In section we will discuss everything spells related: training/learning spells and number of spell slots a character can have, the spells cost, damage that each spell can cause, what each spell can block, area/size, speed, range and healing using spells.
- Initially all the character's magics when first acquired start off with 5 starter spells, 4 D ranks and 1 C rank, these starters do not need to be trained, this excludes certain magics though for more information read them to thoroughly to identify the differences.
- These 5 starter spells do not count towards their spell slot apart from the magic item spell slots.
- Each spell must be submitted into the spell application section prior to use and before starting on training them.
So you are at the point where you want new spells? Great! That's awesome, here is how you do it:
You will need to train spells on this forum. There will be possibilities to buy spell slots here and there, but how it generally works is you train spells. Get used to it, don't wait to buy spell slots. Anyway, here are the word requirements for each spell rank: You can however, only train spells that are either your rank or lower, and of course only as much until your spell pool is filled up.
D-Rank Spells: A total of 500 words, despite the posts.
C-Rank Spells: A total of 750 words, despite the posts.
B-Rank Spells: A total of 1000 words, despite the posts.
A-Rank Spells: A total of 1250 words, despite the posts.
S-Rank Spells: A total of 1500 words, despite the posts.
SS-Rank Spells: A total of 2000 words, despite the posts.
Master Rank Spells: A total of 2500 words, despite the posts.
You will apply your Spell training threads in the Training Application Section. (link) Always label Spell Training with [Spell Training Thread] or similar.
Spells Slots are limited by both the ranks of the character and an amount of spells which goes as follows: (In the event that a character has companion or summoning magic, These spells slots are must be used when creating spells for companions and summons.)
D rank Spells: 5
C rank Spells: 8
B rank Spells: 12
A rank Spells: 17
S rank Spells: 23
SS rank Spells: 30
Master rank Spells: 38
Spell costs are largely fixed. Here is generally how the costs are handled:
D Rank spells: 100
C Rank Spells: 250
B Rank Spells: 500
A Rank Spells: 750
S Rank Spells: 1500
SS Rank spells: 2000
Master Rank Spells: 2500
Note: MP costs do not have effects on the damage a spell can do only it's rank, the variance in spell cost is largely associated with supplementary spells.
Effects per rank is as listed in this link:
D rank Spells: can cause slight bruising, scraps, capable of cutting to dermis 1st degree burn, first signs of 1st degree frostbite. (As a defensive spell can block 1 D rank spell)
C rank Spells: can cause significant levels of bruising, capable of cutting to muscle, 2nd degree burns, early signs of 2nd degree frostbite (As a defensive spell can block 1 C rank or 2 D rank spell)
B rank Spells: 3rd degree burns (As a defensive spell can block 1 B rank or 2 C rank or 4 D rank spell)
A rank Spells: can cause 4th degree burns as well as create instant 2nd degree and partial 3rd degree frostbite, capable of fracturing major bones without buffs or other variable, (As a defensive spell can block 1 A rank or 2 B rank or 4 C rank or 8 D rank spell)
S rank Spells: 5th degree burns (As a defensive spell can block 1 S rank or 2 A rank or 4 B rank or 8 C rank or 16 D rank spell)
SS rank Spells: One of the most difficult ranks to reach it is capable of causing instant 6th degree burns and 3rd degree frostbite and fracture even enhanced bones. (As a defensive spell can block 1 SS rank or 2 S rank or 4 A rank or 8 B rank or 16 C rank or or 32 D rank spell)
Master rank Spells: The highest possible ranking of spells capable of allowing the character to essential cause complete destruction of any and all matter. (As a defensive spell can block 1 Master rank or 2 SS rank or 4 S rank or 8 A rank or 16 B rank or 32 C rank or 64 D rank spell)
For further information read these:
This is a guide to injuries which include things like burns, frostbite, lightning strike, fractures, The guide was created largely due to a large number of roleplayers misunderstanding the terminology (What things are), This is also a guide of types of injuries that are shown in the buff system under endurance.
- Burns System:
Burn system which consists of six tiers of burning, using six tiers instead of three allows for ranks to be associated individually. Typically associated elements include fire, holy/light, Lava, Sun, Dark Fire.
1st degree burns
Caused by direct hits from a D rank spell and indirect hits from a C rank spell, First degree burns usually result in redness to the top layers of the skin. The skin may feel warm and painful to the touch. There are many causes of first degree burns including hot water from the sink and sunburn.
2nd degree burns
Caused by direct hits from spells with a C rank spell and indirect hits from B rank spells, Results in red, blistering skin, The deeper layers of the skin are affected with this degree of injury and the victim is usually in significant pain.
3rd degree burns
Caused by direct hits from spells with a B rank spell and indirect hits from A rank spells, Third degree burns go all the way through the skin. Skin that has been damaged by a third degree burn may appear black or white. The nerve endings have been destroyed so the affected area might not hurt but the area adjacent to it will likely hurt.
4th degree burns
Caused by direct hits from spells with a A rank spell and indirect hits from S rank spells, Fourth degree burns damage not only all of the skin in the burned area but also the underlying muscle, tendon and ligament.
5th degree burns, 6th degree burns
Goes to the bone, causing everything between the skin and the bone to be destroyed. It is unlikely that a person would survive this type of injury but if a miracle occurred then removal of the affected area would be necessary. Can be caused by direct hits from spells with a S rank spell and indirect hits from SS rank spells and X rank spells
- Frostbite:
Frostbite consist of three tiers which are 1st degree, 2nd degree and 3rd degree, their descriptions are below. Typically associated elements include Ice, Holy Ice, Dark Ice, Blizzard (ice and wind), Darkness,
First degree
This is called frostnip and only affects the surface of the skin, which is frozen. On the onset, there is itching and pain, and then the skin develops white, red, and yellow patches and becomes numb. Can be caused by direct hits from a D rank spell and indirect hits from a B or C rank spell
Second degree
The skin may freeze and harden, but the deep tissues are not affected and remain soft and normal. Can be caused by direct hits from spells with a B or C rank spell and indirect hits from A rank spells
Third degrees
(that's sustained periods of in the cold, more rapidly the quicker the frostbite.) The muscles, tendons, blood vessels, and nerves have started to freeze. The skin is now hard, and use of the area is lost temporarily, and in severe cases, permanently. Nerve damage in the area can result in a loss of feeling. This extreme frostbite may require the fingers and toes to be removed and If the frostbite has gone on untreated, they may fall off. Can be caused by indirect hits from S, SS or Master rank spells
- Fractures "Broken Bone":
Fractures "Broken Bones": Bones are made for strong but light materials, however they can bend somewhat when an outside force is applied. However, if the force from either a spell or a person's raw power is too much, the bone will break. If the bone's breaking point has been exceeded only slightly, then the bone may fracture instead. Typically a person would be unable to move a limb with a complete fracture however with a high enough endurance they can. note buff system for details on endurance
Sizes of spells per rank: (How big the total amount of spell can be)
D rank spells: 1 metre x 1 metre x 1 metre
C rank spells: 2.5 metres x 2.5 metre x 2.5 metre
B rank spells: 5 metres x 5 metre x 5 metre
A rank spells: 10 metres x 10 metre x 10 metre
S rank spells: 25 metres x 25 metre x 25 metre
SS rank spells: 50 metres x 50 metre x 50 metre
Master rank spells: 100 metres x 100 metre x 100 metre
Units allowed for spells per rank: ( the total amount objects the spell create, size of spell must be taken into consideration for example the large the amount of units the smaller they will be and thus the lower damage they will do.)
D rank spells: 10
C rank spells: 15
B rank spells: 25
A rank spells: 50
S rank spells: 75
SS rank spells: 100
Master rank spells: 125
Range of Spell per rank: (How far each spell is capable of effect)
D rank spells: 100 meters
C rank spells: 250 meters
B rank spells: 0.5 kilometers
A rank spells: 1 kilometer
S rank spells: 2 kilometers
SS rank spells: 5 kilometers
Master rank spells: 10 kilometers
Speed of Spells per rank: (How fast each spell can travel)
D rank spells: 10 metres
per second
C rank spells: 20 metres
per secondB rank spells: 30 metres
per secondA rank spells: 40 metres
per secondS rank spells: 50 metres
per secondSS rank spells: 75 metres
per secondMaster rank spells: 100 metres
per secondIn order to work healing magic with the magic guidelines various wounds require various strengths of healing spells, for example a minor wound e.g a first degree burn (D rank spell) requires a C rank spell, while a secondary (B rank spell) needs requires an A rank spell or equivalent strength e.g two B ranks, meanwhile a third degree and fractures both require an S rank spell, Healing can occur instantaneously (if the spell heals the wound entirely) or overtime (if it is not sufficient or written per spell template)