For each additional foot added, a meter is removed from range.
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 11:37 am

    ~C Ranked Spell Information ~


    "The fire inside of me... wants to be stronger!"

    C-Rank Spell Cost : 25
    Duration Max: 3
    Cooldown Min: +3
    Range Max: 20 Meters
    Continuous Damage Max: 5%
    Max Resistance: 10%
    Speed : 10m/s
    Debuff Duration : 1
    Level Buff: +5


    Note: For the size of spells, it is based off the cost of the range of the spell. A normal projectile is 1x1ft. For each additional foot added, a meter is removed from range.
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 11:37 am

    ~B Ranked Spell Information ~


    "There's fire, in BOTH my hands!"

    B-Rank Spell Cost : 50
    Duration Max: 4
    Cooldown Min: +5
    Range Max: 45 Meters
    Continuous Damage Max: 10%
    Max Resistance: 25%
    Speed : 17m/s
    Debuff Duration : 1-2
    Level Buff: +10


    Note: For the size of spells, it is based off the cost of the range of the spell. A normal projectile is 1x1ft. For each additional foot added, a meter is removed from range.
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 11:38 am

    ~A Ranked Spell Information ~


    "... You dare to defy me?"

    A-Rank Spell Cost : 75
    Duration Max: 5
    Cooldown Min: +5
    Range Max: 90 Meters
    Continuous Damage Max: 15%
    Max Resistance: 40%
    Speed : 25m/s
    Debuff Duration : 2-3
    Level Buff: +15


    Note: For the size of spells, it is based off the cost of the range of the spell. A normal projectile is 1x1ft. For each additional foot added, a meter is removed from range.
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 11:38 am

    ~S Ranked Spell Information ~


    "My thoughts have caused fires."

    S-Rank Spell Cost : 150
    Duration Max: 6
    Cooldown Min: +7
    Range Max: 150 Meters
    Continuous Damage Max: 20%
    Max Resistance: 50%
    Speed : 35m/s
    Debuff Duration : 3-4
    Level Buff: +20


    Note: For the size of spells, it is based off the cost of the range of the spell. A normal projectile is 1x1ft. For each additional foot added, a meter is removed from range.
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 11:38 am

    ~H Ranked Spell Information ~


    "I will spare nothing."

    H-Rank Spell Cost : 350
    Duration Max: 7
    Cooldown Min:+8
    Range Max: 350 Meters
    Continuous Damage Max: 25%
    Max Resistance: 55%
    Speed : 50m/s
    Debuff Duration : 4-5
    Level Buff: +30


    Note: For the size of spells, it is based off the cost of the range of the spell. A normal projectile is 1x1ft. For each additional foot added, a meter is removed from range.
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 11:38 am

    ~X Ranked Spell Information ~


    "I will destroy planets."

    X-Rank Spell Cost : 4,000
    Duration Max: 8
    Cooldown Min:+8
    Range Max: 1000 Meters
    Continuous Damage Max: 27%
    Max Resistance: 60%
    Speed : 250m/s
    Debuff Duration : 5
    Level Buff: +35


    Note: For the size of spells, it is based off the cost of the range of the spell. A normal projectile is 1x1ft. For each additional foot added, a meter is removed from range.
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 12:36 pm

    ~? Ranked Spell Information ~


    *Sparkles Intensify*

    ?-Rank Spell Cost : 250,000
    Duration Max: 10
    Cooldown Min: +10 Duration
    Range Max: 2 Miles
    Continuous Damage Max: 35%
    Max Resistance: 75%
    Speed :1500m/s
    Debuff Duration : 6
    Level Buff: +50


    Note: For the size of spells, it is based off the cost of the range of the spell. A normal projectile is 1x1ft. For each additional foot added, a meter is removed from range.
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 12:36 pm

    - Elemental Release -
    Basic Types:
    Fire, Water, Wind, Lightning, Earth,

    Mixed Types:
    Blaze (Fire + Fire)
    Boil (Fire + Water)
    Scorch (Fire + Wind)
    Swift (Fire + Lightning)
    Lava (Earth + Fire)
    Ice (Water + Wind)
    Storm (Water + Lightning)
    Wood (Water + Earth)
    Acid (Water + Water)
    Mud (Earth + Water)
    Steel/Metal (Wind + Earth)
    Magnet (Wind + Earth)
    Explosion (Lightning +Earth)
    ?? (Lightning + Wind)
    Steel/Metal (Earth + Earth)
    Crystal (Earth + Earth)

    Advanced Types:
    Dust (Earth + Wind + Fire)
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    Re: [8] Magic/Skills Library & Guideline

    Post by Admin on Sat Oct 10, 2015 12:36 pm

    Main Passives: All elements provide the user access to new skills and abilities. All Primary elements provide the user one free ability that does not take up a slot. This ability does not count towards your total, but still must be placed on your app. However some elements have abilities limited only to them. They do take up a slot, and also must be on your app.

    Element: Fire
    Icon:
    Description: The user controls a Fire, Heat or Plasma based magic.
    Abilities:
    Name: LET IT BURN!
    Slot: Primary Bonus (Free)
    Ability: Immunity to burn effect
    Name: Arsonist
    Slot: Limited (Primary)
    Ability: All fire spells have the innate Burn effect. Spell may not be mixed with any other element.
    Burn Effect: Target's inflicted wound deals an additional 50% the following post after the landed hit.
    Name:Fireworks
    Slot: Limited (Secondary)
    Ability: Spells have a chance to activate a burn effect.
    Lesser Burn Effect Caster rolls x1 normal dice per each spell cast. Each "5" will result in an additional 50% damage done in the following post to the target.


    Element: Earth
    Icon:
    Description: Control an Earth, Sand, or Rock based magic
    Abilities:
    Name: Terraforming
    Slot: Primary Bonus (Free)
    Ability: All earth spells are x2 the standard spell size.
    Name:Hardened Mud
    Slot: Limited (Primary)
    Ability:Defensive spells have double the durability to last from spells.
    Name: Dirt and Glass
    Slot: Limited
    Ability: Defensive spells can take an additional 50% of damage done by weapons before breaking
    Name: Earth's Power
    Slot: Limited
    Ability: Defensive spells do not have an upkeep. Instead their duration is "until destroyed"


    Element: Water
    Icon:
    Description: Control a Water, or Mist based magic
    Abilities:
    Name: The Water Within
    Slot: Primary Bonus (Free)
    Ability: User can breath underwater at no cost.
    Name: Bloodthirst
    Slot: Limited (Primary)
    Ability: The user is able to sense any bleeding or wounded target.
    Range is equal to the user's level, in meters. This does not pinpoint where they are, however if their target is in water, this will pinpoint.
    Name: Makeshift Gills
    Slot: Limited (Secondary)
    Ability: At the cost of 15MP a post, the caster is able to breathe underwater. This cost cannot be reduced by any means.


    Element: Wind
    Icon:
    Description: Control a Wind, Sky, Smoke or Air based magic  
    Abilities:
    Name: Runs With The Wind
    Slot: Primary Bonus (Free)
    Ability: User is allowed to passively fly/hover 15m off the ground. Speed is equal to user's level in m/s
    Name: Mist Body
    Slot: Limited (Primary)
    Ability: The user is able to make spells where they are intangible and take no damage based on the spell's rank. However, they may not use damaging spells in this state.
    However, they may not deal damage in this way
    Name: Parlor Trick
    Slot: Limited (Secondary)
    Ability: use is able to passively fly/hover 5m off the ground. Speed is equal to user's level in m/s
    Name: A Lost Whisper
    Slot: Limited
    Ability: User is able to make spells that teleport, using the wind


    Element: Lightning
    Icon:
    Description: Control a Lightning, Shock or Stun based magic
    Abilities:
    Name: Shocking
    Slot: Primary Bonus (Free)
    Ability: All lightning spells have the innate Stun effect. Spell may not be mixed with any other element.
    Stun Effect: Target's inflicted limb is numbed for one post. Movement of the limb is slowed by 50% (stacking only cuts the existing 50% in half to 25%). Numbing a target's head will cause a headache and cause a loud ear piercing effect to the target, they will not be slowed. If the target's chest is struck, target's overall speed is lowered by 3 levels instead. A user's speed cannot be lowered under 2 by this effect.
    Name: Nonconductor
    Slot: Limited (Primary)
    Ability: User is immune to the stun/numbing effect of lighting spells.
    Name: Static
    Slot: Limited
    Ability: All unmixed lightning spells have a chance to disrupt a target's mana.
    Static Disruption: User must roll x1 Normal dice per spell cast. For each "1" the target must pay an additional 50% of their spell cost, on top of the base cost to activate the spell.


    Element: Metal
    Icon:
    Description: Control a Technology or Metal based magic
    Abilities:
    Name: How it's Made
    Slot: Primary Bonus (Free)
    Ability: All pure metal defensive spells take x2 amount of magical hits to destroy.
    Name: Mass Production
    Slot: Limited (Primary)
    Ability: All metal defensive spells are double the size, with double the range.
    Name: Steel Beams
    Slot: Limited
    Ability: Defensive spells do not require an upkeep, instead they have the duration of "until destroyed"
    Name: Reinforced
    Slot: Limited (Secondary)
    Ability: All defensive spells take x1.5 amount of item/weapon (non-spell) hits to destroy.


    Element: Ice
    Icon:
    Description: Control an Ice, Snow, or Frost based magic
    Abilities:
    Name: My Name's Olaf!
    Slot: Primary Bonus (Free)
    Ability: All pure ice spells, or slayer ice spells apply freeze for one post.
    Freeze Effect: The target area, 6"x6", is numbed and frozen. The limb cannot be used. If the target's primary element is fire, the area is instead 3"x3". This effect cannot be upkept. If another freeze spell is applied over the same area, all damage is doubled for the duration of Freeze. Spells rank that are equal or lower than the class of the target, cannot apply the freeze effect.
    Name: Heightened Body Heat
    Slot: Limited (Primary)
    Ability: User is immune to frost/freeze effects.
    Name: Frostbite
    Slot: Limited
    Ability: User can pay x3 the mana cost of a fire spell that hits them,
    to cancel the damage. This however will not cancel any effects that spell has. This is per spell.
    Name: Crystal Might
    Slot: Limited
    Ability: Defensive spells do not have an upkeep, instead their duration is "until destroyed"


    Element: Nature
    Icon:
    Description: Control a Wood, Nature, Plant or Construction based magic
    Abilities:
    Name: The Giving Tree
    Slot: Primary Bonus (Free)
    Ability: User is able to make  binding spells. Bind spells can halt a user's limbs in place. Bind spells only affect users of equal or lower rank. A mage of a higher class than that spells rank can break free. A mage of a higher level than the caster can also break free with ease as well. A user of equal class to the spells rank can pay equal MP cost to free themselves.
    a mage of a lower rank, can pay x2 the cost of the spell to break free.
    Name: Animal Instincts
    Slot: Limited
    Ability: User is able to heighten their senses, by honing their primitive instincts. They are able to choose only one sense at a time, with a cooldown of 1 post, after deactivation.
    ● Hearing : The user can hear everything within a certain distance. (x3 his level in meters.)
    ● Sight (Night) : The user can see up to in the dark clearly. (x2 his level in meters)
    ● Sight (Day) : The user can pick up all subtle movements from his location. Allowing them to pick up on even the slightest of movements. (x8 his level in meters )
    ● Touch : By touching something, they are able to feel vibrations to sense objects in a certain vicinity. (x2 their his in meters) [Only if the target is moving]
    ● Smell : They can smell out all things. However this makes them more susceptible to all smells. (x4 His level in meters)
    Name: [Animal] Form
    Slot: Limited
    Ability: The user is allowed one animal form they can shapeshift into at no cost. This can be anything reasonable, such as a bird, lizard, dragon, tiger or so forth. While in this form they cannot use their lineage skill, items, or magic outside of the animal's own ability. HOWEVER, if the user has a Primary Spirit or Life, they are able to use spells while in animal form, as long as they are designated for that form solely They may also use their lineage ability as well.
    Name: Toxic Personality
    Slot: Limited
    Ability: Any Damage-Over-Time spells that do not deal the full damage 2 posts after activation, are doubled in effect after the 3rd post. (The spell's damage must be equal between the first, and final post for this buff to take effecct.)
    Name: Deep Roots
    Slot: Limited
    Ability: Defensive spells do not require an upkeep cost. Instead their duration is "until destroyed"

    Element: Life
    Icon:
    Description: Control a Life, Buff or Healing based magic
    Abilities:
    Name: I need a medic!
    Slot: Primary Bonus (Free)
    Ability: User passively regens 5% per post. This occurs at the start of their post.
    Name: It'll Buff Right Out!
    Slot: Limited (Primary)
    Ability: All attacks deal extra damage based on the user's class.
    ● F : 0%
    ● D : 3%
    ● C : 5%
    ● B : 10%
    ● A : 25%
    ● S : 35%
    ● H : 40%
    ● X+ : 50%
    Name: Doctor's intuition
    Slot: Limited (Primary)
    Ability: Use is able to detect and sense anyone who is bleeding or has a wound. This range is based on the user's class, in a spell rank. This does not pinpoint the location of people, but gives the general vicinity of the wounded target.
    Name: Travel Medkit
    Slot: Limited (Secondary)
    Ability: User passively regains 1% HP. This occurs at the end of their post.


    Element: Death
    Icon:
    Description: Control a Death, Necromancy, Debuff, or Damage-Over-Time based magic
    Abilities:
    Name: Gravestone
    Slot: Primary Bonus (Free)
    Ability: Any spells that must be sustained to deal damage, cost 50% less MP. if the user has the nature element, these spells only cost 25% of their regular cost instead.
    Name: Imtimidation
    Slot: Limited (Primary)
    Ability: Any targets within half of the user's level, in meters,
    has their level reduced by 10. No user's level can be reduced beyond 5. If a target is in contact with the caster, and their base level is lower than the caster, and the difference is greater than 15,
    the target's level is halved. This debuff applies to all targets, including allies. This can be activated with a 3 post cooldown, and an unlimited duration.
    Name: Poison
    Slot: Limited
    Ability: User is able to make spells that deal damage over time.
    This spells must:
    - Be sustained
    - Cannot deal the full amount of damage in less than 2 posts
    - Cost spell amount per post it is upkept.


    Element: Chaos
    Icon:
    Description: Control a Space, Time, Luck, Mystery or Chaos based magic  
    Abilities:
    Name: This is Madness!
    Slot: Primary Bonus (Free)
    Ability: User has a personal pocket dimension where they can pull, and store items in and out of this realm at will.
    Name: Mastered Shift
    Slot: Limited (Primary)
    Ability: User is able to teleport while using/holding objects, they may also teleport targets, and carry people with them. They however cannot attack while teleporting, or before or after the spell is cast.
    Name: One-Way Ticket
    Slot: Limited (Secondary)
    Ability: User has a pocket world, however they cannot put items into this world. They may only pull items out of this world. This allows a user to hold onto several weapons at once, but once they take them out of their pocket world, they cannot put them back in until the thread is completed.
    Name: Shift
    Slot: Limited (Secondary)
    Ability: User is able to teleport while using/holding objects. They however cannot attack while teleporting, or before or after the spell is cast.


    Element: Spirit
    Icon:
    Description: Control a Non-Physical, Psychic, Spiritual, or non-elemental based magic or skill
    Abilities:
    Name: I'm Important Too!
    Slot: Primary Bonus (Free)
    Ability: User recovers 10MP at the end of every post.
    Name: Power Scouter
    Slot: Limited (Primary)
    Ability: Based on the user's level, in meters, they are able to detect anyone with Mana equal or less than their own. They are able to tell how far the target is, but not where they are. (Effect is like a bubble around the user.) Anyone who has a higher Mana value,
    is detected, but distance is not gauged.
    Name: Single Scan
    Slot: Limited (Secondary)
    Ability: Once per post, level in meters, the user is able to choose a single target within sight. They are able to tell if the user's mana pool currently is lower than their own. If it is equal or greater, no information is given.


    Element: Light
    Icon:
    Description: Control a Light, Solar, or Holy based magic
    Abilities:
    Name: Ooh, Shiny!
    Slot: Primary Bonus (Free)
    Ability: During the day, before noon, all spells using Light will deal x2 damage.
    Name: Speed of Light
    Slot: Limited (Primary)
    Ability: Pure light spells travel at x1.5 of their declared speed
    Name: Lightyear
    Slot: Limited
    Ability: pure light spells travel at x1.5 of their declared speed.
    (if used with Speed of Light, spells will travel x2, total.)

    Element: Dark
    Icon:
    Description: Control a Dark, Lunar or Unholy based magic
    Abilities:
    Name: Shadowstep
    Slot: Primary Bonus (Free)
    Ability: At night, after sunset until Dawn, all dark spells deal x2 damage.
    Name: Nightwalker
    Slot: Limited (Primary)
    Ability: Pure dark spells can be cast at half of the cost.
    Name: Boogeyman
    Slot: Limited
    Ability:  Dark spells can be cast at half of their cost. (If used with Nightwalker, spells are only 25% of their original cost.)


    All users gain the following spell: (this does not go on your app. This does not take up a slot.)
    Name: Recovery
    Rank: D
    Cost: 0MP / 0 Chakra
    Description: Almost instantaneously, the user's own energy is channeled and focused. By gathering surrounding power, their own supply is replenished. (User recovers 50 MP/Chakra)
    Strengths:
    - User is able to gather MP/Chakra
    - Happens nearly instantly
    Weaknesses:
    - Happens at the start of a post
    - Energy may not be used during that post
    - Cannot be used if the caster has 0 MP or 0 Chakra
    Duration: Instant
    Cooldown: 5 Posts, starting from the post after the spell is cast.

      Current date/time is Tue Aug 14, 2018 2:41 pm