| Rules & Regulations on Magic | |
|---|---|
| Tweet Topic Started: Apr 5 2010, 05:04 PM (270 Views) | |
| Samurai | Apr 5 2010, 05:04 PM Post #1 |
|
Administrator/Owner
|
Each magic branch holds an Archmage chartered by the Emperor to regulate magic usage. *Important Info* Magic usage drains the body, so over time using major spells in battle will deplete your energy to fight. Also see limitations and regulations in the parenthesis of each magic branch. If you meet the magic quota in combat of magic usage in that branch, you will not be able to summon anymore until regeneration times are done. Regeneration period and amount of skills per rank level in separate branches: Apprentice - 3 spells in combat, 20 minute regeneration period. An additional spell above 3, causes an automatic fatigue. Wizard - 5 spells in combat, 15 minute regeneration period. An additional spell above 5, causes an automatic fatigue. Master - 10 spells in combat, 10 minute regeneration period. An additional spell above 10, causes an automatic fatigue. Archmage - 20 spells in combat, 5 minute regeneration period. An additional spell above 20, causes an automatic fatigue. *In order to do the spells below, your character must devote themselves to that certain branch. Only an Archmage has the power to teach 'you' the ways of magic.* There are six branches, all uniquely defined: Alteration - Alteration is the magic of altering the physical world. Example: Water walking, bending certain items to your will (not people), also procreating a force field that blocks hits. Conjuration - Conjuration is the magic of summoning creatures from other planes, creating magical weapons and armor, and repelling undead creatures. Summoning creatures is particularly useful, providing the spellcaster with an ally in combat. A wide range of different creatures can be summoned, depending upon the spellcaster's ability. Destruction - Destruction magic provides many means of inflicting damage on enemies. Destruction spells use the natural elements (fire, ice, or lightning) to damage targets. Be weary that summoning too many fireballs/etc. will make you tired. Illusion - Illusion can be used to create light, conceal, charm, paralyze or alter a person's perception on things. Mysticism - The school of mysticism includes spells that absorb, reflect, and dispel magic, move objects, and sense life. Restoration - Restoration involves the magical healing or augmentation of living tissue. You can cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. You can heal yourself while or after fighting with this type of spell. Edited by Samurai, Apr 6 2010, 05:22 AM.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Rules · Next Topic » |




6:38 PM Jul 10