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Weapon System, It's crazy~
Velyoukai
post Oct 2 2013, 03:48 PM
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Weapon Levels
What types of weapons can be wielded is decided by your class. You'll notice that most classes specify a weight category along with the weapon type- Ylisse deviates from the games in that we've divided Swords, Lances, and Axes into lightweight, mediumweight, and heavy categories to create more diversity amongst the classes that can use the same weapon. Weapon level is shared between weight categories.

The complexity and general power of the weapons or spells you can create and wield are determined by your Weapon Level, which is denoted by a letter and a fraction. Your starting Weapon Level is indirectly chosen upon creation, as it is proportional to your starting level: A level 1 character starts with an E-rank in all weapons, a level 10 character starts with a C-rank in their primary weapon type and a D-rank in their secondary weapon type if they have one, and a level 10/1 character starts with a C in their primary weapon type and an E-rank in any weapon types gained from their promotion.

E is the lowest possible weapon level, followed by D, C, B, and finally A. How far you are from reaching your next weapon rank is shown by the fracture behind the letter. All weapon ranks require five 'points' to increase. Upon creation, the weapon levels are freshly gained, and thus all start at 0/5. Upon the completion of roleplaying threads, the grading moderator may award anything between no experience to 5/5 of a weapon rank. Note that this means that a D-rank with 3/5 experience can grow to at most a C-rank with 3/5 experience, not at most a C-rank at 0/5.


Weapon Creation
Weapons in the Ylisse RP are entirely custom-made form-wise, while the less subtle effects are limited by the modifiers that are placed on them. For every weapon rank a character gains, they can pick one modifier of the corresponding rank: so a C-rank spell would have at most one E-rank modifier, one D-rank modifier, and one C-rank modifier. Multiple modifiers from one rank can't be chosen, except if an A-rank weapon or spell uses the Masterful modifier. Picking a modifier from each rank is not mandatory, but skipping a rank results in a modifier less on your weapon or spell. In addition, materials for physical weapons overwrite each other, meaning a weapon can only have a D-rank OR a B-rank modifier, not both. This limitation does not apply to spells and Staves.

As such, the maximum number of modifiers on physical weapons is four, whereas the maximum on spells is five. The exception to this are weapons wielded by the classes Berserker, Sniper, Swordmaster and Halberdier. At A-rank, these 'mastery' classes can apply an additional modifier from any rank to their weapons. There is no minimum number of modifiers- a spell or weapon can be as basic as the RPer wishes.

It should be noted that unlike in the games, weapons in the RP do not have a finite number of uses. Weapons will only break if the RPer so wishes for whatever reason.

This may all sound a little complicated. If so, refer to the example below. If after reading the example, there are still confusing aspects, contact a moderator.


Example
Name: Julia
Class: Pegasus Knight
Level: 1
Weapon levels: Lightweight Lances (E 0/5)

Julia begins with an E-rank in Lances, and her class restricts her to lightweight lances only. She carries a Bronze Pilum and a Bronze Javelin with her. The Javelin is for ranged attacks, and as such she chooses the Thrown modifier for it. The Pilum instead gets Chain, so that the odds of Julia losing it when fighting in the skies are that much lower and so that she doesn't have to get QUITE as close when using it.

As she survives through many battles with her two trusty weapons, Julia reaches Lances level D and upgrades both weapons to be made of Iron, for better durability and more punch.

Living through more battles and gaining more skill with the lances, Julia reaches Lances level C. Because her superiors often make her fight magic users because of her naturally high resistance, she adds Wither to her Pilum to enhance her effectiveness in this role. Her Javelin, however, is good as it is, and as such she chooses to not apply any of the available C-rank modifiers to it.

And so forth. Julia can repeat this process with as many weapons as she can reasonably own, as often as she likes, as long as she only works within the limits of her weapon level and the weight classes that her class allows- for example, she can't make a Great Halberd, as Pegasus Knights can't use heavy Lances.
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Velyoukai
post Oct 2 2013, 03:57 PM
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Skylessia Characters
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QUOTE("Velyoukai @ post: 7670, member: 387")
Swords
Favoured by many, swords are as versatile as the warriors who wield them; ranging from daggers to sabres to massive greatswords. They're balanced in terms of weight and strength, being light enough that their wielders can move largely unhindered, but also strong enough that they can dish out sufficient pain. In the weapon triangle, swords best axes but are bested by lances.

Lightweight Swords: Click Here To Show/Hide This Text

Combat Dagger
Throwing Knife
Rapier
Katti
Gladius
Mediumweight Swords: Click Here To Show/Hide This Text

Scimitar
Saber
Spatha
Broadsword
Heavy Swords: Click Here To Show/Hide This Text

Longsword
Nodachi
Zweihander
Claymore


Sword Modifiers
E-rank: Click Here To Show/Hide This Text
All weapons start out as bronze versions of themselves. In addition, at E-rank any of these modifiers can be taken:
Massive (Heavy only) -The weapon is immense and heavy, even more so than normally, causing it to easily smash through defenses that would stop lesser weapons.
Nonlethal - A great magic coats the weapon, making it so that no matter the force behind the blow, nor the sharpness of strikes, attacks with this weapon will not kill the target. Whether this is used for mercy or for cruelty is up to the RPer, however.
Piercing - Pure, unaltered magical energy is infused into the weapon, causing it to slip through and pierce armor with greater ease.
Poison - The weapon has been remade to include a core of magical poison that seeps through the weapon's blade. The poison eats away at the injured person's stamina, causing them terrible pain until it fades.
Rending - The blade of the weapon is viciously sharp, sometimes to the point of jagged, irregular edges, making it much easier for the blade to rip through flesh.
Ridersbane - The weapon in imbued with a dark magic that causes its blows to be even more lethally effective against horses and pegasi.
D-rank: Click Here To Show/Hide This Text

Iron - Rather than Bronze, the weapon is forged out of Iron, making it slightly more durable, heavier, and overall more effective.
Glass - A strange material that's not the same as the glass used in windows. Weapons forged from it must be handled with care as they are more fragile than bronze or iron, but are also much sharper.
C-rank: Click Here To Show/Hide This Text

Enchanted - The weapon is enchanted with magic, allowing for the weapon to gain an elemental effect. The RPer chooses the specifications of what the enchantment does.
Debilitating - Whether it be stunning, putting the target to sleep, cutting off all access to their magic, or something else altogether, Debilitating weapons somehow hinder whoever they hit.
Wither - The weapon includes a core of magical poison, which at a first glance does nothing, but over time slowly but surely eats away at the magic reserves of whoever is hit by it.
Killer - A dark magic is infused with the weapon, causing it to hunger for blood. With each attack that draws blood, the weapon itself grows stronger and tougher, making it even easier to attack more and gain more blood.
Reverse - Through unusual design or magic, the weapon reverses the weapon triangle.
Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
B-rank: Click Here To Show/Hide This Text

Silver - Instead of bronze or iron, the weapon is forged out of a silver alloy. This makes it less durable, but sharper than steel, and more effective overall than bronze or iron.
Steel - Rather than bronze or iron, the weapon is forged out of steel. This makes it more durable than any other material and more effective to use than lesser materials, if not as sharp as silver.
Spellsilver - The weapon is made of a rare ore that, while no more durable or sharp than ordinary iron, has a peculiar aura that can bolster a friendly enchantment or soften the sting of an enemy spell.
A-rank: Click Here To Show/Hide This Text

Breaker - (Requires Piercing) Enough powerful, pure magic empowers the weapon that with enough force behind the blow, one can smash and break away the weapons and armor of others.
Brave - The weapon is filled with magic that enhances the swiftness, power, or any other attribute of the one who wields it to near-inhuman extents.
Cursed - Dark magic curses the weapon, causing it to naturally invoke unease. It also stores an enchantment of Dark magic chosen by the RPer, to whatever Dark effect they desire.
Dragonblessed - The weapon is blessed by Naga to encompass magic beyond human reach. What exactly this magic does is up to the RPer.
Unbreakable - A great magic holds this weapon together no matter the forces it may weather, preventing the weapon from ever being broken, even by magics intended to shatter even the strongest of steels.
Masterful - The weapon can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements. Even with Masterful, only one material modifier can apply to a single weapon.
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Velyoukai
post Oct 2 2013, 03:57 PM
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QUOTE("Velyoukai @ post: 7762, member: 387")
Lances
Lances are the chosen weapon of many mounted warriors, although certain footmen choose them as well. While generally consisting of a long wooden shaft with a metal head, a lance could also be entirely forged from metal. Lances offer good range and are usually lighter than other weapons of the same weight category, but are also the least destructive of the three melee weapon types. In the weapon triangle, lances best swords but are bested by axes.

Lightweight Lances: Click Here To Show/Hide This Text

Javelin
Pilum
Mediumweight Lances: Click Here To Show/Hide This Text

Spear
Lance
Glaive
Heavy Lances: Click Here To Show/Hide This Text

Greatlance
Halberd
Pike


Lance Modifiers
E-rank: Click Here To Show/Hide This Text
All weapons start out as bronze versions of themselves. In addition, at E-rank any of these modifiers can be taken:
Chain - The weapon is equipped with a chain, allowing for more range and easy retrieval.
Great (Heavy Only) -The weapon is immense and heavy, even more so than normally, causing it to easily smash through defenses that would stop lesser weapons.
Poison - The weapon has been reforged/remade to include a core of magical poison that seeps through the weapon's blade. The poison eats away at the injured person's stamina, causing them terrible pain until it fades.
Ridersbane - The weapon in imbued with a dark magic that causes its blows to be even more lethally effective against horses and pegasi.
Thrown (Light- and Mediumweight only) - The weapon is light enough to double-serve as a throwing weapon. When used as such it is still accurate.
D-rank: Click Here To Show/Hide This Text

Iron - Rather than Bronze, the weapon is forged out of Iron, making it slightly more durable, heavier, and overall more effective.
Glass - A strange material that's not the same as the glass used in windows. Weapons forged from it must be handled with care as they are more fragile than bronze or iron, but are also much sharper.
C-rank: Click Here To Show/Hide This Text

Debillitating - Whether it be stunning, putting the target to sleep, cutting off all access to their magic, or something else altogether, Debilitating weapons somehow hinder whoever they hit.
Killer - A dark magic is infused with the weapon, causing it to hunger for blood. With each attack that draws blood, the weapon itself grows stronger and tougher, making it even easier to attack more and gain more blood.
Reverse - Through unusual design or magic, the weapon reverses the weapon triangle.
Enchanted -The weapon is enchanted with magic, allowing for the weapon to gain an elemental effect. The RPer chooses the specifications of what the enchantment does.
Wither - The weapon includes a core of magical poison, which at a first glance does nothing, but over time slowly but surely eats away at the magic reserves of whoever is hit by it.
Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
B-rank: Click Here To Show/Hide This Text

Silver - Instead of bronze or iron, the weapon is forged out of a silver alloy. This makes it less durable, but sharper than steel, and more effective overall than bronze or iron.
Steel - Rather than bronze or iron, the weapon is forged out of steel. This makes it more durable than any other material and more effective to use than lesser materials, if not as sharp as silver.
Spellsilver - The weapon is made of a rare ore that, while no more durable or sharp than ordinary iron, has a peculiar aura that can bolster a friendly enchantment or soften the sting of an enemy spell.
A-rank: Click Here To Show/Hide This Text

Beastbane -The weapon in imbued with a dark magic that causes its blows to be even more lethally effective against horses, Pegasi, and Wyverns.
Brave - The weapon is filled with magic that enhances the swiftness, power, or any other attribute of the one who wields it to near-inhuman extents.
Cursed -Dark magic curses the weapon, causing it to naturally invoke unease. It also stores an enchantment of Dark magic chosen by the RPer, to whatever Dark effect they desire.
Dragon-Blessed - The weapon is blessed by Naga to encompass magic beyond human reach. What exactly this magic does is up to the RPer.
Unbreakable - A great magic holds this weapon together no matter the forces it may weather, preventing the weapon from ever being broken, even by magics intended to shatter even the strongest of steels.
Masterful - The weapon can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements. Even with Masterful, only one material modifier can apply to a single weapon.
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Velyoukai
post Oct 2 2013, 03:58 PM
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#1



QUOTE("Velyoukai @ post: 7781, member: 387")
Axes
Axes are generally wielded by burly, powerful warriors who seek great power. They are the heaviest and most powerful of the three melee weapon types, meaning one has to be very strong to wield them but the payoff is well worth it. In the weapon triangle, axes best lances but are bested by swords.

Lightweight Axes: Click Here To Show/Hide This Text

Throwing Axe
Light War Ono
Club
Mediumweight Axes: Click Here To Show/Hide This Text

War Axe
Poleaxe
Mace
Heavy Axes: Click Here To Show/Hide This Text

Battle Axe
Great Poleaxe
Hammer


Axe Modifiers
E-rank: Click Here To Show/Hide This Text
All weapons start out as bronze versions of themselves. In addition, at E-rank any of these modifiers can be taken:
Chain - The weapon is equipped with a chain, allowing for more range and easy retrieval.
Crushing - Pure, unaltered magical energy is infused into the weapon, causing it to crush armor with greater ease.
Massive (heavy only) - The weapon is immense and heavy, even more so than normally, causing it to easily smash through defenses that would stop lesser weapons.
Poison - The weapon has been remade to include a core of magical poison that seeps through the weapon's blade. The poison eats away at the injured person's stamina, causing them terrible pain until it fades.
Thrown (Light- and Mediumweight only) - The weapon is light enough to double-serve as a throwing weapon. When used as such it is still accurate.
D-rank: Click Here To Show/Hide This Text

Iron - Rather than Bronze, the weapon is forged out of Iron, making it slightly more durable, heavier, and overall more effective.
Glass - A strange material that's not the same as the glass used in windows. Weapons forged from it must be handled with care as they are more fragile than bronze or iron, but are also much sharper.
C-rank: Click Here To Show/Hide This Text

Breaking (Requires Crushing) - Enough powerful, pure magic empowers the weapon that with enough force behind the blow, one can smash and break away the weapons and armor of others.
Debillitating - Whether it be stunning, putting the target to sleep, cutting off all access to their magic, or something else altogether, Debilitating weapons somehow hinder whoever they hit.
Enchanted - The weapon is enchanted with magic, allowing for the weapon to gain an elemental effect. The RPer chooses the specifications of what the enchantment does.
Killer - A dark magic is infused with the weapon, causing it to hunger for blood. With each attack that draws blood, the weapon itself grows stronger and tougher, making it even easier to attack more and gain more blood.
Reverse - Through unusual design or magic, the weapon reverses the weapon triangle.
Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
B-rank: Click Here To Show/Hide This Text

Silver - Instead of bronze or iron, the weapon is forged out of a silver alloy. This makes it less durable, but sharper than steel, and more effective overall than bronze or iron.
Steel - Rather than bronze or iron, the weapon is forged out of steel. This makes it more durable than any other material and more effective to use than lesser materials, if not as sharp as silver.
Spellsilver - The weapon is made of a rare ore that, while no more durable or sharp than ordinary iron, has a peculiar aura that can bolster a friendly enchantment or soften the sting of an enemy spell.
A-rank: Click Here To Show/Hide This Text

Beastbane - The weapon in imbued with a dark magic that causes its blows to be even more lethally effective against horses, Pegasi, and Wyverns.
Brave - The weapon is filled with magic that enhances the swiftness, power, or any other attribute of the one who wields it to near-inhuman extents.
Cursed - Dark magic curses the weapon, causing it to naturally invoke unease. It also stores an enchantment of Dark magic chosen by the RPer, to whatever Dark effect they desire.
Dragon-Blessed - The weapon is blessed by Naga to encompass magic beyond human reach. What exactly this magic does is up to the RPer.
Unbreakable - A great magic holds this weapon together no matter the forces it may weather, preventing the weapon from ever being broken, even by magics intended to shatter even the strongest of steels.
Masterful - The weapon can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements. Even with Masterful, only one material modifier can apply to a single weapon.
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Velyoukai
post Oct 2 2013, 03:58 PM
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QUOTE("Velyoukai @ post: 11595, member: 387")
Bows
Bows are the only purely ranged weapon type available to those who specialize in physical means of attack and exist outside of the weapon triangle. They leave the users helpless in close combat, but make them a threat to be reckoned with at range. All modifiers are applied to the arrows, rather than to the bow, unless stated otherwise. Ylisse allows bow-wielding characters to wield shortbows, longbows, or crossbows, depending on their own preference.

E-rank: Click Here To Show/Hide This Text
All weapons start out as bronze versions of themselves. In addition, at E-rank any of these modifiers can be taken:
Barbed - The arrowhead is equipped with a hook-like protrusion that makes it harder, and painful, to remove it from one's body.
Dull - The arrowhead is dulled to the point where it can't very easily rend flesh. Impact will still hurt, though.
Poison - The weapon has been remade to include a core of magical poison that seeps through the weapon's blade. The poison eats away at the injured person's stamina, causing them terrible pain until it fades.
Broadhead - The arrows have sharp, hardened blades in lieu of a regular arrowhead, and deal more damage (and inflict worse wounds) on impact. As a result, though, they are heavier and less precise than a thinner-headed arrow.
D-rank: Click Here To Show/Hide This Text

Iron - Rather than Bronze, the weapon is forged out of Iron, making it slightly more durable, heavier, and overall more effective.
Glass - A strange material that's not the same as the glass used in windows. Weapons forged from it must be handled with care as they are more fragile than bronze or iron, but are also much sharper.
C-rank: Click Here To Show/Hide This Text

Anima(Assault) - The arrows themselves are enchanted with magic to allow them to be fired as elemental attacks, similar to weakened spells themselves. Common examples are archers firing fireballs from atop parapet walls and nomads taking down feral wyverns with blasts of razor sharp wind blades.
Killer - The blade of the weapon is viciously sharp, sometimes to the point of jagged, irregular edges, making it much easier for the arrow to rip through flesh.
Beastbane - The weapon is imbued with a dark magic that causes its blows to be even more lethally effective against horses, Pegasi, and Wyverns.
Debilitating - Whether it be stunning, putting the target to sleep, cutting off all access to their magic, or something else altogether, Debilitating weapons somehow hinder whoever they hit.
Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
B-rank: Click Here To Show/Hide This Text

Silver - Instead of bronze or iron, the weapon is forged out of a silver alloy. This makes it less durable, but sharper than steel, and more effective overall than bronze or iron.
Steel - Rather than bronze or iron, the weapon is forged out of steel. This makes it more durable than any other material and more effective to use than lesser materials, if not as sharp as silver.
A-rank: Click Here To Show/Hide This Text

Cursed - Dark magic curses the weapon, causing it to naturally invoke unease. It also stores an enchantment of Dark magic chosen by the RPer, to whatever Dark effect they desire.
Dragon-Blessed - The weapon is blessed by Naga to encompass magic beyond human reach. What exactly this magic does is up to the RPer.
Shattering - The arrowhead is brittle, shattering into many sharp pieces upon impact.
Anima(Trapping) (Applies to Bow)- The bow itself is enchanted to create and launch magical effects without the need for arrows. The bow can launch things such as tentacle-vine ambushes and floes of ice to hold their foes.
Masterful - The weapon can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements. Even with Masterful, only one material modifier can apply to a single weapon.
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Velyoukai
post Oct 2 2013, 03:59 PM
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QUOTE("Velyoukai @ post: 11601, member: 387")
Staves
A very special kind of magic is that used by staff wielders. Using staves or similar catalysts, these spells are designed to aid allies or hinder enemies, rather than directly wounding their targets. Examples of what staff magic can do are healing wounds, strengthening the magical defenses of an ally, or putting an enemy into a deep sleep. Generally speaking, a single staff can be infused with only a single spell.

E-rank: Click Here To Show/Hide This Text
At E-rank, all Staves are infused with the basic effect of their spell. In addition, any of these modifiers may be applied:
Selfspell – The mage can target themselves with the staff.
Delay – Rather than taking effect immediately after the cast, the mage can delay the effect of the staff's spell.
Faithful - The staff can only be used by a member of a specific religion- Naganite or Grimleal. The effect of the staff is stronger on fellow worshippers if positive, or stronger on opposing worshippers if negative.
Undo (Not available for healing staves) - The staff can remove its own effect from a target. For example, if the staff puts an enemy to sleep, it can also rouse an ally from it.
D-rank: Click Here To Show/Hide This Text

Potency - The mage can add much more magic to a spell upon casting it, doubling or possibly tripling its power.
Fighting Fit - The staff is balanced more finely than most, making it more suitable as a bludgeon.
C-rank: Click Here To Show/Hide This Text

Doublespell (Requires Selfspell) - Whenever the staff is used on someone else, the effect is also applied on the user themselves.
Constant - As long as the user focuses on maintaining the effect of the spell, it remains effective. Particularly useful for spells that hinder enemies.
Immunity (negative effects only) - By holding the staff, the wielder becomes immune to its effect. Wielding a staff that Silences enemy mages would make the user unable to be silenced.
Range – Rather than targeting someone close to them, the mage can choose to target someone a small distance away.
Empathic - The staff seems to have a mind of its own, and can warn its wielder of the peril of allies or approaching danger somehow, such as a gem at the top of the staff glowing.
Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
B-rank: Click Here To Show/Hide This Text

Hybrid – The mage can apply two different effects to the same staff.
Area of Effect – The staff can target a certain area, rather than a single person.
A-rank: Click Here To Show/Hide This Text

Discriminate (Requires Area of Effect) – When using a staff with an area of effect, the mage can discriminate between friends and foes and choose who to affect.
Dragon-blessed - The staff is blessed by Naga to hold magic beyond human reach. What exactly this blessing does is up to the RPer.
Reflect (Requires Immunity) - If targeted by a spell with the same effect of the staff, the spell is reflected back at the caster.
Simultaneous (Requires Hybrid) - Both effects imbued into the staff can be applied to a target at the same time, or to two different targets at once.
Masterful - The staff can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements.
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Velyoukai
post Oct 2 2013, 04:00 PM
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QUOTE("Velyoukai @ post: 17162, member: 387")
http://forums.hyrulecastle.net/index.php?t...stem-list.1018/
^Thread with old version that this seeks to replace. Use for comparisons.

Magic: Magic is the power of the world of Ylisse, tangible and immaterial, shaped into spells that defy the laws of convention and can summon into existence various strange and mystical effects depending on the will of the caster. It exists outside of any weapon triangle and the capabilities of the power its users wield are more varied than those of any other weapon type.

Dark Magic is a very rare branch of magic practiced exclusively by the Dark Mages of Plegia. It is more destructive and ancient than the Anima magic practiced elsewhere, but according to rumors it is more dangerous than Anima, as well. There exists a rumor that a connection to the Fell Dragon, Grima, is required for the practice of Dark magic, but some view that as simply a means to keep the magic within the ranks of the Grimleal.

Modifiers that state "Anima-Locked" are locked exclusively to spells of the Anima school, used by classes with Anima as a magic type. The same goes for "Dark-Locked" modifiers, which can only be used by those who wield Dark magic, and on Dark spells.

E-rank Modifiers: Click Here To Show/Hide This Text
At E-rank, all spells have their basic form and function, with Anima spells stemming from bases: Fire, Water, Wind, Lightning and Earth, and Dark spells using the mysterious Darkness attributed to Grima, the Fell Dragon. In addition, any one of these modifiers can be taken:
Charged: Charged spells are extremely simple; they can be overfilled with magic, causing them to unleash stronger than normal effects. Due to their volatile nature, however, they can rarely do more than be charged and sent at the target.
Corrode: The spell eats away at whatever it comes into contact with, whittling at wood and tearing into metal and flesh.
Delay: The potential for a delayed effect or duration is empowered in the mage's spell. Some spell effects can last for longer, while others can be delayed for better timing.
Residue (Anima-Locked): Instead of spells dissipating after being triggered, they break down into their magical base. Spikes of earth crumble to dust, while fireballs turn to ash and water pools where it lands.
Malady (Dark-Locked): The darkness composing the mage's spells leaves behind a weak, but malicious debilitation that saps at the target's stamina and magic.
D-rank Upgrades: Click Here To Show/Hide This Text

Potency - The raw power and reserves of the mage themself are vastly improved, allowing for a greater depth of possible spells and longer duration for spell effects and casting stamina in general.
Complexity - The mage's control is uplifted to an even finer level, unlocking more complex abilities and tricks for their magic. More Complex spells are often able to have stages, or levels to their effects, such as a whip of fire being summoned as a serpentine dragon of flames crashing into the target, or a bursting sound bubble being fine tuned for a specific frequency in order to achieve different results with the same spell.
C-rank Modifiers: Click Here To Show/Hide This Text

Area-Affecting: Whereas most spells are capable of affecting a small area from their center, Area-Affecting spells have a much greater radius of effect. Fire spells that once would hit the center of a small group would now be a small wave of fiery orbs crashing into each target.
Inversed: Inversed spells work opposite the standard laws of magical stamina; as they are cast more and more in any single skirmish, their power and intensity grows. The weaker and more exhausted their caster, the stronger the power of an Inversed spell.
Killer: Spells of intense power and effect that demand a price of blood, either from their caster or from their target. After a Killer spell takes effect, it immediately consumes blood from either the target that it struck, or it steals it from its own caster to feed its hunger. Killer spells are extremely dangerous, and can at times demand more blood than even the caster can part with.
Aftermath (Anima-Locked) (Requires Residue): An even greater amount of the spell's base composition is left behind than with Residue. With even a small number of spells cast one after another, a mage could turn a battlefield from a barren plain to a shallow, muddy swamp.
Forecast (Anima-Locked): Rather than focus singularly on any given target or groups, your spell seeps throughout the area and changes it to more benefit the element of your choice. Forecasting mages can turn the tides of battle by attuning the battlefield to match their strengths for a short time.
Curse (Dark-Locked) (Requires Malady): A greater depth of the darkness that makes up the spell leaves its mark upon the target, cursing them with a mild-to-moderate affliction. The extent ranges from a sniffling nose to a fever to a slow-acting, paralyzing illness, depending on the caster's malice.
Drain (Dark-Locked): A small portion of the dark spell eats away at the target's life, swallowing their energy whole and returning it to the caster for their own benefit.
B-rank Upgrades: Click Here To Show/Hide This Text

Ritual: The mage has researched into the practice of ritual spells, allowing them a greater range of effective capabilities. Ritual spells have three basic requirements: magic from the caster, some manner of reagent, and intense focus and concentration. A mage engaged in conducting a ritual spell cannot be interrupted without a magical backlash being unleashed, however, the immense power, range and complexity to ritual spells compared to the norm is worth the risk to some.
Doublecast: Training and experience have honed the mage's abilities, allowing them to cast and hold onto two spells at the same time without severely draining their mental stamina. Doublecasting mages often are feared as some of the most complex, and thus dangerous, mages to face in battle, as what would normally be a simple, but lethal, spell could just as easily be a feint as a death blow.
A-rank Modifiers: Click Here To Show/Hide This Text

Siege: Exchanging close-range accuracy for long-range access, Siege spells have a reach capable of striking targets tens of meters away. Siege-level spells are typically incapable of being summoned at close ranges without the constant risk of the caster being caught and the magic itself going out of control.
Brave (Requires Delay): Brave spells are often misunderstood as spells being cast rapidly, one after another. The reality is that a Brave spell is one spell that has been divided into several copies of itself, each possessing the same power and effect as the original spell. Brave spells are nonetheless very fast; as soon as the first spell takes effect, its copies almost instantaneously follow through, innately knowing their target without the mage's command.
Vortex: Those targeted by a Vortex spell find themselves literally in the eye of a magical storm. Vortex spells spin and swirl around their target, forming waves of magic that aims to wrap around and crash into the target from all sides rather than from any single point.
Masterful: Instead of taking a normal A-rank modifier, the user may apply an unused E-rank or C-rank modifier to their spells.
Storm (Anima-Locked) (Requires Forecast): Storm spells literally summon a powerful, volatile storm of the mage's chosen element onto the battlefield, capable of great, but indiscriminate destruction. No one, not even the mage themself, is safe from the devastation of a Storm spell.
Terraform (Anima-Locked) (Requires Aftermath): The sheer volume of what is left behind from a Terraform spell is enough to temporarily transform the terrain of a battlefield entirely. An entire village could be transformed from a green scene of beauty to a sand-swallowed ruin if a Terraform spell was given enough time to enact its full effect.
Thrall (Dark-Locked): When a target is killed by a spell with the Thrall modifier, the mage may bind their spirit to his/her will, creating an undead servant known as a Risen. The Risen retains all of the combat prowess they had in life, but are otherwise bestial and unsuitable for stealth. However, only one Risen may be created and bound at a time, and while it will not attack its master, the Risen hungers for flesh and will attack anyone who draws near, including the mage's allies. Suppressing this urge takes a great amount of concentration on the part of the caster.
Vilify (Dark-Locked) (Requires Curse): The ultimate and most costly of all Dark curses. Vilification spells consume a part of their caster, unless they have necessary living reagents to take their place, in order to put an often permanent curse on the caster's target. Unless removed by a master healer, a Vilification curse will eventually devour all of its target's life force, rendering them invalid and then, past that, little more than a drained corpse.
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Velyoukai
post Oct 2 2013, 04:06 PM
Post #8


If I can't have all of you, then I want NOTHING
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QUOTE("Velyoukai @ post: 17171, member: 387")
Changes Made: Click Here To Show/Hide This Text

General
Clarified the ways that a spell can fall into the Anima school; through a base type of Fire/Water/Wind/Lightning/Earth. This allows it so that if a user can define what they want, such as sound, as belonging to Wind in some way, they can use Anima modifiers for Sound. If they cannot form such an attachment to either Anima or Dark, a person can still use their idea; they are just restricted to the non-Locked modifiers.
Added some lore for Dark magic's origins in Plegia.
E-ranks
Removed Defensive as a modifier. There's no reason a mage shouldn't be able to use their magic defensively without a modifier.
Removed Non-Lethal as a modifier. Unlike weapons, magic spells can be precisely defined to levels that they do not inflict lethal harm to their target.
Clarified Malady's description to give a better concept of its effect.
Added Residue in order to assert permanence for Anima.
Added Charge as a parallel option to Delay, and as a way for a power-type mage to feel included.
Basic writing improvements all around.
D-ranks
Both D-ranks now affect the mage themself instead of spells.
Clarified how Potency works due to the addition of Charge.
Further clarified Complexity from initial change.
C-ranks
Area of Effect -> Area-Affecting. Area-Affecting was also clarified.
Added Inversed for two reasons. 1. To give a flavor of magic-fighting to mages who prefer desperation tactics in their writing. 2. haha Inverse.
Changed Killer to make it more of a legitimately meaningful risk than it previously was. Now taking Killer as a modifier has a tangible risk and mood to it, rather than just being a "one-in-10" lack of control.
Removed both After-Effect and Attune and recreated them into Aftermath and Forecast. After-Effect's condition is something that should exist as a general permanence modifier for everything (Should make that). Attune's effect was good, but Forecast helps the mage set the conditions for gaining that benefit instead of situationally benefiting from it. Attune's effect is something that should be built into mages in general, not requiring a modifier cost.
Aftermath was added as a follow-up for Residue. At this level, more complex levels of casting are possible, especially with Water spells (a greater amount of water is left behind for future use for lightning or ice spells) and Earth spells.
Curse took the A-rank's name and clarified the extent of its own power.
Drain was reworded to give a more structural understanding. Otherwise, no changes.
Removed Pestilence to bake it into Curse.
Removed Martial. The Luna concept was solid, but it messes with permanence, which can be achieved with making solid spells. Might look into reintroducing this with clarification.
Removed Disturb to bake it into Curse.
B-ranks
Clarified how Ritual works.
Removed Silentspell; mages don't need words to cast.
Added Doublecast in order to create a viable parallel to Ritual. Speed and immediate focus and benefit vs Ritual's need for time and safety to create a greater overall effect.
A-ranks
Clarified Siege.
Redefined and clarified Brave to make it work for magic. Feedback on this would be appreciated.
Added Vortex as a general modifier to give a power-based option for mages.
Added Storm to emulate Fimbulvetr and other A-rank special spells.
Edited Terraform to reflect the Residue and Aftermath modifiers. Terraform is now the final form of a mage's ability to alter the terrain around them on a grand scale.
Removed Derange and baked it into the new Vilify.
Removed Beastbane entirely as a modifier. As pointed out, Wind magic flat out -should- be more effective against flying enemies, while any manner of magic can be creatively used to greater effect against other creatures, including humans. While functioning for melee weaponry, magic is innately creative and free-form enough in this setting that the mage and RPer in question should be able to creatively take out their enemies as their tactics allow. This is not to say that, in numbers, Wind magic deals 3x damage to anything in the air; it is just that, while the target is in the air, it is reasonably sound that the Wind element would be the most effective in terms of dealing with said target. Lightning would also be solid, whereas Earth might not have a great effect:cost ratio.
Removed Dragon-Blessed as a modifier from magic. Magic is freeform by nature in this setting, so while I do want to think about a way for dragon blessings, the effect of this modifier is not good enough to reflect that as it is with weapons and bows+arrows.

To both questions, while addressed somewhat above, answers below:

@Light: At the crux of your question, just because Sound (or any idea) might not fall into Anima sub-specifications, it does not mean you can't use it. If your idea doesn't fit any of the Anima qualifications, it just can't use the Anima-Locked modifiers. For yours, if you did want to use Anima-Locked modifiers, you would just have to have a mindset that your idea (Sound) worked with Anima, such as with Wind. By doing so, you are done; you established a connection to Anima, so you can access Anima-Locked modifiers.

That is all that the statement regarding bases was meant to convey. It has been edited to reflect this clarification.

@UD: you suck Mechanically, it could be assumed that Attune worked as a hidden +4 to [element] magic when in an area that supported [element]. Being in the desert could support fire, or earth, and being by a lake could support Water. That makes it hard to justify it supporting Wind, though, or Dark, which isn't even visibility darkness innately, but a sort of metaphysical/emotional darkness. That is a major reason why Attune was written out; it was just too vague and wasn't ready to be presented to people and expect understanding in return.

Forecast sort of cheats the justification process and works on a pseudo-chemical level to force the battlefield to apply that hidden +4 to the mage. It can be shown by suddenly making the battlefield's humidity rise, or having it get hotter, colder, windier or the like, but think of Forecast working more on a magical-chemical level of making the atmosphere of the battlefield itself more conducive for the mage's magic. It also works to make it much easier for the mage to, if they took Storm at A-rank, literally create a Storm spell in an area that might not accept it naturally. Like with magic's intent at heart, Forecast is there to cheat the natural law system.

Beastbane and Dragon-Blessed were explained above, but in short: Beastbane was redundant in the face of RPer creativity and tactics, and Dragon-Blessed should exist, but with magic being free-form for the most part, I want something better/more fitting to replace it.
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Velyoukai
post Oct 2 2013, 04:06 PM
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If I can't have all of you, then I want NOTHING
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QUOTE("Velyoukai @ post: 11601, member: 387")
Staves
A very special kind of magic is that used by staff wielders. Using staves or similar catalysts, these spells are designed to aid allies or hinder enemies, rather than directly wounding their targets. Examples of what staff magic can do are healing wounds, strengthening the magical defenses of an ally, or putting an enemy into a deep sleep. Generally speaking, a single staff can be infused with only a single spell.

E-rank: Click Here To Show/Hide This Text
At E-rank, all Staves are infused with the basic effect of their spell. In addition, any of these modifiers may be applied:
Selfspell – The mage can target themselves with the staff.
Delay – Rather than taking effect immediately after the cast, the mage can delay the effect of the staff's spell.
Faithful - The staff can only be used by a member of a specific religion- Naganite or Grimleal. The effect of the staff is stronger on fellow worshippers if positive, or stronger on opposing worshippers if negative.
Undo (Not available for healing staves) - The staff can remove its own effect from a target. For example, if the staff puts an enemy to sleep, it can also rouse an ally from it.
D-rank: Click Here To Show/Hide This Text

Potency - The mage can add much more magic to a spell upon casting it, doubling or possibly tripling its power.
Fighting Fit - The staff is balanced more finely than most, making it more suitable as a bludgeon.
C-rank: Click Here To Show/Hide This Text

Doublespell (Requires Selfspell) - Whenever the staff is used on someone else, the effect is also applied on the user themselves.
Constant - As long as the user focuses on maintaining the effect of the spell, it remains effective. Particularly useful for spells that hinder enemies.
Immunity (negative effects only) - By holding the staff, the wielder becomes immune to its effect. Wielding a staff that Silences enemy mages would make the user unable to be silenced.
Range – Rather than targeting someone close to them, the mage can choose to target someone a small distance away.
Empathic - The staff seems to have a mind of its own, and can warn its wielder of the peril of allies or approaching danger somehow, such as a gem at the top of the staff glowing.
Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
B-rank: Click Here To Show/Hide This Text

Hybrid – The mage can apply two different effects to the same staff.
Area of Effect – The staff can target a certain area, rather than a single person.
A-rank: Click Here To Show/Hide This Text

Discriminate (Requires Area of Effect) – When using a staff with an area of effect, the mage can discriminate between friends and foes and choose who to affect.
Dragon-blessed - The staff is blessed by Naga to hold magic beyond human reach. What exactly this blessing does is up to the RPer.
Reflect (Requires Immunity) - If targeted by a spell with the same effect of the staff, the spell is reflected back at the caster.
Simultaneous (Requires Hybrid) - Both effects imbued into the staff can be applied to a target at the same time, or to two different targets at once.
Masterful - The staff can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements.

QUOTE("Blonde Panther @ post: 11596, member: 146")
Magic
Magic is the power of the world around us shaped into spells that are unhindered by armor and can create a variety of unnatural, strange effects depending on the will of the caster. It exists outside of any weapon triangle and its users are more varied than those of any other weapon type.

Dark Magic is a very rare branch of magic practiced exclusively by the Dark Mages of Plegia. It is more destructive than the Anima magic practiced elsewhere, but according to rumors it is more dangerous than Anima, as well.

Modifiers that are marked as 'Dark Only' can only be used by Dark Mages and Sorcerers. Modifiers that are marked as 'Anima Only,' on the other hand, can only be used by Lords, Tacticians, Mages, Great Lords, Grandmasters, Sages, Valkyries, Dark Fliers, and Nomadic Trappers.

Dark Knights promoted from Dark Mages can use Dark Only modifiers. Dark Knights promoted from Mages can use Anima Only modifiers.

E-rank: Click Here To Show/Hide This Text
At E-rank, all spells have their basic form and function. In addition, any one of these modifiers can be taken:
Defensive - The spell is utilized in a defensive manner, such as creating a magical shield.
Corrode - The spell causes armor or weapons that come into contact with them to somehow weaken or become brittle.
Delay - The spell can be delayed, rather than it immediately springing to action upon being cast.
Nonlethal (Anima Only) – Either through conscious holding back or through a limit imposed on the spell, it is incapable of killing.
Malady (Dark Only) - The spell causes the target to experience physical agitation as well as pain. Examples includes dizziness or the infliction of a minor illness.
D-rank: Click Here To Show/Hide This Text

Complex – The mage has more control over the spell even after cast, making for a variety of possible effects. A fireball could split off into multiple fireballs or explode, or a bolt of lightning could curve around at will.
Potency – The mage can add much more magic to the spell upon casting it, doubling or possibly tripling its destructive power.
C-rank: Click Here To Show/Hide This Text

Pestilence (Dark Only, requires Malady) - The spell can inflict targets with a wide variety of physical ailments, including cramps, vomiting, and even serious illness with repeated exposure.
Drain (Dark Only) - The spell drains the life force from its targets, giving it to the caster instead.
Martial - The spell is unaffected by the target’s resilience against magic. Instead, it can be blocked by armor.
Killer - The spell seems sentient, hungering for blood. This makes it hard to control but far more powerful.
Area of Effect – Instead of targeting a single person or beast, the spell is applied to an area.
After-effect (Anima Only) – Even after being cast, and after the mage stops upholding the spell, it remains active and dangerous for a few minutes longer.
Attune (Anima Only) - The spell is greatly empowered when the mage's surroundings reflect that of the spell's element. For instance, stormy weather would improve a thunder spell, while a blizzard would strengthen an ice spell.
Disturb (Dark Only) - The spell has a more malicious aura than usual, and can engender fear in the caster's enemies more easily than another spell of its caliber.
B-rank: Click Here To Show/Hide This Text

Ritual - The mage can choose to cast the spell by engaging in a lengthy ceremony that may require reagents. While rarely practical in the middle of a heated combat, the power of spells cast in this manner, including their other modifiers, is greatly enhanced.
Silentspell - The mage can cast the spell without a verbal incantation and with more subtle gestures, allowing them to employ it in a more stealthy and efficient fashion.
A-rank: Click Here To Show/Hide This Text

Siege - The spell is capable of hitting targets at extreme ranges, as far as a battlefield away. Such spells tend to be highly inaccurate and hazardous to use at close ranges, however.
Beastbane - The spell is imbued with a special kind of power that causes it to be especially effective against horses, Pegasi, and Wyverns.
Brave – Either through design or through a process that decreases their required casting time, the mage can cast the spell twice as fast or twice as often as any other.
Dragon-blessed - The spell is blessed by Naga or Grima to hold magic beyond human reach. What exactly this blessing does is up to the RPer.
Masterful - The spell can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements.
Thrall (Dark Only) - When a target is killed by a spell with the Thrall modifier, the mage may bind their spirit to his/her will, creating an undead servant known as a Risen. The Risen retains all of the combat prowess they had in life, but are otherwise bestial and unsuitable for stealth. However, only one Risen may be created and bound at a time, and while it will not attack its master, the Risen hungers for flesh and will attack anyone who draws near, including the mage's allies. Suppressing this urge takes a great amount of concentration on the part of the caster. Additionally, most civilized societies consider necromancy abhorrent.
Terraforming (Anima Only, requires Area of Effect) - The mage can use their elemental power to transform the very landscape around them for a time. The exact type of terrain created depends on the element of the spell (Fire might create a volcanic crater, while Water might create a massive lake), but the mage can exert some control over the layout. This can disorient and disrupt enemies as well empower the mage's own spells.
Derange (Dark Only, requires Disturb) - The spell has such an unnatural presence that its victims feel noticeable mental strain while under its effects; this can range from unease, to gibbering insanity depending on the strength and intent of the wielder and the target.
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