Magic System

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Magic System Empty Magic System

Post by «Cardinal System» Fri Dec 25, 2015 11:58 pm

Every Magic follows the same progression of Tiers, ranging from one to four. The levels are I ,II, III, and VI. These levels determine one's ability within each magic and will determine how effectively a character can use each magic.
Teir Cost

  • Teir I cost 1 point

  • Teir II cost 2 points

  • Tier III cost 4 points

  • Tier IV cost 8 points


Gaining Teir Levels

  • Reaching Tier I from no Tier requires 1 Point Total

  • Reaching Tier II from Teir I  requires 1 Point Total

  • Reaching Tier III from Teir II requires 2 Points Total

  • Reaching Teir IV from Teir III requires 4 Points Total
    A single points can be bought with 10,000, experince. Another way to train your magic, this will allow the character to gain one point per 1,000 words. Upon ranking you will recive points to apply to your magic.  Events will be the last way to gain points.


The beginning skill points for each rank are as followed:

  • D Class: 1 Points
    C Class: 2 Points
  • B Class: 4 Points
  • A Class: 8 Points
    When choosing where to put your points, before anyone asked you may put your points in one than more magic. During creation process you will be allowed to start with more than one magic as long as you have points in two magics. Once you gain a point by purchase, you must also by the addtional magic before the use.


Note: Not having a point in magic only allows you to use D Rank spells after learning a new magic type.

Caster Magic
Caster Magic - is Magic that is expelled from the body as opposed to Magic done through the use of a weapon or outside source.

Teir I: The lowest level of Caster that is considered to be practical. Being of this level of caster the character may use spells up to C rank. This level is considered to be under the 'combat ready' line and typically used as a support skill at this level. 

Teir II: The second lowest level of Caster and the 'combat ready' line of spells granting a wider range of possibilities for the use of magic. Being of this level of caster the character may use spells up to B rank. 

Teir III: The next level of Caster and the level in which you are considered a master. Superior in potential range of techniques and skill of the style than those of lesser rank. The character may use up to A rank spells with the exception of one S rank spell. 

Teir IV: The second highest possible level of Casterand beyond what any normal Wizard would be able to reach in their lifetime. Capable of almost unlimited understanding of Caster Magic, those who reach this level have achieved enlightenment of the skill. Capable of learning S Rank spells.


Holder Magic
Holder Magic -is Magic that requires a Mage to use an external source to produce the Magic.

Teir I: The lowest level of Holder that is considered to be practical. Being of this level of caster the character may use spells up to C rank. This level is considered to be under the 'combat ready' line and typically used as a support skill at this level. 

Teir II: The second lowest level of Holder and the 'combat ready' line of spells granting a wider range of possibilities for the use of magic. Being of this level of caster the character may use spells up to B rank. 

Teir III: The next level of Holder and the level in which you are considered a master. Superior in potential range of techniques and skill of the style than those of lesser rank. The character may use up to A rank spells with the exception of one S rank spell. 

Teir IV: The second highest possible level of Holder and beyond what any normal Wizard would be able to reach in their lifetime. Capable of almost unlimited understanding of Holder Magic, those who reach this level have achieved enlightenment of the skill. Capable of learning S Rank spells.

Requip
Requip- also known as Ex-quip, is a Caster Magic related to the summoning of various types of equipment.

Teir I: The lowest level of Requipthat is considered to be practical. Being of this level of caster the character may use spells up to C rank. This level is considered to be under the 'combat ready' line and typically used as a support skill at this level.The character's pocket space is five.

Teir II: The second lowest level of Requip and the 'combat ready' line of spells granting a wider range of possibilities for the use of magic. Being of this level of caster the character may use spells up to B rank. The Character's poket space is ten.

Teir III: The next level of Requip and the level in which you are considered a master. Superior in potential range of techniques and skill of the style than those of lesser rank. The character may use up to A rank spells with the exception of one S rank spell. The character pocket space is 15.

Teir IV: The second highest possible level of Requip and beyond what any normal Wizard would be able to reach in their lifetime. Capable of almost unlimited understanding of Requip Magic, those who reach this level have achieved enlightenment of the skill. Capable of learning S Rank spells. The character pocket space is 20.

Takeover
Take Over -allows the user to, essentially, "take over" the power of an entity and use it to fight. It can increase the power, strength, and speed of the Caster,.

Teir I: The lowest level of Holder that is considered to be practical. Being of this level of caster the character may use spells up to C rank. This level is considered to be under the 'combat ready' line and only to transform a single limb such as a fist or foot. 

Teir II: The second lowest level of Holder and the 'combat ready' line of spells granting a wider range of possibilities for the use of magic. Being of this level of caster the character may use spells up to B rank. The character can transform up to two limbs.

Teir III: The next level of Holder and the level in which you are considered a master. Superior in potential range of transformation able to change half of the character's body. The character may use up to A rank spells with the exception of one S rank spell. 

Teir IV: The second highest possible level of Holder and beyond what any normal Wizard would be able to reach in their lifetime. Capable of almost unlimited understanding of Holder Magic, those who reach this level have achieved enlightenment of the skill. Capable of learning S Rank spells ,and taking full body take overs.

Celesital Wizard
Celestial Spirit Mages due to their specialization in Celestial Spirit Magic, are able to summon Spirits by opening their Gates via the use of Celestial Spirit Gate Keys. 

Teir I: The lowest level of celestial that is considered to be practical. Being of this level of caster the character may use spells up to C rank. The caster can summon spirits up to C Rank. Substain cost for spirits cost 1/4 less

Teir II: The second lowest level of celestial and the 'combat ready' line of spells granting a wider range of possibilities for the use of magic. Being of this level of caster the character may use spells up to B rank. The character's spirits are B-rank. Substain cost for spirits cost 1/3 of the amount.

Teir III: The next level of Celestial and the level in which you are considered a master. The character may use up to A rank spells with the exception of one S rank spell. The character now has cool A Rank spirits and one S Rank Spirit. You can now use two spirits at once, and you substain cost for spirits is now 1/2.

Teir IV: The second highest possible level of celestial and beyond what any normal Wizard would be able to reach in their lifetime. Capable of almost unlimited understanding of Celestial Magic, those who reach this level have achieved enlightenment of the skill. Capable of learning S Rank spells ,and summon S rank spirits.
Substain cost only cost 3/4 ths.
Slayer Magic
Slayer Magic -is a sub category of Lost Magic which has numerous forms.
Teir I: The lowest level of Slayer Magic that is considered to be practical. Being of this level of caster the character may use spells up to C rank. This level allows the Slayer to eat C rank spells of their affinity.

Teir II: The second lowest level of Slayer Magic and the 'combat ready' line of spells granting a wider range of possibilities for the use of magic. Being of this level of caster the character may use spells up to B rank. The character can eat B rank spells of their element.

Teir III: The next level of Slayer Magic and the level in which you are considered a master. Superior in potential range of techniques and skill of the style than those of lesser rank. The character may use up to A rank spells with the exception of one S rank spell. The character can eat A rank spells of their element.

Teir IV: The second highest possible level of Slayer Magic and beyond what any normal Wizard would be able to reach in their lifetime. Capable of almost unlimited understanding of Slayer Magic, those who reach this level have achieved enlightenment of the skill. Capable of learning S Rank spells. The chaacter can eat S rank spells.
«Cardinal System»
«Cardinal System»
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