Magic Guideline
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Magic Guideline
Magic Guide
All abilities take Magic to use, and everyone only has a limited supply of magic to pull from. Depending on the rank of the ability you’re using (E to A) will depend on just how much Magic it takes to use: stronger abilities will take stronger magic. Everyone starts off with the same amount of Magic in which to use abilities from, but you can increase your Magic pool through training as will be explained below.
Everyone starts off automatically with 150 Magic.
The amount of Magic needed per ability used is as follows:
A: 50
B: 40
C: 30
D: 20
E: 10
If your ability is maintained over a series of posts then on top of the initial rank appropriate cost you must also pay a maintainable per post after.
A: 25
B: 20
C: 15
D: 10
E: 5
You are responsible with keeping track of how much magic you have left in a thread, an example of how to do this can be found below:
- Example:
Name: Fire Ball
Special Ability Required: Fire Magic
Sub Spec Required: Fire Creation
Rank: D
Range: 0 - 10 Meters
Description: A ball of fire is created which can then be thrown at an opponent up to 10 meters away. The fireball causes first degree burns on contact, and if the user is set on fire (IE not wearing protective armor, so forth) they will suffer second degree burns after three posts.
Magic: 150 - 10 = 140 Remaining
Passive Abilities
Certain abilities, those considered as “passives” because they’re always on are handled in a slightly different manner and are handled on a case by case basis depending on the overall power of the ability. The general rule of thumb, however, is that abilities considered “passives” take a permanent chunk of your Magic pool to have. That means if you start out with 150 Magic, but app a “passive” ability, depending on the rank of that ability/admin digression, your overall pool could be lowered permanently to 130 Magic. Please note that any ability that further manipulates your passive must still be applied for as an ability, and must cost Magic to use.
Magic Burn
Magic Burn is essentially when you get to the point of having little to no magic left. Magic Burn is a nasty thing to deal with as it makes your character weak, slow, and sickly. Magic does not replenish until you’ve started a new thread, therefore after you get down to a certain point in your magic pool (down to 5% of your overall magic pool) you will begin to suffer the effects of Magic Burn. If you get down below that 5% point then the full effects of Magic Burn will kick in and you will feel fatigued, sickly, weak and sick. If you deplete your entire stock of Magic, down to 0, you will be rendered unconscious.
Increasing your Magic Pool
You can increase your magic up by an additional 250 for a total of 400 magic (less if you have passives, as you cannot go above an increase of 250 regardless of the 400 hard cap). To increase your magic follow the word counts listed below. Once you have completed a training thread link it into your Ability Registration and then link that to the Moderation Request Thread so that it can be looked over by a member of staff.
Every 10 Magic takes 1,000 words to train.
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