Post by Lufia on Jan 31, 2014 20:23:02 GMT
The Magic sheet consisting of Magic, Mages, some Enchanted weapons, and other accessories. This is the basis of what we are going to try to do for the magic in this Roleplay, please do follow what I made here. I simplified it to the best I can.
-The God of Magic (Lufia)
Types Of Mages: (Easiest/Most Common to Hardest/Rare)
Black Mage/Elementalist: Your most common mage. Welding the power of the elements past your core spells.
White Mage: The more supporting Mage. A White Mage usually has healing spells, cure-alls, and so on. Though their offensive capabilities are rather limited, except for undead foes.
Battle Mage: What a Battle Mage is, is a fighter with Magic. Typically wielding enchanted weapons, Battle Mages have one real "element" they can effectively use. Though a little harder to combo spells with attacks. (Ex. Famia uses Wind with her spear)
Necromancer/Dark Mage: The "evil" mage. Typically using curses and necromancy Dark Mages more seal with what every other Mage dares not to do. They spawn undead, they drain life, they curse people. Some Bad ju-ju.
Archanist/Blue Mage: One of the most rare kind of Mages. Few exist to this day. The type of Magic they wield is that that touches the FABRIC OF TIME AND SPACE Though the casting time for an Archanist is slightly longer than a "normal" Mage.
Summoner: What a Summoner does is instead of sending a death ball of magic at you, they summon or "call" beasts to fight for them. Though because of their strength in Magic, Summoners have been hunted down to near extinction.
Core Spells: (All Mages learn these spells. They are the foundation)
Fire: The most basic spell. Most mages learn this spell first.
Blizzard: The basic Ice spell, shiver!
Thunder: The lightning spell. Quite SHOCK-ing isn't it? (I will probably be hit for this.)
Aero: The Basic wind spell. WOOSH!
Osmose: Sap Mana from your allies, enemies, surroundings, go crazy!
White Mage spells: (The spells a White Mage can Learn.)
*= Archanist can learn.
Cure/Cura/Curaga/Curaja*: All of the healing wounds spells. You start with Cure and end with Curaja. They do no harm to non-undead foes.
Panacea: The Cure-All spell. Can heal all ailments (Ex. Dizzy, poison, bleeding, numb, drunk, etc.)
Light*: Spawn a luminous orb, both lights the area like a Lantern, and can harm enemies. (Bonus damage to Undead)
Float: By use of white magic, you float like a butterfly. Now you need to sting like a bee. (Nulls Quake effects)
Barrier*: Create a Physical barrier that acts like armour and lessens physical damage for a brief time.
Light Arrow: Fire an arrow of light at your opposition!
God's Hand: a Light packed punch, deals light Damage plus the punch.
*Ultimate Spell*
Holy: Is there a bunch of Zombies in your way? Use Holy, kill them all like they were Octoroks! Deals damage to all that you target!
Elementalist/Black Mage and Battle Mage Spells: (The stronger Core spells, and other fun toys.)
*=Archanist can learn
NOTE: Battle Mage can only select Fire, Thunder, Earth, or Blizzard.
Fira/Firaga*: The stronger version of the Core spell Fire.
-----(This is the same for: Blizzard, Thunder and Aero)
Quake: Town that you are in pissing you off? Level it with an Earthquake! (Magnitude depends on Mana usage and Time)
Tornado: IT'S A TWISTER ANTUIE ANN! Basically, Tornado is Aeroga on steroids, massive AoE and harms all but caster.
Flare: Firaga on steroids. SET THE WORLD ON FIRE! Massive AoE that burns all but caster.
Judgement Bolt: Thundaga on steroids. Hit a Target with a death bolt of lightning.
Comet*: Rain down small space derbis! AoE to all but caster.
*Ultimate Spell*
Meteor: Some asshole giving you shit? well, HIT HIM WITH A BURNING SPACE ROCK! AoE hits everything other than caster in X radius (Pending on mana input and time incubating.)
Necromancer/Dark Mage/Witch: (The magic that no mage above would go to. Most countered by Archanist and W. Mage)
Archanist can't learn anything here. Move along.
Spawn Zombie: Spawn a basic flesh-eating Zombie. (Weak to fire and Light)
Spawn Skeleton Warrior: Pesky knight killing your underlings? Spawn a Skeleton with armour to stop him! (Weak to Fire, and Thunder.)
Resurrect: bring back those underlings that had fallen earlier to get revenge!
Gore Crows: These birds travel in flocks. They share a spirit, and one spirit can support up to 10 crows. Water is a weakness, and they are like your typical crows flying about, only they've decided they'd like some eyeballs. Killed easily, but they're pesky. Relatively low on energy costs.
Shadow Beast: Spawn a creature (Within Hyrule Chronicles Mythos) that is basically a Zombified version of it. (Ex. Shadow beast; Skulltulas. A quick way to take Fia'ye out of a battle)
Shadow Hands: These creatures are comprised of the fabric of darkness itself and are relatively resilient, though killed about as easily as a human. Easy to conjure and channel, harder to control.
Death: Instantly kill an enemy that is being pesky! (If the owner and I allow it.)
Curse: Curse someone, be creative how the curse is!
Mind Rot: Make someone forget previous Memories by rotting their brain. (If allowed)
Dark Possession: Use your darkness to make someone/something your mindless poppet! (If allowed for characters)
*Ultimate Spell*
Dark Aura: Using this, you emit a dark aura that resurrects all dead around you to be your mindless poppets.
Archanist/Blue Mage spells: (What you Archanists can use to control your field!)
Archanist learns all of this.
NOTE: This type of mage is going to be heavily restricted. And there will be a limit to the amount of Blue mages.
NOTE: For spells that Archainists can cast, it takes twice, to three times as long to cast said spell. To prevent spamming.
Azure Blast: Use your Blue magic and expand your Mana pool! (Temporary, and drains faster.)
Slow: Slow down time either around you or of a certain enemy.
Haste: Gotta go fast! Speed up an ally's movements, your own, or even time flowing around you!
Warp: If you can think of a feasible area, transport either your enemy, or yourself there.
White Wind: Heals all (Allies) to caster's condition, or boosts using caster's vitality.
Transfusion: Heals target to max MP and of all injuries. Leaves caster drained though.
Graviga: Gravity spell, either damages by crushing Gravity, or lessens Gravity stopping the foe.
Astral Heat: Boosts all stats on caster, allows for Ultimate Spell to be used. Though afterwards, leaves Caster in weakened state.
*Ultimate Spell*
SuperNova: Deals Massive non-elemental damage to everything excluding caster. Drains all MP and leaves caster in a critical state. (Crit. State is knock knock knocking on heaven's door.)
Illusionist: This mage, is like an Archainist, but isn't like them at all)
(It's a variation of Blue magic. Archainists can learn this.)
Shadow Step: Move a short distance without any detection by foes. Basically Teleportation
Shadow: create a shadow of yourself and trick them with two of yourself!
Mirror clone: Create an exact mirror of an ally or enemy nearby. (Within sight)
Major Image: Create or hide anything non-living. Though it fails if hit by anything.
Mislead: Fool someone magically into going somewhere other than intended location.
*Ultimate Spell:*
Shadow Well: Throw someone, mentally into a Maze with all of their fears inside. While in the Maze they cannot move, and come out scared.
Summoner/Caller Spells and calls: (Summoner's basic abilities and some calls.)
Archanist cannot learn anything.
NOTE: This type of magic will also be limited heavily. Summoners are few and far between. Only I can give the OK to summoners. (Since I am the God of Magic)
NOTE: Calls and summons are different, if a Call dies, boo hoo. IF A SUMMON DIES, SUMMONER DIES TOO. (AKA: Summoner's Pact)
Lv. 1 Call: Call a Small to Medium beast to fight with or for you. (Not much Vitality of the beast by the way)
Lv. 2 Call: Call a Medium sized beast to fight for you, this one is better than the Lv. 1 call beast.
Lv. 3 Call: Call a large beast to fight for or with you. RAWR!
Summon: X: Summon anything imaginable within the lore. (Which we're working on at this moment.)
Summon: Wyvern: Summon a Wyvern to ride, fight, and what-have-you.
Summon: Dragon: Summon a Dragon, element of your choice to fight
Summon: Esper: Summon an Esper to assist in your combat.
Summon: Spirit of X: Summon the spirit of a God/Goddess, or fallen ally
*Ultimate Spell*
Summoner's Fever: Summon everything your Mana can! Go all in to utterly demolish your foe(s)! (NOTE: This leaves summoner in Critical condition. Summoner's Pact does not apply for this.)
Devine Magic: (Magic, with the capability of god-slaying)
(This Magic is unable to be learned by Anyone BUT a select few Characters)
(Users of Devine magic, can use all other types of Magic)
Solaris: Hit a target with a fireball with the same basic intensity as the sun. Deals AoE after it hits.
Blinding Shadows: Blind all but caster with shadows. Pitch black darkness
Wrath of the Gods: AoE attack that is an attack with the same potential of sixteen Hydrogen Bombs in a six Kilometer (3.7 Miles) radius.
God Slayer: Hit a target with a flame-spear that has the ability to kill a God or Goddess.
Angel's Rebirth: Revive a target as if they had never died, can grant immortality.
Devine Retribution: Heal all ailments, wounds, and revive all allies.
*Ultimate Spells:*
WorldSlayer: Attack with any sort of large space object. Can and will destroy the world.
Armageddon: Kill everything in your path in a raging world-fire. This can clear continents the size of asia.
Battle Mage's Gear: (Information of what a Battle Mage's gear is like weapon wise.)
Archanist does not apply here.
A Battle Mage's gear consists of various weapons, and within each weapon is basically a spirit of a element. Each spirit and weapon chooses it's wielder, and once a bond is made, it doesn't diminish until one of the bonded souls are no more. Here's what you put for BattleMage gear;
[character's name here] {Weapon Type}
<Name of weapon> -- (Element)
Passive Abilities: (Max 2)
Special Attack: (Optional)
Ultimate Attack: (Only one)
It doesn't have to be super fancy or anything. Just make sure that it states the name, who's gear it is, It's element, and it's "Ultimate Attack." All really needed there. You can have 2 Ultimate Attacks, though one would be the actual ultimate attack and the other being the special. Do note, that just because you're a battle Mage, you can't use Magic, you can. Just the Magic of the Equipment's element.
For Example:
Famia can still use wind magic along with her abilities with her spear, Gunjir.
If you have any questions, either PM me, or post below what said question, or idea, comment, concern, etc. below and I will get to it as soon as I can.
~Lufia
-The God of Magic (Lufia)
Types Of Mages: (Easiest/Most Common to Hardest/Rare)
Black Mage/Elementalist: Your most common mage. Welding the power of the elements past your core spells.
White Mage: The more supporting Mage. A White Mage usually has healing spells, cure-alls, and so on. Though their offensive capabilities are rather limited, except for undead foes.
Battle Mage: What a Battle Mage is, is a fighter with Magic. Typically wielding enchanted weapons, Battle Mages have one real "element" they can effectively use. Though a little harder to combo spells with attacks. (Ex. Famia uses Wind with her spear)
Necromancer/Dark Mage: The "evil" mage. Typically using curses and necromancy Dark Mages more seal with what every other Mage dares not to do. They spawn undead, they drain life, they curse people. Some Bad ju-ju.
Archanist/Blue Mage: One of the most rare kind of Mages. Few exist to this day. The type of Magic they wield is that that touches the FABRIC OF TIME AND SPACE Though the casting time for an Archanist is slightly longer than a "normal" Mage.
Summoner: What a Summoner does is instead of sending a death ball of magic at you, they summon or "call" beasts to fight for them. Though because of their strength in Magic, Summoners have been hunted down to near extinction.
Core Spells: (All Mages learn these spells. They are the foundation)
Fire: The most basic spell. Most mages learn this spell first.
Blizzard: The basic Ice spell, shiver!
Thunder: The lightning spell. Quite SHOCK-ing isn't it? (I will probably be hit for this.)
Aero: The Basic wind spell. WOOSH!
Osmose: Sap Mana from your allies, enemies, surroundings, go crazy!
White Mage spells: (The spells a White Mage can Learn.)
*= Archanist can learn.
Cure/Cura/Curaga/Curaja*: All of the healing wounds spells. You start with Cure and end with Curaja. They do no harm to non-undead foes.
Panacea: The Cure-All spell. Can heal all ailments (Ex. Dizzy, poison, bleeding, numb, drunk, etc.)
Light*: Spawn a luminous orb, both lights the area like a Lantern, and can harm enemies. (Bonus damage to Undead)
Float: By use of white magic, you float like a butterfly. Now you need to sting like a bee. (Nulls Quake effects)
Barrier*: Create a Physical barrier that acts like armour and lessens physical damage for a brief time.
Light Arrow: Fire an arrow of light at your opposition!
God's Hand: a Light packed punch, deals light Damage plus the punch.
*Ultimate Spell*
Holy: Is there a bunch of Zombies in your way? Use Holy, kill them all like they were Octoroks! Deals damage to all that you target!
Elementalist/Black Mage and Battle Mage Spells: (The stronger Core spells, and other fun toys.)
*=Archanist can learn
NOTE: Battle Mage can only select Fire, Thunder, Earth, or Blizzard.
Fira/Firaga*: The stronger version of the Core spell Fire.
-----(This is the same for: Blizzard, Thunder and Aero)
Quake: Town that you are in pissing you off? Level it with an Earthquake! (Magnitude depends on Mana usage and Time)
Tornado: IT'S A TWISTER ANTUIE ANN! Basically, Tornado is Aeroga on steroids, massive AoE and harms all but caster.
Flare: Firaga on steroids. SET THE WORLD ON FIRE! Massive AoE that burns all but caster.
Judgement Bolt: Thundaga on steroids. Hit a Target with a death bolt of lightning.
Comet*: Rain down small space derbis! AoE to all but caster.
*Ultimate Spell*
Meteor: Some asshole giving you shit? well, HIT HIM WITH A BURNING SPACE ROCK! AoE hits everything other than caster in X radius (Pending on mana input and time incubating.)
Necromancer/Dark Mage/Witch: (The magic that no mage above would go to. Most countered by Archanist and W. Mage)
Archanist can't learn anything here. Move along.
Spawn Zombie: Spawn a basic flesh-eating Zombie. (Weak to fire and Light)
Spawn Skeleton Warrior: Pesky knight killing your underlings? Spawn a Skeleton with armour to stop him! (Weak to Fire, and Thunder.)
Resurrect: bring back those underlings that had fallen earlier to get revenge!
Gore Crows: These birds travel in flocks. They share a spirit, and one spirit can support up to 10 crows. Water is a weakness, and they are like your typical crows flying about, only they've decided they'd like some eyeballs. Killed easily, but they're pesky. Relatively low on energy costs.
Shadow Beast: Spawn a creature (Within Hyrule Chronicles Mythos) that is basically a Zombified version of it. (Ex. Shadow beast; Skulltulas. A quick way to take Fia'ye out of a battle)
Shadow Hands: These creatures are comprised of the fabric of darkness itself and are relatively resilient, though killed about as easily as a human. Easy to conjure and channel, harder to control.
Death: Instantly kill an enemy that is being pesky! (If the owner and I allow it.)
Curse: Curse someone, be creative how the curse is!
Mind Rot: Make someone forget previous Memories by rotting their brain. (If allowed)
Dark Possession: Use your darkness to make someone/something your mindless poppet! (If allowed for characters)
*Ultimate Spell*
Dark Aura: Using this, you emit a dark aura that resurrects all dead around you to be your mindless poppets.
Archanist/Blue Mage spells: (What you Archanists can use to control your field!)
Archanist learns all of this.
NOTE: This type of mage is going to be heavily restricted. And there will be a limit to the amount of Blue mages.
NOTE: For spells that Archainists can cast, it takes twice, to three times as long to cast said spell. To prevent spamming.
Azure Blast: Use your Blue magic and expand your Mana pool! (Temporary, and drains faster.)
Slow: Slow down time either around you or of a certain enemy.
Haste: Gotta go fast! Speed up an ally's movements, your own, or even time flowing around you!
Warp: If you can think of a feasible area, transport either your enemy, or yourself there.
White Wind: Heals all (Allies) to caster's condition, or boosts using caster's vitality.
Transfusion: Heals target to max MP and of all injuries. Leaves caster drained though.
Graviga: Gravity spell, either damages by crushing Gravity, or lessens Gravity stopping the foe.
Astral Heat: Boosts all stats on caster, allows for Ultimate Spell to be used. Though afterwards, leaves Caster in weakened state.
*Ultimate Spell*
SuperNova: Deals Massive non-elemental damage to everything excluding caster. Drains all MP and leaves caster in a critical state. (Crit. State is knock knock knocking on heaven's door.)
Illusionist: This mage, is like an Archainist, but isn't like them at all)
(It's a variation of Blue magic. Archainists can learn this.)
Shadow Step: Move a short distance without any detection by foes. Basically Teleportation
Shadow: create a shadow of yourself and trick them with two of yourself!
Mirror clone: Create an exact mirror of an ally or enemy nearby. (Within sight)
Major Image: Create or hide anything non-living. Though it fails if hit by anything.
Mislead: Fool someone magically into going somewhere other than intended location.
*Ultimate Spell:*
Shadow Well: Throw someone, mentally into a Maze with all of their fears inside. While in the Maze they cannot move, and come out scared.
Summoner/Caller Spells and calls: (Summoner's basic abilities and some calls.)
Archanist cannot learn anything.
NOTE: This type of magic will also be limited heavily. Summoners are few and far between. Only I can give the OK to summoners. (Since I am the God of Magic)
NOTE: Calls and summons are different, if a Call dies, boo hoo. IF A SUMMON DIES, SUMMONER DIES TOO. (AKA: Summoner's Pact)
Lv. 1 Call: Call a Small to Medium beast to fight with or for you. (Not much Vitality of the beast by the way)
Lv. 2 Call: Call a Medium sized beast to fight for you, this one is better than the Lv. 1 call beast.
Lv. 3 Call: Call a large beast to fight for or with you. RAWR!
Summon: X: Summon anything imaginable within the lore. (Which we're working on at this moment.)
Summon: Wyvern: Summon a Wyvern to ride, fight, and what-have-you.
Summon: Dragon: Summon a Dragon, element of your choice to fight
Summon: Esper: Summon an Esper to assist in your combat.
Summon: Spirit of X: Summon the spirit of a God/Goddess, or fallen ally
*Ultimate Spell*
Summoner's Fever: Summon everything your Mana can! Go all in to utterly demolish your foe(s)! (NOTE: This leaves summoner in Critical condition. Summoner's Pact does not apply for this.)
Devine Magic: (Magic, with the capability of god-slaying)
(This Magic is unable to be learned by Anyone BUT a select few Characters)
(Users of Devine magic, can use all other types of Magic)
Solaris: Hit a target with a fireball with the same basic intensity as the sun. Deals AoE after it hits.
Blinding Shadows: Blind all but caster with shadows. Pitch black darkness
Wrath of the Gods: AoE attack that is an attack with the same potential of sixteen Hydrogen Bombs in a six Kilometer (3.7 Miles) radius.
God Slayer: Hit a target with a flame-spear that has the ability to kill a God or Goddess.
Angel's Rebirth: Revive a target as if they had never died, can grant immortality.
Devine Retribution: Heal all ailments, wounds, and revive all allies.
*Ultimate Spells:*
WorldSlayer: Attack with any sort of large space object. Can and will destroy the world.
Armageddon: Kill everything in your path in a raging world-fire. This can clear continents the size of asia.
Battle Mage's Gear: (Information of what a Battle Mage's gear is like weapon wise.)
Archanist does not apply here.
A Battle Mage's gear consists of various weapons, and within each weapon is basically a spirit of a element. Each spirit and weapon chooses it's wielder, and once a bond is made, it doesn't diminish until one of the bonded souls are no more. Here's what you put for BattleMage gear;
[character's name here] {Weapon Type}
<Name of weapon> -- (Element)
Passive Abilities: (Max 2)
Special Attack: (Optional)
Ultimate Attack: (Only one)
It doesn't have to be super fancy or anything. Just make sure that it states the name, who's gear it is, It's element, and it's "Ultimate Attack." All really needed there. You can have 2 Ultimate Attacks, though one would be the actual ultimate attack and the other being the special. Do note, that just because you're a battle Mage, you can't use Magic, you can. Just the Magic of the Equipment's element.
For Example:
Famia can still use wind magic along with her abilities with her spear, Gunjir.
If you have any questions, either PM me, or post below what said question, or idea, comment, concern, etc. below and I will get to it as soon as I can.
~Lufia