NO LONGER ACCEPTING NEW PLAYERS
The Art Of Magic IC
Ward % remaining: 25/25 (health)
Mana % remaining: 100/100 (magic available for use)
Available Keywords: Pierce (Ignores clash), Rapid Fire X( You may cast the spell X times in one response as long as the total doesn't exceed the limit) , Ebb and Flow (Blood Stacks), Lunge (Can melee from mid range and makes the initial attack undodgable. Can only be used in mid-range)
Haemomancy- Sergei starts with 30 Blood stacks, but requires 10 to remain conscious and at full battle effectiveness. The more blood stacks are used in an attack, the more powerful it is.
Vampiric: Sergei has: Speed +1: Can close distance from long range to mid range and mid-range to close range in a single step. Strength+2: Normal physical attacks overpower other physical attacks with a lower strength.
Limit Breaker: Coup de grâce - (25%, Pierce, Lunge, Ebb and Flow, Charge, Requires 25 Blood Stacks)
Ceasing movement to gather his concentration, Sergei causes all used blood to coagulate into crude versions of him holding a rapier, before attacking from 5 points.
Ward % Remaining: 25/25
Mana % Remaining: 100/100
Thoughtless: Mac can cast this spell instead of anticipating, if able, as part of an intermediate step.
Altruism Modifier: Mac can create a barrier (of water molecules in various states) to shield himself or an opponent. This spell cannot be dispelled.
Determination If this active spell has not yet resolved, you may give it Breaker or Unstoppable instead of responding (same as Focused)
Limit Breaker(s): Changing Tide(12%, Fickle(must have lower ward than target), Unstoppable, Thoughtless)
Condition: Ward has dropped to 66% (do you mean mana pool?)
Description: A crushing wave of water rushing towards the enemy mage aiming to destroy their ward.
Ward % Remaining: 25/25
Mana % Remaining: 100/100
Confuddled X: The spell has an obscured status during damage resolution for X turns. An obscured opponent is sent a distorted version(created by the spell owner) of the battlefield events.
Selfish Reflection: 20 % of incoming damage is reflected off of her ward back to the enemy or any allies in the field.
Construct X: Zelina can use her mana to temporarily create objects for both offensive and defensive purposes. The object only lasts for X rounds. Due to the nature of her magic, all objects have a quirk to them.
Limit Breaker(s): Necessity (15%(total mana), Exhausting, Focused, Construct X
Condition: 50% mana remaining
Description: Zelina’s ability to construct becomes easier (she is more exact and can summon a larger object) as the image in the mirror begins to clear, and the objects remain until the end of battle. However the consequences of staring into the void too long are draining and in some cases long lasting as her mana turns against her.
Special: Being a water nymph, Zelina is sensitive to heat of fire type magic. She also has more movement (2 spaces) in water environments.
Ward % Remaining: 25/25
Mana % Remaining: 100/100
Rapid Fire X- You may cast the spell X times in one response as long as the total doesn't exceed the limit
Focused- If this active spell has not yet resolved, you may give it Breaker or Unstoppable instead of responding.
Ward Pricking X- For X amount of turns, the opponent's ward becomes pricked, allowing the mage to the target of illusions.
Psychic Pressure X Y(Zen Mode only, see below)- Inflict the Psychic Pressure status during damage resolution for X turns. A mage with Psychic Pressure loses Y% of their mana pool each round.
Passive: Mind-Reading- While the ward is pricked, Akira reveals all of the opponents' action slots. Treat this ability as an illusion.
Limit Breaker: Arcana Doom Seal (20%, Charging, Psychic Pressure 1 15)- Must be in Zen Mode to activate. Zen Mode is automatically terminated upon resolution.
Special: Magic Suppressing Earbuds- Adds the option "Remove Suppressing Earbuds" with the following rule text: the Magic Suppressing Earbuds are removed from the combat sheet.
Activate Zen Mode- Activated when Akira's 'Magic Suppressing Earbuds' are removed. Psychic Pressure X 5 is inflicted on all combatants, where X is the number of rounds Zen Mode is active. Psychic Pressure X Y can be stacked on top of the base Psychic Pressure X 5 with offensive spells with that keyword. Akira becomes Exhausted when Zen Mode resolves.
Ward % Remaining: 25/25
Mana % Remaining: 100/100
- Whirlwind (Whenever this spell wins a clash, it inherits the keywords of spell(s) that lost that clash.)
- Rapid Fire X (The casted spell gets casted X times in one respond, however each time the spell gets casted an extra time, the mana required goes up by 1%.)
- Acceleration (Causes spells to resolve sooner. Every 2% put into the modifier makes the spell resolve a step earlier.)
- Turbulence X (This spell inflict the turbulence X status during damage resolution. A mage with turbulence 1 has their response canceled. A mage with turbulence 2 has their response canceled and cannot attack outside of close range next turn. A mage with turbulence 3 has turbulence 2 inflicted for 2 turns)
Limit Breaker: Piercing Current (20% cost, requires at least 70% mana remaining, can be used only one time, Acceleration 4%, Turbulence 2, Wild)
First a piercing winds strikes the foe, lowering its mana by 17% and spinning it, making him/her cancel the attack and unable to attack outside of close range next turn. Players flip a coin. If they get tails, they lose 2% of mana during the first turn and 1% mana the second turn.
Ward % Remaining: 25/25
Mana % Remaining: 100/100
Keywords: Devouring: Causes double ward damage if opponent's ward reaches 50% original or below. Cannot be used with another positive keyword.
Lingering: Causes half proscribed damage during damage resolution, and half of proscribed damage at the beginning of next turn.
Ghoul Summon: Allows use of ghoul.
Growth This keyword can only be used on 0 cost spells. The ghoul grows by 5 power instead at the end of this turn.
Passives: Regenerative Spells If a response spell cast by Sharisael clashes and wins, the spell regains 2% mana [I buffed this slightly]
Limit Breaker(s): Phantasmagoria (40%, copy Ghoul twice, ghouls destroys Ghoul afterwards) Requires Ghoul possess power level of 21- Makes all ghouls attack for no cost.
Special: Ghoul Summon(5%) - Sharisael can control a physically manifested collection of mana as a "Ghoul". Adds the option, "Ghoul Attack" to the response with the following rule text: "Ghoul attacks for a % equal to its power." Ghouls start at 5 power.
At the end of each round, the Ghoul grows naturally for 2%[not optional](boosts power by 2). Ghouls are not impacted by spells.
Post Due Date: 2/14
Post Requirement: 250 words
Current Players: 10 of 10
Allowed Player PCs: 2
• ★LunaLight★ : ∅Ⓧ
• Irell Starling : OO
• Philosopher : ∅
• Alphakoka : O
• Amaralyn : O∅
• Infin1teZer0 ∅
• Zata : Ⓧ
• Asuras : ∅
• Harbringer : O
• Caelum: /
Please submit a filled-out skeleton located below to the OOC for review by the GM, Co-GM, and your fellow RPers.
Race: (try to stick with more well know races. I am willing to review anything though)
Age: (lower age usually means lower skill level)
Bio: (show me you can write up to standards)[see guidelines]
Appearance: (anything will do)[see guidelines]
Mana Nature: (this should be a noun)
Other: (special items and anything else not mentioned)
1. ♀(26) Electron Human: Sky, played by ★LunaLight★
2. ♂(42) Sensory Human: Jack Roman, played by Zata
1. ♀(17) Star Human: Mayumi Zenki, played by ★LunaLight★
2. ♀(23) Fun-house Mirror Water Nymph: Zelina Zecoto, played by Irell Starling
3. ♀(21) Nature Fairy: Antheia Nerida, played by Amaralyn
4. ♀(18) Ghoul Vampirdzhijan: Sharisael Relalith, played by Asuras
5. ♂(23) Water Human: MacKennith Stone, played by Irell Starling
6. ♂(18) Steel Human: Tristan Etheridge, played by Philosopher
7. ♂(18) Spectral Human: Jason Oakwood, played by Alphakoka
8. ♂(19) Air Human: Hiroshi Soyokaze, played by Amaralyn
9. ♂(19) Psychic Human: Akira Katsu, played by Infin1teZer0
10. ♂(17) Fog Human: Kyle Coal, played by Caelum
11. ♂(19) Blood Vampire: Sergei Dracul, played by Harbringer
To add an NPC, simply fill out the character skeleton (located above), and submit it to the OOC for the GM, Co-GM, and your fellow RPers to review. Exceptions for NPCs are that history is optional, and no standards of quality are enforced. Only NPCs that need to be played consistently should be submitted. To use an NPC, inquire with their creator if available, or the GM if not.
1. ♂(42) Fire Elf: Taym Daltyr, a student of Red Star Academy, created by AngelofMourning
2. ♀(29) Destiny Human: Cristabel Whyte, the nurse of Red Star Acadamy, created by Zata
3. ♀(17) Poison Human: Pippa Cunnings, a student of Red Star Academy, created by xXFallenAngelxX
4. ♀(16) Spider Human Arana Vanya, a student of Red Star Academy, created by Alphakoka
Magic lays dormant within us all. It lies in the air, earth, and mind. To learn magic is to learn what it means to live, and to live for magic. That is the slogan of this magic school, the belief that anything that lives can learn to use magic. This belief, at the time, is highly controversial. The majority believe that only descendants of the original magi were able to effectively use magic. There was a general agreement that it was possible to use magic without being a part of the bloodline, however they could never be accepted into any form of learning. Magi were in a word 'superior' to all others.
This will be the first year the school is in operation, and tensions around it are higher than ever. The continuation of this school, is entirely dependent on the performance of its graduates. Letters have been sent across the corners of the globe. Asking for students of any skill level or age to enroll. Here is the letter you receive:
Dear Potential Incoming Student,
We here at Red Star Academy gladly extend to you an invitation to enroll at our school. Here you can learn all kinds of magic, ranging from the basics, to the most advanced applications of magic, alongside the magical scenery surrounding the school. We have a large staff of very capable teachers sharing the dream of a world where anyone can use magic. *attached to the letter is a packet containing a wealth of information*
Should you enroll, you will first need to come to our gates, and follow our helpful staff to the auditorium. There we will assign all the students to their homeroom teachers, who will also serve as your fundamentals of magic instructor. In this class you will learn to increase control of your own mana, as well as receive various need to know information for all wizards such as: forbidden magics, great wizards of the past, laws concerning magic use, and much more.
After a week of basic studies, you will be allowed to take elective studies, to further extend your focus into the many fields of study. Our curriculum is quite vast, so we trust that you will be able to find a class for just about anything that you could need. All of the teachers are able to help you for an hour before class starts, regardless of if you have them as a teacher.
Lunch is provided on campus in the cafeteria located right in the middle of the school. Lunch begins at noon, and lasts an hour and a half. During this time students may roam about the campus, but are not permitted to leave except by obtaining special permission. Also the training fields located at the west side of the school are allowed for use during lunch, provided that you have an instructor's supervision.
The main office is located just a bit north of the lunch area, and contains the headmaster's office. The main office has a wealth of information about the school, and deals with all discipline problems as well as legal concerns. You should come here if you have trouble locating things within the school, or if sent here from another source. All permission forms to leave the campus should be taken up here.
All students will be roomed in dorms with a roommate. Students caught outside of dorms between 11 and 4 without permission or a teacher will have disciplinary action taken upon them. Student dorms will be provided with different amenities depending on the classes each student is taking, and may be moved to other rooms should there be insufficient funds to provide students with their own equipment. All rooms however, will contain two beds, a small fridge, two desks, and a closet.
We hope that you will be able to attend.
Gabriel Scar- Headmaster of Red Star Academy
Current Date: Wednesday, 1/5/2012
• Dorm 1: Mayumi and Kimura
• Dorm 2: Tristan and Pippa
• Dorm 3: Hiroshi and Mac
• Dorm 4: Sharisael and Antheia
•*Dorm 5: Akira and Jason
• Dorm 6: Sergei and Fa'lin
Campus & Grounds
The school has a volcano 5 miles up, is 10 miles north from the beach. Magic schools during wartime double as military bases. For that reason are built with high walls, and are organized on a compass system with: the headmaster's building being closest to the north wall, the training grounds to the west, a lake with an overlooking forest-covered cliff to the east, and the main building forming a large U shape on the south — an area also occupied by the main gate. The main building is two stories tall, with dorms along the bottom of the U, and classes along the sides. After 8:30, any students found without teacher permission will be sent to the headmaster's office for disciple.
Scattered through the grounds and surrounding area are a number of places of importance. Documented ones are as follows:
Approximate Location: Two miles up the southern face of the volcano.
General Description: An empty cave on the east side of school concealed by a trapdoor that only opens from underneath. It is constructed with magi stone, making it highly durable. The only light comes from an opening over the lakeside that looks out over the school.
Places of Interest: None of note.
Notable History: Somehow Sky knew about this cave, little else is known.
Other: Mayumi has decided to make this space a club meeting room. It isn't likely to remain empty long.Approximate Location: Thirty miles East of Red Star Academy.
General Description: The houses are reminiscent of colonial American homes having a stone and brick exterior with tiled roofs. They also make use of the willow wood which grows wildly in and around the village. The village is hidden away in a massive forest of weeping willow trees along the roads and riverbanks.
Places of Interest: The Etheridge Estate overlooking the town atop of a hill, as well as the town cemetery containing the first willow tree ever, which is also the oldest part of the village.
Notable History: It is said that one of the original magi had been mortally wounded by someone who was close to her. She escaped from her betrayer but knew she was not long for this world. After wandering aimlessly, driven only by her despair, she came across a vast field and deemed it a peaceful place to die. She died in that field alone, but was able to leave behind something tragically beautiful to signify her final moments. Her death brought about the world's very first weeping willow tree. Gradually, what was once a single tree grew into a large forest within a few decades and enticed many settlers to make their homes there.
Other: It is believed that the magi who died was imbued with Nature Mana which is why the willow tree sprung up from her death in the first place. Willow trees tend to grow fast but live only about 20 to 30 years, which makes it more likely that the magi who died had Nature Mana. Because the oldest willow tree shouldn't be alive for so long without the possibility of being magical. Many locals believe that the mage is actually still alive within the willow tree, in essence of course. Willows play a large role in deaths of the villagers. The caskets are made from the willow wood and the story of the magi is told symbolically as the departed are buried. The ceremony is to be tragic and beautiful simultaneously to show life in death.
This list is incomplete and will continue to expand as time goes on. If you wish to mark your own location on the map, please fill out the skeleton below.
Name: What is this place called?
Approximate Location: Where is this place is relation to the main school campus?
General Description: What is the general appearance of the man-made structures, the land in and around it look like?
Places of Interest: What stands out?
Notable History: Completely optional, but if there is something surrounding the towns past worth mentioning, it would go here.
Other: For important things that weren't mentioned yet.
Magic is using mana from your surroundings to cast a spell. What types of spells you are able to cast is vastly dependant on what form mana is stored in your body. Your body acts somewhat like a battery with reverse memory. It stores a certain amount of energy in one form, which can be converted to a different form when needed. Also the more you use magic, the more mana can be stored in your body. Although the body is not the only medium for magic, it is the most fundamental form of control.
Mana is a form of energy generated from everything that exists with very few exceptions. Without mana you can not cast spells. Also using mana has a physical impact on your body, so using too much of it will exhaust a wizard. It is highly dangerous to use all your mana, because your mana pool will expand at a dangerous rate. The consequence to rapidly expanding mana pools is blacking out, and not always waking up. Should you ever completely run out of magic, you will die with no chance of being saved.Whenever I refer to this, it means what type of mana flows through your veins. Is it ice, fire, electricity, bugs, ninjas? Your mana can be stored in just about any form, however this nature remains the same throughout the course of life. When casting a spell, your mana needs to be the same type as the spell cast. So casting something that requires you to change your mana will be harder in the sense that it will require you to: use extra mana to convert the type, take extended concentration, and have less control over the spell. It is recommended to first learn control over your own nature before attempting trying another. The mana nature is always a non-abstract noun(for playable characters).Mana control is quite simply having control of your magic. Mana is easiest to control when you are yourself. Large changes in mood, telling a lie, and related events are all things that can have an effect on magic control. Mana control is easier: preformed close to your body, cast from a dominant part of the body(like a right hand), and with less volatile mana natures.Over the years, certain types of magic have had laws placed against them. Necromancy, has become entirely illegal. Illusion magic has a vast number of restrictions placed upon use, and its users are generally frowned upon. Summoning anything that can maintain its own existence must be able to be killed should you lose control of it. The caster(s) is legally responsible for anything the summon does.A ward is separated into two types, preventative, and protectionary. This is only for the wards everyone can use, ward specific casters have special circumstances.
The preventative ward everyone uses defends against 25% of any kind of magic. It is not worth using preventative wards in combat(it takes around minutes and consumes 25%), but it is dumb to not go in with one. This ward lasts until it breaks without dissipating, however you can only have one ward. Using multiple preventative wards causes the second one to block your own spells(the same happens if a ward blocks over 25%). Consider this ward to be your health bar. The preventative ward is your only defense against spells, as there is no such thing as resistance to magic based attacks. It is also the only thing preventing you from being a valid target of spells.
A protectionary ward is a ward made by ramming your mana into the opponent's spell. Protectionary wards are highly effective at deflecting a weak spell(1% or lower), because the mana is easier to separate. Protective wards require good timing, practice, and should not be used on powerful spells. Remember, this works by discharging your own mana, so using the protectionary ward for more than an instant will cause you to rapidly lose mana. This is like the mana version of catching a punch, it should only be done when you can easily overpower what is coming at you.
A dispel is a last ditch technique, and you really should avoid using it if at all possible. A dispel is cast by casting the exact opposite of your opponent's spell, completely canceling it out. A dispel always costs 1.5 times the mana cost of the spell cast. The reason a dispel costs this much, is because you have to do everything your opponent did, and then invert it. The only good thing about a dispel, is that it can counter absolutely any active spell instantly. It is notable that dispels have a cool down time, however it varies on the skill of the user.Summoning is the act of bringing a distant willing object of any kind to your current location. Summoning is preformed by placing some kind of tag to distinguish the object on the summoning, and then relocating them in front of you by placing any part of your hand onto the ground(or below your feet if you are airborn) then applying mana. If the object has any mana content, it will resist magical interference, so you much pay an equal amount of mana to summon it. Because your body has to remember each tag you place, it is very difficult for beginners to summon.Alchemy is a pretty neat trick, although it isn't usually used in combat, but more often in crafting and artistic work. This Alchemy is not like what you see in Full Metal Alchemist. In this world it was developed to preform tasks magic users couldn't do without it, and that is permanently restructure physical objects into many forms with precise detail. Without Alchemy, you would have to teach artistic skills to all the elements you had planned to use on a piece just to achieve the same effect. However, while it is not intended for combat use, that does not mean it can't be used in combat. Alchemy is one of the only ways to obtain rare materials in large enough quantities to form a potent defense. Also, if someone doesn't have a ward, they are a valid target of Alchemy.Healing is the ability to mend injuries, cure sicknesses, and even reverse lethal injuries. Healing magic costs 0% to mend any injury of a living individual; however, the biggest issue is that most injuries in combat will be completely lethal. Once the ward is broken, magic will easily kill people, requiring you to revive them(50%) before their soul leaves their body. Once someone's soul has left the body, it is impossible to bring them back with healing magic, and goes into the realm of necromancy(illegal). Healing magic is indeed a powerful and popular field as it pretty much allows invulnerability to physical injuries when mastered. Its major shortcoming is that skill with healing magic has almost everything to do with the frequency of use as opposed to natural talent or knowledge.
Magical Combat Rule Set and Guide
0. Zata is always right.
1. Not meeting posting standards consistently, or refusing to modify a post when requested will get you booted from the RP. This will be especially true for the first few posts to ensure players can post at the level they say they can.
2. When introducing a magic item, you must get it approved. Note that this world does not have many magic boosting items.
3. Everyone in the roleplay must post or pass once before anyone can post again.
4. I will determine a minimum posting limit after the roleplay has been started.
5. Be aware of your character's ability. They will not always do magic correctly the first time, and they cannot dream of tricking a teacher.(however they can try:ezlol:)
6. People will be allowed up to two characters, but must post minimum length for each character.
7. Luna can make up rules as we go. Just because it isn't listed, doesn't mean you can do it. Use common sense.
8. The newcomer's package contains everything you must read to join.
9. If you join and quit without telling me, I will blacklist you to everyone I know. If you are going to quit, you need to tell me in a polite manner.
10. If you are waiting for someone else to post or want to pass, make it known on the OOC. It is important to coordinate with all the other players, not just me or Zata sama.
1. I expect your bio to reflect how much you are willing to post. A good size would be 3 paragraphs (roughly 400 words), but more importantly, tie your character's past to their present.
2. All sexualities are welcome, however you should probably mention them in the CS.
3. Pictures are encouraged for appearance, but if you choose to write out the appearance, you should include: eye color, complexion, height, hair length, hair color, muscle tone, apparel preferences, any noticeable marks, and anything else you come up with.
4. Younger mages have smaller mana pools, because they have had less time to grow. Remember that if someone regularly uses magic, they will have a larger mana pool, but being a young mage means having a less developed body system as a whole.
5. Most mages hit their prime around their late 30's, have a growth spurt around 16, and begin to decline in their late 60's. This will change for non humans, proportional to their maximum lifespan.
6. Please ensure you have at least acceptable grammar at all times. To attract new RPers, we need to display a good grasp of mechanics. If you aren't the best at English, then please run your post through spell check, and read the post aloud before submitting.
7. This system is less complex than it looks. It is designed to have a vast amount of information, but the amount actually used is quite minimal. There is little point in reading sections explaining magic your character won't use. Save yourself the effort, and just look through sections as they apply to you. And should something seem difficult to understand or complicated, just ask me.