Fairy Tail
Anyone who would like to help rebuild, i would appreciate it.

    Recreating the Rules

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    Umibouzu
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    Recreating the Rules

    Post  Umibouzu on Thu Apr 15, 2010 4:41 pm

    Anyone want to help me with the rules that i need to remake??


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    Shards
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    Re: Recreating the Rules

    Post  Shards on Sat May 08, 2010 7:24 am

    Well we need to remake the type of magic list.

    Except I lost that file, so it looks like we have to trudge through the chapters.

    What were the types again?

    HOLDER <-- Keys, Perfume
    ITEM <-- Lacryma weapons eg Mystgun's illusion staff, Edoras weapons.
    SPECIAL <-- DS, Aera/Exceed, Lost magic.
    ???<-- ice make, plant magic etc.
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    Umibouzu
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    Re: Recreating the Rules

    Post  Umibouzu on Sun May 09, 2010 1:46 pm

    Items and Holder Magic are the same thing... Manipulator for the Basic Elementals, and Special Ability for the DS and Takeover


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    Re: Recreating the Rules

    Post  Shards on Mon May 10, 2010 5:59 pm

    Special Ability

    Dragonslayer magic: Dragonslayer magic is an ancient magic which has started to reappear in recent times. There are two ways to obtain this magic. 1st to be taught by a dragon or 2nd obtain elemental lacryma and implant them into your body. The only difference between the two is that being taught by a dragon enables the mage to bring out their full potential with the sheer will of their emotion.

    Aera: Enables the user to grow wings and fly. Innate ability of the Exceed, all others need to buy tomes from Love & Lucky.

    Transformation: Enables the user to transform into other people or items. Upgrades to TakeOver Soul magic.

    TakeOver Soul: Merges the mage and enemy/beast together, if the mage is stronger then they will be able to take control over the other individual. This kills the individual and lets the mage transform into the merged form as a spell.

    Low/High Gear world: Low gear slows everything around the mage down making it seem that they are moving faster. High gear increases the speed of the individual only, but since it only affects the mage rather than an area, the spell increases their speed more.

    Eyes Magic: Enable the user when staring at others or others look into to have a special effect.

    Elemental: Enables the user to cast elemental magic, but at the same time is to take form of that element. IE Juvia and Sol can turn into their respective elements.

    Giant Magic: Enables the user to quickly change the size of any part of their body at alarming speeds.

    Telepathy: Contact others

    Archives: Contact others + transfer information between each other.

    Heavenly Magic: Magic that resembles space, can make the user move like a meteorite.


    Manipulator

    Some elements have a hard and soft type. This is due to the unqiue properties of the element that leads to different sets of spells and uses.

    Alchemy Magic: Enables the user to create an element and give shape to it. Does not depend on element affinity.

    Fire Magic: Cast fire spells. Learns to control all flames unless another fire mage denies it.

    Water Magic: Cast water spells.

    Snow Magic: Cast snow spells (Soft Type)

    Ice Magic: Cast ice spells (Hard Type)

    Wind Magic: Cast wind spells. Direct attack magic (Hard Type)

    Air Magic: Cast air spells. Drains magic (Soft Type)

    Thunder Magic: Cast thunder spells.

    Plant Magic: Increase the speed and growth of plants as well as their properties

    Earth Magic Cast earth spells. Specialise in seals (Hard Type)

    Sand Magic: Cast sand spells. Specialise in trap (Soft Type)

    Silpher Magic: Seal the souls of others and put them into objects where you can control them

    Shade Magic: Summons apparations to fight or be manipulated (Hard Type)

    Shadow Magic: Uses shadows (Soft Type)

    Dancing Magic: Buffs and Debuffs spells.

    Doll Play Magic: Have puppet mastery over all non-human objects.


    Holder Magic

    Exquip: Enables the user to switch their equiped armor and weapons with others in a separate space. This separate space has a limit and all extra have to be stored manually.

    Stellar Spirits: Using keys and creating contracts with Stellar spirits, the are the personification of the 88 modern constellations. There are 76 silver keys in which they are numerous, but there are only 12 of the golden zodiac keys.

    Perfume: Using perfumes to heal, strengthen or weaken all those who smell it.

    Magic Items: Edoras weapons. Lacryma infused weapons.

    Solid Spell Script: Enables the user to take a word and throw it. If the word Fire is thrown, the recipient feels like they have been hit by fire. Same goes for water, a witch will feel like she is melting.


    LOST Magic
    NOTE: These magic are not allowed to anyone on the forum. These are haxor magic that only enemies can learn. Unless you run into somebody who has it and use takeover soul on them.

    Time Magic: Controls time of all non living things to speed them up or slow them down.

    Destruction Magic: A countdown magic that kills what ever it is placed on. Countered only by another mage who has Destruction Magic.

    Link Magic: Seals away anything which uses human lives as the keys.

    Living Magic: Create life from desire and imagination<- Zeref only magic

    Forbidden Spells: Abyss Break
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    Shards
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    Re: Recreating the Rules

    Post  Shards on Tue May 11, 2010 5:53 pm

    Creating a mage to use as roleplaying, everyone starts at the same level.

    Single Magic
    -This can be selected from the types of magic or creating one of your own. When creating a magic class, it has be balanced with some disadvantages to keep things fair. At later stages when you are allowed to learn a second and third type of magic, it will allow you to compensate for that weakness.

    Two Spells
    -Must be of the same type, such as two attacking spells or support spells such as shields and telepathy.
    There is a spell template in the character template where you must provide enough information for the moderators to approve of the spell. The Mp use must reflect the power of the spell where you can not summon a blackhole for 5mp. If that were the case, it would be only big and powerful enough to be used as a vacuum cleaner. For Holder mages, the Mp cost will be lower since it will be applied you activate the item or exquip. Stellar mages are different as there will be the intial 2Mp to summon and 1Mp cost to sustain everytime you post for silver keys. Gold keys, the cost and upkeep are double and double once more for every addition key which is summoned.

    20 Mp
    -Everyone starts with 20Mp, Mp will be reward for taking missions. The reward will be based on the number of posts, but we'll be reading it as it's fun to see what other people are doing. Minimum 2Mp per mission even if it failed cos you would be fighting still.

    Items
    Everyone is allowed one item unless they are holder mages, then two items are allowed. One for each spell. In regards to the level of weapon your allowed, for new exquip mages basic iron versions allowed. After that you can purchase upgrades and different weapons if you have the Mp to continuously change them or the spell to equip them. For Stellar mages two silver keys are allowed and they have to be one of the 88 modern constelations. You can give the abilities to keys we haven't seen in the manga providing that they are balanced and they become set until they are revealed in the manga for their true capabilities. Gold keys can be purchased at the store or rewards from mission, but only one of each allowed.


    There is a ranking system in placed depending on your mp.

    Apprentice Rank= Everyone begins at this rank. 20Mp

    Regular Mage= Reached at 40Mp, you will be now viewed as a standard Mage, perks include learning a second type of magic

    A Rank Mage= Reached at 60Mp, Take part in harder missions

    S Rank Mage= Reached 80Mp, S rank mission and third type of magic

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    Re: Recreating the Rules

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