You are on page 1of 55

Welcome Home

back Help
bloodhound!Search
Members
Profile
!Sign Out Messages

05/16/18
The
Spring
Magic
Knigts
Exam has
came to an
end!
05/16/18
Patch 2.5
has
dropped!
08/01/18
The 4 year
Time Skip
has
occured.
New rules
and
regulations
as well as
events
have all
been put
SIGN UPS into place.
09/21/18
The Royal
Knight
Welcome to Black Exams
Clover RP have
Black Clover RP is an begun
intermediate AU 10/01/18
roleplay site set The 2018
generations after the Fall
happenings of the Black Harvest
Clover Manga/Anime. Festival
The events of this site will begin
are entirely non-canon 10/19/18
compared to real lore The Fall
surrounding the manga; Magic
meaning that any canon Knight
names and concepts Exams
surrounding any lore, will begin
anime, manga, game, WAR EVENT 11/15/18
etc are not valid. If you The site character
have any questions, or Harvest rules magic rules magic
rules knight
like what you see, then Festival world player magic approval
please join our discord, and Royal info creation creation area
the link is provided Knight events database link back discord
above or feel free to Exams 33
register! both end 8 10
BCRP was created by 11/12/18 5 6 2 4 3 4 3 0 0
Gemini with the effort The Magic
of staff members. All Knight GDSEBBCLPOADBRGMCPRCERCC
content relative to the Exams
site belongs to its have
original creators. Black begun
Clover was produced by 12/05/18
Shonen Jump, Viz The Yule
Freak and created by Time
Yūki Tabata. BCRP Festivus
does not claim to own has
any canon material brought
relative to the Black many
Clover Manga or events
production. The skin throughout
and templates were the
created by Nova for use Kingdom!
of BLACK CLOVER 02/15/19
RP and this board only. The
Images used were made Grimoire
by various artists. Ceremony
is starting
all around
the
country.
04/08/19
The Magic
Knight
Exams
have
begun
05/20/19
The Magic
Knight
Exams
have
ended
06/01/19
The
Diamond
Kingdom
has started
thier
invasion
on Clover,
hoping to
end the
war!
Events

new Participated
Blackcloverrp
...
Patch Updates
Upcoming Systems/Updates
Upcoming Systems/Updates
Upcoming Systems/Updates Jun 17, 2019 at 8:58am
Post by Wizard King on Jun 17, 2019 at 8:58am

LEAKS PT 3
For the past few months, staff has combed over the various systems on the
site, trying to 8nd areas that we can improve on. Below you will 8nd three
systems, one is a rework of a current system, one is an expansion of a current
system, and one is a new system. After reading the following new
systems, please take the time to go to this brief survey over the
systems to let us know the community's thoughts/opinions
thoughts/opinions.

KI SYSTEM

KI: is the ability to perceive the world by tapping into


the natural energy that all beings and objects give off.
The basic use of this ability is able to track the
movements that the kinetic energy gives off, allowing
them to predict attacks in a manner similar to those
with high sensory skills. Unlike sensory based abilities
and skills, Ki, does not rely on the perception of mana
in the physical world. Unlike normal skills and stats, Ki
is developed in stages, three to be exact and will
require not only the player to be a certain rank but also
to do a set amount of training their ability. In order to
begin training Ki a player would need to obtain the perk [Ki Awareness] When
training a tier of Ki, it must be done within 3 training threads. These threads
offer no spell points nor can they be used to train spells, do mission, plot
events, dungeons, or any other special thread.

KI TIER ONE MECHANICS

Ki Tier One the beginning of sensing the Uow of Ki


around you. By taking a moment to focus on a smaller
area around them. Player can start picking up the Ki of
the world around them in a limited manner at the
earliest stages. They will suffer a moderate speed
debuff but a major blow to their ability to utilize magic
in the post that they use ki.

Players of any rank can obtain this after purchasing Ki


Awareness and complete a 3,000 word training
thread.
A person will now be able to track objects within a 20 meter radius that are
moving 25 meters a second or slower even if they do not have visual on the
object in question (unless it is one of the things listed in the next bullet point) .
They’ll be able to see through a single junior tier illusion/natural invisibility
(gravitation, spatial, permeation, and other platinums) once per post. Must be
within 15 meters of said illusion/spell.
To see through a transformation spell, they must be within 2 meters of said
user due to the complexity of transformation magic. They can see through one
of these a post and the transformation ability is junior rank or lower.
When using Ki to sense through a spell or track, you’ll have your speed reduced
by 30% and allowed spell use reduced by 50% due to you focusing so hard.

KI TIER TWO MECHANICS

Ki Tier Two as you become familiar with Ki, you start


to notice more. Your able to extend the area that you
can sense even further than before, causing your
enemies to have an even harder time sneaking up on
you. Still, you take a minor drop in your overall speed
but you're able to get a better grip on your magical use.

Players must be at least Senior Rank


Rank, complete Ki
Tier Two
Two, and complete a 6,000 word training.
A person will now be able to track objects within a 50 meter radius that are
moving 40 meters a second or slower even if they do not have visual on the
object in question (unless it is one of the things listed in the next bullet point) .
They’ll be able to see through a single intermediate tier or lower illusion/natural
invisibility (gravitation, permeation, spatial, and other platinums) once per post.
To see through a transformation spell, they must be within 5 meters of said
user due to the complexity of transformation magic. They can see through one
of these a post and the transformation ability is intermediate rank or lower.
When using Ki to sense through a spell or track, you’ll have your speed reduced
by 20% and allowed spell use reduced by 30% due to you focusing so hard.

KI TIER THREE MECHANICS


Ki Tier Three you've tapped into the world around
you. By focusing a sliver of your attention, you're now
able to sense even the sliest among you. Through
rigorous training, not only have you perfected your Ki,
you've also mastered a certain aspect or ability of Ki,
earning a Ki Perk. People that reach this tier of Ki are
able to obtain the title [Ki Master] naturally as well.

Players must be at least Grand Rank


Rank, complete Ki
Tier Two
Two, and complete a 9,000 word training.
You'll gain a free Ki Perk once you obtain this rank.
A person will now be able to track objects within a 100 meter radius that are
moving 70 meters a second or slower even if they do not have visual on the
object in question (unless it is one of the things listed in the next bullet point) .
Profile They’ll be able to see through a single senior tier or lower illusion/natural
Rank invisibility (gravitation, permeation, spatial, and other platinums) twice per
post.
Other
" To see through a transformation spell, they must be within 15 meters of said
user due to the complexity of transformation magic. They can see through
twice of these a post and the transformation ability is senior rank or lower.
When using Ki to sense through a spell or track, you’ll have your speed reduced
by 10% due to you focusing so hard.

KI RELATED PERKS

Ki Awareness:
SPOILER: Click to show
Ki Awareness: This perk costs two perk slots one normal perk slot and one
physical perk slot. Those with this perk will now be able to train the Ki ability.
1,153 Posts 13 Likes [b]Ki Awareness:[/b][spoiler][b]Ki Awareness:[/b] This perk costs
Group Name two perk slots one normal perk slot and one physical perk slot.
Stars$$ 8,009,572,1438,009,572,143 Those with this perk will now be able to train the Ki ability.
Rped by: [/spoiler]
I'm the boss, so don't make me work :)

Highlight Code

Ki Extension:
SPOILER: Click to show
Ki Extension: This perk allows one to increase the range that they can track
the moving objects without retaining visual by 20 meters! This further
increases by an additional 10 meters once the user reaches Ki Tier Three.
[b]Ki Extension:[/b][spoiler][b]Ki Extension:[/b] This perk allows
one to increase the range that they can track the moving objects
without retaining visual by 20 meters! This further increases by an
additional 10 meters once the user reaches Ki Tier Three.
[/spoiler]

Wizard King

Highlight Code

Ki Patience:
SPOILER: Click to show
Ki Patience: This causes the speed reduction when using Ki to be dropped by
10%.
[b]Ki Patience:[/b][spoiler][b]Ki Patience:[/b] This causes the
speed reduction when using Ki to be dropped by 10%. [/spoiler]

Highlight Code

Ki Senses:
SPOILER: Click to show
Ki Senses: This allows the Ki user to now be able to sense abilities 1 tier
higher than normal!
[b]Ki Senses:[/b][spoiler][b]Ki Senses:[/b] This allows the Ki user
to now be able to sense abilities 1 tier higher than normal!
[/spoiler]

Highlight Code

Gut Feeling:
SPOILER: Click to show
Gut Feeling: You'll be able to sense through transformation abilities 5 meters
further away than normal This increases to 10 meter at grand rank.
[b]Gut Feeling:[/b][spoiler][b]Gut Feeling:[/b] You'll be able to
sense through transformation abilities 5 meters further away than
normal This increases to 10 meter at grand rank.[/spoiler]

Highlight Code

Ki Natural:
SPOILER: Click to show
Ki Natural: This the required amount to train a Ki tier to be reduced by 1,000
words. Once the player reaches Grand rank this lowers it by an additional
1,000.
[b]Ki Natural:[/b][spoiler][b]Ki Natural:[/b] This the required
amount to train a Ki tier to be reduced by 1,000 words. Once the
player reaches Grand rank this lowers it by an additional 1,000.
[/spoiler]

Highlight Code

MADE BY NOVA

[/div]

LEAK PT 4 SURVEY. PLEASE TAKE!

[/div][/div]
MADE BY NOVA

[/div]

Last Edit: Jul 8, 2019 at 11:33am by Wizard King


Upcoming Systems/Updates Jun 21, 2019 at 7:54pm
Post by Wizard King on Jun 21, 2019 at 7:54pm

MAGIC RULES AND REGULATIONS


Profile
Rank
Other
"

Elements Platinum Elements Attack

P. Reinforcement Golem Defense


1,153 Posts 13 Likes
Group Name
Stars$$ 8,009,572,1438,009,572,143
Rped by:
I'm the boss, so don't make me work :)

Supp. Const. Restraining Healing

Sensory Hex and Curse Transformation

Wizard King Trap Spell System Spell Learning

MADE BY NOVA

Last Edit: Jun 22, 2019 at 4:14pm by Wizard King


Upcoming Systems/Updates Jun 21, 2019 at 7:56pm
Post by Wizard King on Jun 21, 2019 at 7:56pm

ELEMENTS

Elements:
Elements:Here at Black Clover your element is plays a
large part of your character’s magic, same as what tier
grimoire they receive. As with your grimoire tier’s, each
element will give it’s user an ainity boost depending
on the ainity of it’s magic. If an element has more
than one ainity, then the player must choose one
ainity at character creation this cannot be
changed afterwards.
All elements derive in some way or other from the 8ve
base elements, Fire
Fire, Water
Water, Wind
Wind, Ear th and Plant
and these elements each have a corresponding ainity to a stat Power Power,
Control
Control, Sensory
Sensory, Durability & Stamina
Stamina. These base elements grant the
user a natural ainity bonus to one stat and how strong that ainity bonus is
depends on what tier it falls on. Depending on whether the element is of
Copper
Copper, Bronze
Bronze, Silver or Gold tier the height of the user’s ainity bonus will
be +1
+1, +2
+2, +3 or +4 respectively. The ainity bonus will be added to a player’s
stats at character creation and then once again each time a grimoire is
upgraded. If you have the double element perk you will receive both
of your element's ainity bonuses
bonuses.

COPPER

ELEMENT AFFINITY

----- -----

Fire Power

Water Control

Wind Sensory

Earth Durability

Plant Stamina

Lightning Power/Sensory

Iron Durability

Wood Stamina

Cotton Stamina

Cloth Stamina

Copper Durability

String Control

Wool Durability/Sensory

Net Control

Papyrus Stamina

BRONZE

ELEMENT AFFINITY

----- -----

Smoke Power/Sensory

Bronze Durability

Ice Control/Sensory

Snow Control/Sensory

Sand Sensory/Durability

Mud Control/Durability

Rock Durability

Song Sensory

Steel Durability

Flower Stamina

Thorn Stamina

Feather Sensory
Profile
Rank Paper Stamina
Other
" Chain Durability

Ink Control

Rubber Durability/Stamina

Food Any

Sap Stamina/Control

Dust Sensory

1,153 Posts 13 Likes Shakudo Durability


Group Name
Stars$$ 8,009,572,1438,009,572,143 Bubble Sensory/Control
Rped by:
Leather Durability/Control
I'm the boss, so don't make me work :)
Cards Sensory/Control

Sandstone Sensory/Durability

Ember Power

Black-powder Power/Durability

SILVER

ELEMENT AFFINITY

----- -----

Silver Durability
Wizard King
Ash Power

Mist Control/Sensory

Clay Control/Durability

Crystal Durability

Aroma Sensory/Stamina

Glass Power/Sensory/Durability

Wax Stamina

Teeth Durability

Salt Control/Durability

Shadow Any

Coral Control/Stamina

Gem Stone Durability

Tar Durability/Stamina

Oil Power/Control

Scribble Any

GOLD

ELEMENT AFFINITY

----- -----

Lava Power/Durability

Gold Durability

Slime Control/Stamina

Boil Power/Control

Diamond Durability

Sound Sensory

Explosion Power

Mercury Control/Durability

Fungi Stamina

Bone Durability/Stamina

Paint Any

Poison Stamina

Blood Control/Durability/Stamina

Miasma Control
Pure Aura Any

Scales Durability/Sensory

Freeze Power/Control

Acid Control/Power

Obsidian Durability

Carbon Mater Power/Durability/Sensory

Solar Power

MADE BY NOVA

Last Edit: Jul 3, 2019 at 3:07pm by Wizard King


Upcoming Systems/Updates Jun 21, 2019 at 7:57pm
Post by Wizard King on Jun 21, 2019 at 7:57pm

PLATINUM MAGICS

Here at Black Clover, there is a tier of magic that has


been classi8ed at Platinum Tier. Platinum Tier
elements are those that are so extremely rare and
powerful that they are heavily sought after by nearly
every sort of group in the BCRP universe. Below you
will 8nd the various magic’s descriptions and
information pertaining to how said element functions.
/blockquote]

BEAST AURA [CLARA AND OPEN]

Beast Aura:
Aura:This form of magic allows the user to
surround either a part of their body or their whole body
with mana to mirror animal like traits. Users of this
magic are heavily focused in melee style 8ghting. They
often times are naturally much physically stronger than
your typical human. The aura they take on can be any
animal that might be found in the wild, legend has it
that even mythical like animal themes have been used
by masters of the Beast Aura element.

Strength/Boons:
+4 Power upon creation and every rank up
Starts with a single free Strength type Physical Perk
Can naturally have 6 Physical Perks unlike the typical 4 that normal players
have

Weakness/Downfalls:
Unable to use range based abilities
Cannot utilize perks that increase range or size of abilities
Unable to utilize golem magic spec

DARK [MALUM AND OPEN]


Dark Magic: This form of magic allows the user to
generate and manipulate darkness at will. Dark
Magic has been described as the polar opposite of
Light Magic, and one of the fundamental properties
of this magic is that it has low speed and requires
more time to cast spells. With the ability to create
small black holes to absorb other spells, the magic
while not the most versatile has it's uses.

Strength/Boons:
+4 Durability upon creation and every rank up
Starts with the Extra Life -endurance perk. This will count towards the 4 total
physical perks a player can have.
While in combat spells using the dark element gain +5 in durability, at Grand
rank this will increase to +10
Can create small black holes to absorb spells. The spell must be defensive in
nature, and be +5 in durability to the opposing spell.
Able to completely negate light abilities so long as the Darness user’s power is
+10 than the light users power. This decreases to only needing +5 at grand
rank. Spells must be of equal rank.

Weakness/Downfalls:
All spell’s speeds are decreased by 50%. This is reduced to 25% at grand rank
Spells are unable to heal
A spells gave range cut by 50%. This is reduced to 25% at grand rank.

LIGHT [GEMINI AND OPEN]

Light Magic: This rare form of magic allows the user


to generate and manipulate light at will. Light Magic
has been described as the polar opposite of Dark
Magic, and one of the magic's fundamental
characteristics is its high-speed property, which grants
its users the ability to move and attack at blinding
speed.

Strength/Boons:
Spells are able to move at +5 meters per second than a spell of their rank/type.
+10 m/s once the Light user reaches Grand Rank.
Are able to apply their speed boon to all spells and spell types that utilize their
light magic.
Starts with the Track Star Perk. This will count towards the 4 total physical
perks a player can have.
Users are able to start naturally with +4 power due to lights piercing power.
They will gain +4 with each rank up.

Weakness/Downfalls:
Spell’s Natural Durability is -10, this is reduced to -5 at Grand Rank.
Light Magic auto drops a rank in power when in contact with a Mirror type
spell.
Unable to utilize the defense spec
Darkness magic can cancel out light magic spells with ease.

SPATIAL [CHARISU MAGUIRE ✾ AND OPEN]

Spatial Magic:
Magic:This form of magic allows the users
to manipulate space at will. In order to use it to its full
potential, speci8c spells are required, which are stored
within grimoires. Due to its limitless reach, this magic
is usually used for transportation.Spells function by
opening and closing portals in various areas that they
are able to see or have previously marked with their
magic.
While these portals seem to appear instantly, they
actually take the time to form at a position based on
the distance of the caster and the speed of a spell of the same rank. For
instance if the caster used a spell on an area 100 meters away using a spell
that moved at 50 m/s it would take 2 second before that portal would form.

Strength/Boons:
Spells are able to appear in an instant like manner due to the nature of this
magic.
Spatial mages naturally gain +4 control upon creation and an additional +4
when ranking up
Spatial Mages are able to redirect spells through use of their portals, if they
have +10 durability opposed to the enemy’s power and spells are of equal rank.
Spatial spells are able to completely negate void spells of equal rank, despite
the difference in the two mage's power. This is due to the nature of the two
elements.

Weakness/Downfalls:
If a person has +5 sensory than the spatial mage they will be able to sense the
formation of the portal and marker placement, so long as they are within 10
meters of the portal or marker. If the person has +10 sensory than the spatial
mage’s control they can sense these formations and markers within a 50 meter
radius
Unable to use attack, golem, or hex magic spec.
Portal sizes are limited by 50% the normal max construct size of its rank.
Spatial and Void spells of equal rank when clashing, despite the difference in
power, will cancel each other out.
A spatial mage must have visual on the location that they are trying to open a
portal or have placed some sort of marker on that area.
Spatial skills are able to redirect incoming attacks if their control is +10 than
the opposing magic user’s power stat, lowering to only needing +5 at grand
rank. Spells must be of equal rank to redirect.

VOID [CARLITA CROMWELL AND RAVEN ]

Void Magic:
Magic:The sister element of the highly desired
Spatial Magic; Void magic is known for its pure
destructive nature. Unlike Spatial that connects two
points of space with each other, void opens a rift into
an abyss like area, from which nothing ever returns
once they enter. This causes void to have the unique
ability on the forum to actually completely "destroy" an
object, meaning if it is destroyed by a void user's spell
that item cannot be repaired by conventional means.
They must create a void entity and launch it at their
target or have a marker act as a medium. Void will
mimic damage like chemical burns on a person, at grand rank they could
theoretically completely erase limbs or even a person whole.
Void mages can create rifts in a 8xed range from themselves. While these rifts
seem to appear instantly, they actually take the time to form at a position
based on the distance of the caster and the speed of a spell of the same rank.
For instance if the caster used a spell on an area 100 meters away using a
spell that moved at 50 m/s it would take 2 second before that rift would form.

Strength/Boons:
Spells are able to appear in an instant like manner due to the nature of this
magic.
Void users start with +4 power and gain an additional +4 when they rank up.
Void’s spells naturally will gain +5 power when clashing with other magic
spells, except spatial mages.
Void’s spells are able to completely negate spatial spells of equal rank, despite
the difference in the two mage's power. This is due to the nature of the two
elements.

Weakness/Downfalls:
If a person has +5 sensory than the void mage they will be able to sense the
formation of the rift and marker placement, so long as they are within 10
meters of the rift or marker. If the person has +10 sensory than the void mage’s
control they can sense these formations and markers within a 50 meter radius
Void mages are unable to form rifts directly on people or inside living creatures
Unable to utilize the healing, hex, and restraining magic specs.
A void mage must have visual on the location that they are trying to open a rift
or have placed some sort of marker on that area.
Void spells can be easily negated through use of a spatial mage's spell of
equal rank, even if the void spell user has more power.

WRAITH [GONDUS FOWEL AND IVAR TIBERIUS ]

Wraith Magic: This form of magic allows the user to


infuse their mana into a corpse and control them.
There are two types of corpses that the user is capable
of making: the 8rst are corpses of regular individuals
that can be gathered to create an army and are easily
manipulated, and the second are “special corpses” with
strong magic power that are used to assist the user.
Wraith users are able to take the dead bodies of NPCs
and even Players and turn them into these “special
corpses”. They do this by stating in the thread that said
corpse dies that they are adding it into their grimoire. They will then be required
to turn that into a spell. They are able to naturally learn all that corpses spells
but are required to by spell points still in order to access them but do not have
to pay gold or word training.

Strength/Boons:
Special Corpses gain an extra pool of stats that they can distribute among the
golem’s stats. This pool is equal to 10% of their original stat pool, this
increases to 15% once the Wraith user becomes Grand rank.
Special Corpses have a mana pool equal 50% to their previous life’s pool. This
increases to 75% at Grand rank.
Special Corpses are able to learn all their previous life’s spells though the
Wraith user will still need to pay the spell points for these; however they are not
required to pay gold or do training via wordcounts.
Special Corpses auto can start with a single spell from their previous pool that
is equal to one rank below their current rank. If the corpse is junior rank than
they will still get a single junior rank spell.
Wraith users golem’s special golems will naturally act as if they have the
complex thinking perk.

Weakness/Downfalls:
Special Corpses are unable to recover mana
User may only have two special corpses out at a single time, this is increased
to three once the user is grand rank
If a special corpse runs out of mana the caster will have to pay from their pool
Special Corpses are unable to be resummoned in the same thread once
destroyed in combat
Special Corpses cannot have mana reduction perks apply to them nor does
these perks apply to the Wraith user if they are the ones having to pay for said
spell’s use.
The spells that a Special Corpse uses will count towards the Wraith user’s spell
limit per post.
Wraith Magic users can only have the golem spec unless they have another
element to utilize. They cannot combine these two elements in a single spell
though!

IMITATION [AESIR AND MALIX NERS ]

Imitation Magic:
Magic:This form of magic allows the user
to copy another mage's spells.In order for the user to
use another mage's spells, they are 8rst required to
touch the mage's grimoire. The spells that are copied
are able to match those of the original owner.

Strength/Boons:
These mages do not have any set magic specs but are
able to use the spec of any spell that they copy.
Start with two niche perks from different specs and are able to gain an
additional one when ranking up.
Are able to copy two spells from a grimoire when they touch the book
Are able to create two junior spells with a single copper tier element when
starting out. They will still need to pay for these spells via gold or training plus
spell points
Have the ability to learn copied spells in the same thread which they copied
them due to said spell already being approved by staff
Upon creation they may pick a single stat. They will gain +3 in that stat at
creation and each time they rank up.

Weakness/Downfalls:
Spells copied are unable to be upgraded or modi8ed
If the user has not seen the spell in action it will require 50% additional spell
points than the spell would original cost
Only able to copy a single grand spell per grimoire they touch
Are only able to touch a single grimoire two times max, for a total of four spells
from that grimoire.
Cannot touch the same grimoire twice in a single thread
Grimoires they can copy are only those from plot/staff ran NPCS and other
Players
Can at most copy two grimoires a thread

GRAVITY [0/2]

Gravity Magic: Utilizing this Magic, the user can


control and manipulate the invisible force of gravity. A
magic that excels at changing the battle conditions
around them, making it hard for an enemy to be able to
effectively counter.

Strength/Boons:
Spells naturally are able to ignore 5 points of the
enemy’s abilities durability, increases to 10 points at grand rank.
The amount of weight they are able to lift by rank is increased 50%. This
increases to 100% at Grand Rank.
All raw gravity abilities are considered invisible to the naked eye, a person
needs to have a sensory stat sense the spells.
SPOILER: Click to show
Spell Rank Needed Sensory

Junior 10
Intermediate 20
Senior 30
Grand 60
Archmage 100

Gravity skills are able to redirect incoming attacks if their control is +10 than
the opposing magic user’s power stat, lowering to only needing +5 at grand
rank, this is only applied if your spell is of equal rank or higher than the
opposed one.
Redirection abilities can only be utilized once every three post. This decreases
to once every other post at grand rank.

Weakness/Downfalls:
Spells speeds are reduced by 50%. This is reduced to only 25% at Grand Rank.
Profile
Rank Unable to use healing magic
Other AoE spells cost 20% additional mana from the natural base amount of mana.
"

WORLD TREE MAGIC [NOBU AND OPEN]

World Tree Magic: While this magic at 8rst glance


appears to be nothing more than plant magic, World
Tree Magic does so much more. It is one of the only
known magic with the ability to absorb mana from
those around it and grow off this mana. It’s known for
its dangerous restraining magic and utility use. The
magic is highly versatile.

1,153 Posts 13 Likes Strength/Boons:


Group Name Spells are able to naturally steal 5 a person per spell that touches them a post.
Stars$$ 8,009,572,1438,009,572,143 This increases to 10 mana once the mage reaches Grand Rank. This mana
Rped by: goes directly into the user’s pool.
I'm the boss, so don't make me work :) Starts naturally with the Area of Triumph Perk
Gains +1 in all stats upon starting and gains +1 in all stats every rankup

Weakness/Downfalls:
A spell may only drain from a target once a post, ie spells that strike the same
target multiple times will still only get that one time drain.
Elements that have an ainity towards power, aka 8re, will naturally gain +10 in
power against World Tree spells
Unable to gain any mana perks that reduce the cost of spells or drain mana.

PERMEATION MAGIC [0/2]

Permeation Magic:
Magic:This form of magic allow the
user to turn themselves invisible, erase their presence.
Wizard King The magic also is unique for the fact that it is able to
cause the user to even become ethereal like and cause
incoming attacks, objects, or abilities to slip right
through them.

Strength/Boons:
Spells are all naturally invisible. Players will need a
certain amount of sensory to be able to see the spell's use.
SPOILER: Click to show
Spell Rank Needed Sensory

Magic may not utilize healing magic spec.


Spells cannot bene8t from Quick Shot or Area of Triumph

ETHEREAL MAGIC [THEODORE BEAUFORT AND OPEN]


Ethereal Magic: is the magic of utilizing the natural
energy found throughout the world. It is an odd magic
that knows no true shape or utilization. Its ability to
sense mana signatures is unparalleled and users often
times 8nd themselves in roles akin to scouting. The
magic is one of the few in the world that has the ability
to drain mana from those that it touches naturally. This
magic is often times a dull cool color (blue, purple,
green) and almost appears like gas or just natural aura.

Strength/Boons:
Spells are able to naturally steal 5 a person per spell that touches them a post.
This increases to 10 mana once the mage reaches Grand Rank. This mana
goes directly into the user’s pool.
User gains +5 Sensory stat upon creation and every time they rank up
Spells have the unique power to bypass any objects or structures in their path,
though the spell drops a tier in overall power and strength. This can be
thwarted by spells who's power or durability stat (depending on the spell in its
path) is +5 than the user of this magic’s power stat. These spells cannot
bypass structures or creations that are of higher rank than the spell itself.

Weakness/Downfalls:
Spell’s durability, even golem’s, naturally have a -10 in their durability stat. This
is lowered to -5 once the mage hits Grand Rank
A spell may only drain from a target once a post, ie spells that strike the same
target multiple times will still only get that one time drain.
Unable to gain Supplementary Constructs Spec.
Unable to gain specs that drain mana

SPECTRA MAGIC [OPEN AND OPEN]

Spectra Magic:
Magic:. Ability to absorb magic attacks and
release the collected magic at will. These releases are
in the form of concentrated magic attacks that can be
used in all shapes and sizes. The magic is rather
reckless and dangerous to use on its own, often times
it needs supporters to heal the user since they have to
be damaged by a spell to intake its mana.

Strength/Boons:
Naturally starts with Mana Leech Perk, does not count as one of their
mana perks! This will further increase to 75% of a spell’s mana once the
mage reaches Grand rank!
Has no set mana pool, can constantly absorb attacks, so long as they arn’t
Grand rank.
Naturally starts with Leather Hide Perk. This does count as one of their 4
physical perks!
Gains a 1 post duration of increase resistance to the element that they absorb.
This will cause any spell with that element’s ainity to strike the user next post
to be reduced in 1 rank of damage, juniors will deal no damage.
For each attack you absorb, you gain +2 in the power stat. This will fade by 2
points every post you do not absorb an attack.

Weakness/Downfalls:
Unable have healing and golem magic
Will naturally lose 5 mana per post. This will stop once they are below 25% of
their natural mana pool. Once the person hits grand rank this will go away.
Absorbed attacks do not lose any potency and can still damage at full power
For every post that goes by of you not absorbing a spell, your bonus power will
fade.
Naturally only gains 5 mana points per 5 stamina instead of the 10 per 5
stamina. This is due to them having a poor natural pool of mana and relying on
outside sources.

COMPASS[FIBI VON ENGEL AND SOUEI YAMEL ]

Compass Magic: An odd form of magic that allows


one to create compasses that can aid in combat in
some interesting means. The magic is known for
having one of the highest sensory abilities out of all
magic, aiding their user to sense and 8nd nearly all
targets. It also has the unique ability to change/alter
directions of incoming attacks and spells at will. The
magic has limited attack abilities, notably using the
hands of the compasses as spears.

Strength/Boons:
The player naturally gains +10 sensory when starting and +5 whenever they
rank up.
Naturally start with the Advance Perk: All Seeing. This will not count towards
any of their perk slots!
Able to redirect incoming attacks if their control is +10 than the opposing
magic user’s power stat, lowering to only needing +5 at grand rank, this is only
applied if your spell is of equal rank or higher than the opposed one. This can
only occur once every three posts.

Weakness/Downfalls:
Must start with Sensory Magic Spec
Spells cannot utilize Golem or Healing magic specs.
While it has ability to attack, the magic itself is not built for attack purposes,
due to this all spells will lose -10 in power when clashing with another spell.
This is lowered to only -5 once the player hits grand rank.

AIR PRESSURE MAGIC[0/2]

Air Pressure Magic: A more advance and rarer


version of the common wind/air magic that is found
throughout the kingdom. Those that use this magic are
able to manipulate the invisible forces of wind to an
extent that other wind users could never dream of. The
magic is highly versatile in use and due to its invisible
nature it can be extremely dangerous.

Strength/Boons:
Magic is naturally invisible to the naked eye. A player would need the proper
sensory stat to see spells of certain rank:
SPOILER: Click to show

Spell Rank Needed Sensory

Junior 10
Intermediate 20
Senior 30
Grand 60
Archmage 100

When utilizing the knock-back feature, you'll naturally gain +5 meters of extra
knock-back. This increases to +10 at grand and +20 at archmage.
Spells gain +5 in power against those that have a power ainity, this will
increase to +10 once the player reaches grand tier.

Weakness/Downfalls:
Naturally are weaker to elements with the Durability ainity. This causes their
power and durability stat to drop by 10 points when in contact of an element of
this nature. This will lower to only -5 once the mage is Grand Rank.
You cannot utilize the golem magic spec.
For some reason your body's constitution is weaker than others, you'll naturally
have the health pool of a rank lower than yourself, junior ranks will just have
half the health pool of a normal rank.

SUMMONER[0/2]

Summoning Magic: A rare form of magic that


strictly allows the user to create golems. The magic
revolves around the user’s ability to create golems of
various elements, including other platinum based
elements [this is restricted in use, see downfalls of the
magic]. The user is able to gain new elements by
training them in character, creating a bond with that
element. When using a golem of a certain nature, that
golem, if applicable, will gain that element’s ainity
bonus towards its power, durability, or sensory stat.

Strength/Boons:
Naturally start off with three copper tier elements for their golems
Able to use different elements to create golems to do their bidding.
Naturally gain the perk Puppet Master
Gain +10 mana upon creation and +10 mana whenever they rank up to Grand
Rank
Gain +5 control upon creation and +3 control whenever they rank up.
Golems will able to gain the ainity bonus of that element they are made out
of. This will be only a single boon and not stacked on the golem's rank.
Platinum based golems are able to naturally gain their passives (i.e a gravity
golem would be invisible, a light would move quicker, and so on)

Weakness/Downfalls:
To gain a new element to use as a golem you must do a training thread with a
player that uses that element learning the unique features of said element.
Training thread must have the player reach 3,000 words, platinum magics need
5,000
You'll be only able to make a single golem spell per platinum element.
You'll only be able to utilize two platinum elements until grand rank, at which
point you'll unlock a third slot. You'll unlock a fourth at archmage.
You're only able to utilize the golem spec with this magic.
The boons your golems gain via the element of their creation is tied to that
element's tier. So a 8re golem would get the passive boon of a copper tier +1 in
power. While a golem created out of obsidian would gain +4 durability due to
being in the gold tier of elements.
Only elements that have an ainity towards power, sensory, and durability will
be able to gain the passive boon

DECAY[0/2]

Decay Magic: This magic has the gives the user the
ability to apply even more powerful hexes/curses onto
their targets in order to reduce their effectiveness in a
much more eicient way. The effects of these
powered-up hexes/curses are most effective when they
are near the user. Although they move a bit slower than
most other hexes, they're still every bit as deadly.

Strength/Boons:
Players start with the perk [Sinister Magic]. This perk does not count towards a
player’s starting advanced spec perk. However, this does not let the player
bypass the advance spec perk cap at Senior Rank
AoE spells that are Hex/Curse based ONLY, debuff by an additional +1, this
increases to +2 at senior, and +3 at Archmage.
+5 Stamina upon creation and per rank up.
Hex/Curse spells gain +5 Power when trying to overcome a Healing spell.

Weakness/Downfalls:
Cannot take the Healing Magic Spec.
Spells move at -5 m/s.
Must take Hex/Curse Magic Spec. upon starting.
Due to the offensive nature of the magic, spells lose -10 Durability when
clashing with other magics, this amount is lowered to -5 Durability at Grand
rank.

STORM[OPEN AND OPEN]

Storm: Have the power to cause the heavens to turn


on your enemies. Cause villages to be wiped from the
map in an instant if your wish is that. Storm magic
allows just that. An element that allows the user to
utilize wind, water, and lightning elements, bringing
them together to summon powerful meteorological
phenomenon. The longer area effect spells are active,
the large and more powerful these spells become,
though at a price.

Strength/Boons:
User has access to the elements: Lightning, Wind, and Water gaining all their
ainity bonuses at +2 rate per rank up and starting.
User can use all three elements in a single spell
AoE spells, when sustained, will grow an additional +5 meters per round,
capping on +20 meters.
Spells, that are AoE in nature, will gain +1 m/s when sustained. This increases
by +1 per round. This caps at +5. At Grand rank this caps at +10.
Spells gain +2 in all related stats per post sustained. At Grand this is increased
to +3. This caps after 5 rounds.

Weakness/Downfalls:
Naturally take a -10 in power and durability when clashing with an element that
has the durability ainity.
AoE spells, when sustained, increase their cost of mana by +2 each round,
though this builds up meaning the 8rst round is +2, second +4, third +6, and so
on. This caps at +20. At Archmage the sustain cost is only +1 build up instead
of +2.
Unable to utilize golem and trap magic spec
Unable to use a single element alone, must always be paired with another of
the three.
Cannot gain any additional elements

ANGELIC[OPEN AND OPEN]

Angelic: This magic is a very rare type of magic that


is a heavily support based giving the user better
healing magic than most other mages. It's almost as if
the user is blessed by an angel.

Strength/Boons:
User gains +10 mana to start as well as +5 at Grand
User gains Archangels Blessing this does not count towards starting Advanced
Spec perks.
Naturally gain a +5 when trying to cleanse a curse or hex. This increases to +10
once they are grand rank.
Gains +4 control upon creation and rank up.
Player are able to resurrect at senior rank this will take 3 post, Grand will take 2
and archmage will be instantly.

Weakness/Downfalls:
Must take healing spec.
All attack based spec gain a -10 power this is lowers to -5 at Grand
Unable to take Attack creation
Due to being able to resurrect someone faster than other mages they also lose
more stats players that resurrect someone with this magic will lose 15% of
there stamina and control.

MADE BY NOVA

Last Edit: Jul 21, 2019 at 6:47am by Lillith Stone

Upcoming Systems/Updates Jun 21, 2019 at 9:41pm


Post by Wizard King on Jun 21, 2019 at 9:41pm

ATTACK CREATION

ATTACK CREATION
Attack Creation:
Creation:Attack Creation magics includes all
offensive type spells, forming projectiles to shoot,
creating weapons with your elemental type, elemental
beams of energy, direct attacks using magic, creating
or manipulating your element for offensive purposes.
Anything that is considered ‘attacking’ your opponent
directly falls under this category. Creating weapons
directly with your elemental ainity such as swords,
hammers, or spears etc, with the intent of attacking is
also considered this type of magic. Attack Creation
Spells are extremely varied and versatile and can range
from melee to long range spells, limited only by user control rank and ability.
Physical constructs of attack creation magic such as swords, axes, hammers,
etc all count as Creation Magic.

Mechanics:
Attack creation spell strength is measured against the power stat versus the
other magic’s mechanics:
Verse Attack Creation:
SPOILER: Click to show
If Player A’s attack creation spell is 5+ in power of a same rank from Player
B’s attack creation spell power, then Player A’s will be able to overpower Player
B’s. Player A’s spell will continue on its path having its overall damage reduced
by a single rank in raw power. For Junior rank spells, they will do little to no real
damage, all super8cial.
If Player A’s attack is 10+ more in power than Player B’s power, it will bypass
with no issue.
If a Player A’s power is 15+ higher than Player B’s power, Player A may have
their attack creation spell cause a stalemate with Player’s B attack creation
spell of a single rank higher.
IIf Player A’s attack creation spell is a single rank lower but they have20+
20+ in
power from Player B’s attack creation spell power, then Player A’s will be able
to overpower Player B’s. Player A’s spell will continue on its path having its
overall damage reduced by a single rank in raw power. For Junior rank spells,
they will do little to no real damage, all super8cial.
IIf Player A’s attack creation spell is 25+ in power of a single rank lower from
Player B’s attack creation spell power, then Player A’s will be able to overpower
Player B’s at full strength.
Verse Defense Creation:
SPOILER: Click to show
If Player A’s attack creation spell is 10+ in power of a same rank from Player
B’s defense creation spell durability, then Player A’s will be able to overpower
Player B’s. Player A’s spell will continue on its path having its overall damage
reduced by a single rank in raw power. For Junior rank spells, they will do little
to no real damage, all super8cial.
If Player A’s attack is 15+ more in power than Player B’s defense creation
spell’s durability, it will shatter through the defense with no issue charging on at
full strength.
IIf Player A’s attack creation spell is a single rank lower but they have 25+ in
power from Player B’s defensive creation spell power, then Player A’s will be
able to overpower Player B’s. Player A’s spell will continue on its path having its
overall damage reduced by a single rank in raw power. For Junior rank spells,
they will do little to no real damage, all super8cial.
IIf Player A’s attack creation spell is a single rank lower but they have 30+ in
power from Player B’s defense creation spell durability, then Player A’s will be
able to overpower Player B’s at full strength
Verse Restraining and Supplementary Ar ts:
SPOILER: Click to show
If Player A’s attack creation spell is 5+ in power of a same rank from Player
B’s restraining or supplementary arts creation spell durability, then Player A’s
will be able to overpower Player B’s. Player A’s spell will continue on its path
having its overall damage reduced by a single rank in raw power. For Junior
rank spells, they will do little to no real damage, all super8cial.
If Player A’s attack is 10+ more in power than Player B’s restraining or
supplementary creation arts spell’s durability, it will shatter through the defense
with no issue charging on at full strength.
IIf Player A’s attack creation spell is a single rank lower but they have 15+ in
power from Player B’s restraining or supplementary arts creation spell power,
then Player A’s will be able to overpower Player B’s. Player A’s spell will
continue on its path having its overall damage reduced by a single rank in raw
power. For Junior rank spells, they will do little to no real damage, all
super8cial.
IIf Player A’s attack creation spell is a single rank lower but they have 25+ in
power from Player B’s restraining or supplementary arts creation spell
durability, then Player A’s will be able to overpower Player B’s at full strength.

Can cause various types of damage (burns, stabbing, bludgeon, frostbite,) so


long as it makes sense with your element, than it should be allowed.

Attack Creation can buff


themselves or their allies. It may only target the following stats:
SPOILER: Click to show
Power - Buff's overall strength and ability will be dropped to that of a spell one
rank lower than the buff spell. For junior based buffs this will just cut the
allotted amount in half.
Players that have the Battle Knight are able to buff these additional stats:
Sensory - Buff's overall strength and ability will be dropped to that of a spell
one rank lower than the buff spell. For junior based buffs this will just cut the
allotted amount in half.
Durability -Buff's overall strength and ability will be dropped to that of a spell
one rank lower than the buff spell. For junior based buffs this will just cut the
allotted amount in half.
Control -Buff's overall strength and ability will be dropped to that of a spell one
rank lower than the buff spell. For junior based buffs this will just cut the
allotted amount in half.
The Power buff may buff at full rank with Battle Knight.

PERKS

Battle Knight
SPOILER: Click to show
Battle Knight: Those with this perk may use offensive spells to further buff
themselves. See Attack Creation Spec Guide for more information
Profile
[b]Battle Knight[/b][spoiler]
Rank [b]Battle Knight: [/b]Those with this perk may use offensive spells
Other to further buff themselves. [i]See Attack Creation Spec Guide for
" more information[/i][/spoiler]

Highlight Code

Overpowered
SPOILER: Click to show
1,153 Posts 13 Likes Attack Creation spells need 5 points less in power in order to break through an
Group Name opponents' spell that utilizes the durability spec. Same Spell Rank Only
Stars$$ 8,009,572,1438,009,572,143 This ability has a Two post cooldown.
Rped by: [b]Overpowered[/b][spoiler] Attack Creation spells need 5 points
I'm the boss, so don't make me work :) less in power in order to break through an opponents' spell that
utilizes the durability spec. [i] Same Spell Rank Only[/i]

This ability has a [b]Two post cooldown.[/b]

Highlight Code

Double Tap
SPOILER: Click to show
Double Tap: Those with this perk may use an offensive spell twice in a single
turn at an increased cost of 25% mana than the original spell. This cannot be
applied to Grand or Archmage Spells.
This ability has a Four post cooldown
[b]Double Tap[/b][spoiler]
Wizard King [b]Double Tap: [/b]Those with this perk may use an offensive spell
twice in a single turn at an increased cost of 25% mana than the
original spell. This cannot be applied to Grand or Archmage Spells.

This ability has a Four post cooldown[/spoiler]

Highlight Code

Build Up:
SPOILER: Click to show
Build Up: Players with this perk have the option to charge an attack based
spells up for as long as they want building up that spell's power. That particular
spell will be treated as having an additional +5 in power per post that it is
charged max charge of 3 posts. When charging a player will pay the
sustain cost of that spell, on the post that they wish to execute the spell it will
cost the spell's full price. Players can only charge up a single spell at a given
time!
[b]Build Up:[/b][spoiler]
[b]Build Up:[/b] Players with this perk have the option to charge
an attack based spells up for as long as they want building up that
spell's power. That particular spell will be treated as having an
additional +5 in power per post that it is charged max charge of 3
posts. When charging a player will pay the
sustain cost of that spell, on the post that they wish to execute
the spell it will cost the spell's full price. Players can only charge
up a single spell at a given time![/spoiler]

Highlight Code

Apex Predator:
SPOILER: Click to show
Apex Predator: For every Attack creation spell that deals damage on a
person, you will gain +3 power stack-able buff caps after 5 attacks or +15.
[b]Apex Predator:[/b][spoiler]
[b]Apex Predator:[/b] For every [b]Attack creation spell[/b] that
deals damage on a person, you will gain +3 power stack-able buff
caps after 5 attacks or +15.[/spoiler]

Highlight Code

Signature Attack:
SPOILER: Click to show
Signature Attack: choose 1 spell you know(or wish to hold until you decide)
once selected it cannot be changed. This spell gains +5 power when being
used. Once the player is grand rank this increases into +10. Signature spells
will suffer a 1 post cool down when used. This does not stack with other
cooldown enforces perks.
[b]Signature Attack:[/b][spoiler] [b]Signature Attack:[/b] choose 1
spell you know(or wish to hold until you decide) once selected it
cannot be changed. This spell gains +5 power when being used.
Once the player is grand rank this increases into +10. Signature
spells will suffer a 1 post cool down when used. This does not
stack with other cooldown enforces perks. [/spoiler]

Highlight Code

Wounding Attack:
SPOILER: Click to show
Wounding Attack: Twice per thread if an attack spell deals damage to a
target or their mana shield you can cause a wounded damage debuff to occur.
This causes target to have -%10 speed and -3 in power, durability, and control.
This last only a single post.
[b]Wounding Attack:[/b] [spoiler][b]Wounding Attack:[/b] Twice
per thread if an attack spell deals damage to a target or their
mana shield you can cause a wounded damage debuff to occur.
This causes target to have -%10 speed and -3 in power, durability,
and control. This last only a single post. [/spoiler]

Highlight Code

Damage Awareness:
SPOILER: Click to show
Damage Awareness: By having your attack spell take a -20 to its power, you
can target a single ally, +1 per ammo rule, to ignore the damage effects of your
spell.
[b]Damage Awareness:[/b] [spoiler][b]Damage Awareness:[/b] By
having your attack spell take a -20 to its power, you can target a
single ally, +1 per ammo rule, to ignore the damage effects of your
spell. [/spoiler]

Highlight Code

MADE BY NOVA
Last Edit: Jun 25, 2019 at 10:02am by Wizard King
Upcoming Systems/Updates Jun 21, 2019 at 9:42pm
Post by Wizard King on Jun 21, 2019 at 9:42pm

PHYSICAL REINFORCEMENT

PHYSICAL REINFORCEMENT

Physical Reinforcement: Magic that directly


enhances the abilities of your physical body. Through
the direct use of a Magic Knight’s raw mana, they are
able to enhance themselves with their own element or
raw mana. Reinforcement magic most commonly give
in the form of stat boosts that are more effective than
normal boosts. Magic Knights skilled in Reinforcement
Magic often have high rank of control and large mana
reserves to maintain their magical auras. The magic
known for its ability to buff the physical body of a
mage. As such they are able to buff Strength, Speed,
Natural Senses, and Endurance.

Mechanics:
Has the ability to buff all physical based attributes: Speed, Strength,
Endurance
Strength Buff: Is able to naturally cause one’s physical damage to be
increased to that spell’s raw damage. If a person uses a senior strength buff
they’ll now be able to cause senior rank damage with their 8st alone. When
trying up against another spell, strength buffs take into account the spell’s
power stat vs the target spell’s ability. This works similar fashion to offensive
Physical Reinforcement Offensive spell strength is measured against the
power stat versus the other magic’s mechanics:
Verse Attack Creation:
SPOILER: Click to show
If Player A’s attack spell is 5+ in power of a same rank from Player B’s attack
creation spell power, then Player A’s will be able to overpower Player B’s. Player
A’s spell will continue on its path having its overall damage reduced by a single
rank in raw power. For Junior rank spells, they will do little to no real damage,
all super8cial.
If Player A’s attack is 10+ more in power than Player B’s power, it will bypass
with no issue.
If a Player A’s power is 15+ higher than Player B’s power, Player A may have
their attack creation spell cause a stalemate with Player’s B attack creation
spell of a single rank higher.
IIf Player A’s attack spell is a single rank lower but they have20+
20+ in power
from Player B’s attack creation spell power, then Player A’s will be able to
overpower Player B’s. Player A’s spell will continue on its path having its overall
damage reduced by a single rank in raw power. For Junior rank spells, they will
do little to no real damage, all super8cial.
IIf Player A’s attack spell is 25+ in power of a single rank lower from Player
B’s attack creation spell power, then Player A’s will be able to overpower Player
B’s at full strength.
Verse Defense Creation:
SPOILER: Click to show
If Player A’s attack spell is 10+ in power of a same rank from Player B’s
defense creation spell durability, then Player A’s will be able to overpower
Player B’s. Player A’s spell will continue on its path having its overall damage
reduced by a single rank in raw power. For Junior rank spells, they will do little
to no real damage, all super8cial.
If Player A’s attack is 15+ more in power than Player B’s defense creation
spell’s durability, it will shatter through the defense with no issue charging on at
full strength.
IIf Player A’s attack spell is a single rank lower but they have 25+ in power
from Player B’s defensive creation spell power, then Player A’s will be able to
overpower Player B’s. Player A’s spell will continue on its path having its overall
damage reduced by a single rank in raw power. For Junior rank spells, they will
do little to no real damage, all super8cial.
IIf Player A’s attack spell is a single rank lower but they have 30+ in power
from Player B’s defense creation spell durability, then Player A’s will be able to
overpower Player B’s at full strength
Verse Restraining and Supplementary Ar ts:
SPOILER: Click to show
If Player A’s attack spell is 5+ in power of a same rank from Player B’s
restraining or supplementary arts creation spell durability, then Player A’s will
be able to overpower Player B’s. Player A’s spell will continue on its path having
its overall damage reduced by a single rank in raw power. For Junior rank
spells, they will do little to no real damage, all super8cial.
If Player A’s attack is 10+ more in power than Player B’s restraining or
supplementary creation arts spell’s durability, it will shatter through the defense
with no issue charging on at full strength.
IIf Player A’s attack creation spell is a single rank lower but they have 15+ in
power from Player B’s restraining or supplementary arts creation spell power,
then Player A’s will be able to overpower Player B’s. Player A’s spell will
continue on its path having its overall damage reduced by a single rank in raw
power. For Junior rank spells, they will do little to no real damage, all
super8cial.
IIf Player A’s attack spell is a single rank lower but they have 25+ in power
from Player B’s restraining or supplementary arts creation spell durability, then
Player A’s will be able to overpower Player B’s at full strength.

Speed Buff: Speed buffs allow a person to naturally gain increase to their
movements. The amount of increased speed is as follows:
SPOILER: Click to show
Junior 30%
Intermediate 40%
Senior 50%
Grand 60%
Archmage 80%

Endurance Buff: Physical Reinforcement spells are able to buff a person’s


endurance to be able to ignore the damage of a single attack per post equal to
the rank of the spell. If the opposing attacker has +5 power to your durability
stat they will deal half that spell’s rank in damage. If they have +10 power, you
will not be able to ignore the damage at all.

PERKS

Full Blitz:
SPOILER: Click to show
Full Blitz: By taking this perk, your magic is able to push past the normal
limits of your bodies speed. When using a Physical Reinforcement spell that
buffs your speed, you can increase it by an additional 5%. At Grand Rank you
can increase said spells by 10%. (Note these bonuses do not stack.)
[b]Full Blitz:[/b] By taking this perk, your magic is able to push
past the normal limits of your bodies speed. When using a
Physical Reinforcement spell that buffs your speed, you can
increase it by an additional 5%. At Grand Rank you can increase
said spells by 10%. (Note these bonuses do not stack.)[/spoiler]

Profile Highlight Code


Rank
Other Adaptive Body"
SPOILER: Click to show
"
Adaptive Body: Those with this perk may have 1 additional buff placed on
them at a time.
[b]Adaptive Body"[/b][spoiler="Adaptive Body"]
[b]Adaptive Body: [/b]Those with this perk may have 1 additional
buff placed on them at a time. [/spoiler]

1,153 Posts 13 Likes


Group Name
Stars$$ 8,009,572,1438,009,572,143 Highlight Code
Rped by:
Reactive Body
I'm the boss, so don't make me work :) SPOILER: Click to show
Reactive Body: Those with this perk are capable of dispersing a
debuff/harmful status effect on themselves twice per thread.
[b]Reactive Body[/b][spoiler]
[b]Reactive Body: [/b] Those with this perk are capable of
dispersing a debuff/harmful status effect on themselves twice per
thread.[/spoiler]

Highlight Code

Tenacious Body
SPOILER: Click to show

Wizard King Tenacious Body: Once every 5 posts those with this perk are capable of
completely ignoring the extra effects of damaging spells they receive while
they have their own reinforcement spell active. (eg: knockback, burns, cuts,
etc.) This does not ignore damage
[b]Tenacious Body[/b][spoiler="Tenacious Body"]
[b]Tenacious Body: [/b] Once every 5 posts those with this perk
are capable of completely ignoring the extra effects of damaging
spells they receive while they have their own reinforcement spell
active. (eg: knockback, burns, cuts, etc.) [b][i]This does not
ignore damage[/i][/b].[/spoiler]

Highlight Code
.
Extra Training:
SPOILER: Click to show
Extra Training: Those with this perk can now have an extra Physical Perk
Slot. This allows them to now be able to get 5 Physical Perks instead of the
normal 4!
[b]Extra Training:[/b][spoiler]
[b]Extra Training:[/b] Those with this perk can now have an extra
Physical Perk Slot. This allows them to now be able to get 5
Physical Perks instead of the normal 4![/spoiler]

Highlight Code

Impactful Aura
SPOILER: Click to show
Impactful Aura: Your knock back skills that utilize the Physical
Reinforcement Spec can now knock back 10 meters for every 5 power you
have instead of the traditional 5 meters. This adds no extra damage on its own.
[b]Impactful Aura[/b][spoiler]
[b]Impactful Aura:[/b] Your knock back skills that utilize the
Physical Reinforcement Spec can now knock back 10 meters for
every 5 power you have instead of the traditional 5 meters. This
adds no extra damage on its own. [/spoiler]

Highlight Code

Secret Range:
SPOILER: Click to show
Secret Range: Those with this ability may now naturally extend the aura of
their strength buffs by .3 meter for every 10 in control the player has. This can
give your physical attacks a nice little secret. The aura can only be seen by
those that have at least 50 in their sensory stat or use a sensing ability of any
rank.

[b]Secret Range:[/b][spoiler]
[b]Secret Range:[/b] Those with this ability may now naturally
extend the aura of their strength buffs by .3 meter for every 10 in
control the player has. This can give your physical attacks a nice
little secret. The aura can only be seen by those that have at least
50 in their sensory stat or use a sensing ability of any rank.
[/spoiler]

Highlight Code

Sky High:
SPOILER: Click to show
Sky High: you’re able to jump +2 meters in the air naturally. +2 per rank of
strength you have starting st junior. Your jumps will be your current movement
speed.
[b]Sky High:[/b][spoiler] [b]Sky High:[/b] youʼre able to jump +2
meters in the air naturally. +2 per rank of strength you have
starting st junior. Your jumps will be your current movement
speed.[/spoiler]

Highlight Code

Concussive Blows:
SPOILER: Click to show
Concussive Blows: physical attacks caused by you when having your
strength buffer through PR will cause a 10% speed debuff to those hit. This
increases to 20% once you reach grand rank. These debuffs do not count
towards your total debuffs on a target. These debuffs do not stack with each
other, only one concussive blow per target.
[b]Concussive Blows:[/b][spoiler][b]Concussive Blows:[/b]
physical attacks caused by you when having your strength buffer
through PR will cause a 10% speed debuff to those hit. This
increases to 20% once you reach grand rank. These debuffs do
not count towards your total debuffs on a target. These debuffs
do not stack with each other, only one concussive blow per target.
[/spoiler]

Highlight Code

MADE BY NOVA

Last Edit: Jun 22, 2019 at 3:07pm by Wizard King

Upcoming Systems/Updates Jun 21, 2019 at 9:53pm


Post by Wizard King on Jun 21, 2019 at 9:53pm

GOLEMS

GOLEM

Golem Creation: is the use of manipulating one’s


element in a form of an animal, human, or other life-like
8gure that the user can control at will. Golems are not
limited to just ‘golems,’ but other animals, such as
birds, dragons, and even may have humanoid shape.
Golems do not have an independent will from their
magic knight, but can follow simple commands and
directions given to them (spoken) by the controlling
magic knight. Golem size and construction is
dependent on a magic knight’s ability, as well as the
number of golems one can summon and the strength
of the golem’s themselves.

Basic Mechanics:
Golems have set stats, speeds, and health depending on the build, see below
Golems are naturally dumb, they are unable to think for themselves and will not
act or move without direct orders from their masters.
While golems can be crafted into many different shapes and sizes, they will
never take on a life-like appearance on their own* Elemental Incarnate golems
can take on the exact appearance of living creatures.
Golems are unaffected by their master’s perks, excluding those that are from
their magic’s element (darkness and light for example) and those from the
golem advance perks.
Golems are unable to be healed, without the proper perks.
Golems cannot be targeted by other spells such as buffs unless you have the
proper perk!
Golem magic cannot be a dual spec spell
Golem’s can carry half the transportation magic’s rules for a spell of equal
rank. Meaning a junior golem can only have a single person per rank being
carried while a grand rank can have 5.

Golem Types: Here at Black Clover RP there are three


main types of Golems: Light, Balanced, and Heavy. The
types vary in their strengths and weaknesses. Each
also have three distinguishing difference in sizes and
shapes; giving golem users a wide range of battle
tactics. Through the use of certain perks, some of
these numbers found below may be subject to change.
Also, you may have additional abilities, such as range
damage, you’ll 8nd out how that is handled below as
well.

Light
Light type golems are faster on their feet, capable of moving at 25% over the
spell speed limit, however their power and durability take a sizable hit
compared to the other golem types.
Balanced
Balanced type golems are the middle-ground of the 3 types, moving at 75% of
total spell speed of their rank but their power, durability, and sensory stats
remain relatively similar and can 8ll most common roles.

Heavy
Heavy type golems are the slowest of the three types, only capable of moving
at 25% spell speed of their rank but their power and durability are the greatest
of the 3 types to make up for the speed difference.

Golems’ have three main stat pools: Power, Durability, Sensory. Along with a
Stat Pool.

Power: Is the golem’s strength when clashing with other spells in an offensive
manner such as, attacking a defense spell, trying to break a restraining spell, or
even trying to damage another golem. All golems naturally deal their spell’s
rank in damage no matter what their power pool is. If using range golems
thanks to the perk, your range projectiles will be based on your golem’s power
stat when clashing with other spells.
Durability: Is used by the golems to determine their total health pool of the
Golem. Golems can also cause spells to drop in tiers of power depending on
their durability stat. Spells that have a power backing 15 points less than a
golem’s durability stat will have their damage reduced a tier. The Uip side, if an
attack has 15 more power than the golem’s durability, that attack’s damage to
the golem is increased a rank.
Sensory: Is used to determine the golems’ ability to travel away from its
master. The golem is able to move 2x their sensory stat away from their
master. Golems are also to naturally send broken pieces of information to their
master. Such as, being able to alert them when they’ve been damaged, spot an
enemy, or even 8nd an ally.
Stat Pool: These are the stats that you are able to freely distribute to the
three stats above. Please make note of how you are distributing these in the
golem spell description.

Elemental Incarnate Golems: Are a special type of


golems that are unlocked once a mage reaches
Archmage in rank. These golems are the caster’s ability
to give temporary life to their element, bringing out its
truest power. These beings can be seen as creatures
born from the mana within the grimoire itself, almost
like the spirits of the elements. They have some unique
mechanics that you can 8nd below.
Mechanics:
Gain a minor stat pool boost from normal Grand Golems
Gain a minor speed boost from normal Grand Golems
Gains a mana pool equal to 50% of their masters, this only regenerates at 5% a
post.
These golems learn up to 4 spells a piece, highest of these spells can only be a
Grand in terms of rank.
The golem’s spells are based off of your specs.
You cannot use the golems spells nor can they use yours.
You’ll still have to RP learning these golems, same rules for learning Archmage
rank golem. When learning a golem you’ll automatically learn 2 senior spells
for that Golem.
In terms of control stat, the golems will have 75% of your control stat.
You may make up to 3 of these types of golems, one per each type of golem
(light, balanced, and heavy)
If you summon one of these golems, they count as your archmage spell for
that thread.
Stat, Health, and Size Totals
When summoning a golem spell, you’ll naturally only a
single golem. If you meet the Control requirements on
the top right cell of the charts below, you can summon
additional golems. This means if you have 30 control
and summon a Junior rank golem which has a control
requirement of 10 per additional golem you can create
a total of 4 golems from that spell (the 1 original and
then the 3 from the 30 control).

The stats for each golem type are as follows:


SPOILER: Click to show
Junior
SPOILER: Click to show

10 Control Power Durability Sensory Stat Pool Speed


Light 5 5 30 20 14 m/s
Balanced 10 10 10 30 8 m/s
Heavy 20 20 5 20 3 m/s

Intermediate
SPOILER: Click to show

20 Control Power Durability Sensory Stat Pool Speed


Light 10 10 50 30 25 m/s
Balanced 20 20 15 45 15 m/s
Heavy 35 35 10 30 5 m/s

Senior
SPOILER: Click to show

30 Control Power Durability Sensory Stat Pool Speed


Light 20 20 60 50 50 m/s
Balanced 30 30 30 60 30 m/s
Heavy 50 50 10 50 10 m/s

Grand
SPOILER: Click to show

50 Control Power Durability Sensory Stat Pool Speed


Light 40 40 110 70 94 m/s
Balanced 60 60 60 80 57 m/s
Heavy 90 90 20 70 19 m/s

Elemental Incarnate Golems


SPOILER: Click to show

N/A Power Durability Sensory Stat Pool Speed


Light 40 40 110 88 110 m/s
Balanced 60 60 60 100 62 m/s
Heavy 90 90 20 88 21 m/s

Golem’s Health
SPOILER: Click to show

Amount of Health Amount of Durability


Junior 1-15
Int 16-45
Senior 46-75
Grand 76-110
Arch 111-150
Arch + Grand 151-199
2x Arch 200+

Golem Size
The maximum size of the golem is also dependent on its Golem Type but also
on its Spell Tier.
SPOILER: Click to show

Junior Intermediate Senior Grand Archmage


Light 3 Foot/ 1 5 feet / 1.5 7 feet / 2 5 feet / 3 13 feet / 4
Meter(s) Meter(s) Meter(s) Meter(s) Meter(s)

Balanced 5Meter(s)
feet / 1.5 10 feet / 3 20 feet / 6 65 20
feet / 80 feet / 24
Meter(s) Meter(s) Meter(s) Meter(s)

8 feet / 16 feet / 4.8 32 feet / 100 feet / 130 feet /


Heavy 2.4Meter(s) Meter(s) 10 30
Meter(s) Meter(s) 40 Meter(s)
Golem Spell Template

[b]Name of Golem:[/b]
[b]Spell Rank:[/b]
[b]Type of Golem:[/b] Is it light, balanced, or heavy?
[b]Range and Speed:[/b]
[b]Health of Golem :[/b]
[b]Applicable Perks:[/b]
[b]Description:[/b]

Please place stats being allocated by the stat pool in the cells that
have ------ within them to let staff know.

[table][tbody] Highlight Code


[tr]
[td style="padding: 3px;"][center][b]Power[/b][/center][/td]
[td style="padding: 3px;"][center][b]Durability[/b][/center][/td]
PERKS
[td style="padding: 3px;"][center][b]Sensory[/b][/center][/td]
[td style="padding: 3px;"][center][b]Stat Pool[/b][/center][/td]
[/tr]
Puppet[tr]Master
SPOILER:
[td Click to show 3px;"][center]--------[/center][/td]
style="padding:
[td style="padding: 3px;"][center]--------[/center][/td]
Puppet[tdMaster: This perk
style="padding: allows the user’s golems to naturally have 25%
3px;"][center]--------[/center][/td]
more stat points in their stat pool than normal.
Profile [td style="padding: 3px;"][center]--------[/center][/td]
[b]Puppet
[/tr] Master[/b][spoiler]
Rank [b]Puppet
[tr] Master:[/b] This perk allows the userʼs golems to
Other naturally have 25% more
[td style="padding: stat points in their
3px;"][center]Base stat #[/center][/td]
Amount pool than normal.
[/spoiler][/spoiler
" [td style="padding: 3px;"][center]Base Amount #[/center][/td]
[td style="padding: 3px;"][center]Base Amount #[/center][/td]
[td style="padding: 3px;"][center]Base Amount #[/center][/td]
[/tr]
[/tbody][/table]

Highlight Code

Ease of Creation
SPOILER: Click to show
1,153 Posts 13 Likes Ease of Creation: This perk allows those with the golem creation spec to be
Group Name able to control more golems more easily, only needing 80% of the required
Stars$$ 8,009,572,1438,009,572,143 control stat for each golem they make. eg: Normal golem cost goes from 10 to
8
Rped by: [b]Ease of Creation[/b][spoiler][b]Ease of Creation:[/b] This perk
I'm the boss, so don't make me work :) allows those with the golem creation spec to be able to control
more golems more easily, only needing [b]80%[/b] of the required
control stat for each golem they make. eg: Normal golem cost
goes from 10 to 8[/spoiler]

Highlight Code

Complex Thinking
SPOILER: Click to show
Complex Thinking: This perk allows those with the Golem spec to create
golems capable of reacting to the world around them without the need of a
command, however the required control for golems of this tier is
doubled. (eg: normal sized golems go from 10 control to 20 control, giant
golems go from 20 control to 40, etc.)
[b]Complex Thinking[/b][spoiler][b]Complex Thinking:[/b] This
Wizard King perk allows those with the Golem spec to create golems capable
of reacting to the world around them without the need of a
command, however [b][i]the required control for golems of this
tier is doubled.[/i][/b] (eg: normal sized golems go from 10 control
to 20 control, giant golems go from 20 control to 40, etc.)
[/spoiler]

Highlight Code

Repair Shop:
SPOILER: Click to show
Repair Shop: Golem users are able to create golem base spells that can heal
or repair their golems. They are able to recover one tier below the repair spell's
rank in damage. These abilities cannot be sustained.
[b]Repair Shop:[/b][spoiler]
[b]Repair Shop:[/b] Golem users are able to create golem base
spells that can heal or repair their golems. They are able to
recover one tier below the repair spell's rank in damage. These
abilities cannot be sustained.[/spoiler]

Highlight Code

Roaming Golems:
SPOILER: Click to show
Roaming Golems: Golems now are able to move 4x their sensory stat in
range!
[b]Roaming Golems:[/b][spoiler]
[b]Roaming Golems:[/b] Golems now are able to move 4x their
sensory stat in range! [/spoiler]

Highlight Code

Range Golems:
SPOILER: Click to show
Range Golems: By taking a -5 in their durability stat and a -10 in their total
stat pool, golems can now be made to function at a range style. Buy paying the
golem's original mana cost, the range golem will gain four range ammo, this
can be done any number of times. They range attack is limited to a max size of
3 cubic meters and a minimum size of .5 cubic meters. The golems can at
most launch two range attacks a post. Each range attack will be considered 1
tier lower than the golem's in term of damage and power and speed.
[b]Range Golems:[/b][spoiler]
[b]Range Golems:[/b] By taking a -5 in their durability stat and a
-10 in their total stat pool, golems can now be made to function at
a range style. Buy paying the golem's original mana cost, the
range golem will gain four range ammo, this can be done any
number of times. They range attack is limited to a max size of 3
cubic meters and a minimum size of .5 cubic meters. The golems
can at most launch two range attacks a post. Each range attack
will be considered 1 tier lower than the golem's in term of damage
and power and speed. [/spoiler]

Highlight Code

Armament:
SPOILER: Click to show
Armament: you’re allowed to apply 1 attack, defense, supplementary, physical
reinforcement, or transformation. spell to your golem, overlapping the two.
[b]Armament:[/b][spoiler] [b]Armament:[/b] youʼre allowed to
apply 1 attack, defense, supplementary, physical reinforcement, or
transformation. spell to your golem, overlapping the two.
[/spoiler]

Highlight Code

Buff golems:
SPOILER: Click to show
Buff golems: all golems naturally with an additional +3 in power from the
starting base. Balanced golems naturally start with +5 in this stat.
[b]Buff golems:[/b][spoiler] [b]Buff golems:[/b] all golems
naturally with an additional +3 in power from the starting base.
Balanced golems naturally start with +5 in this stat. [/spoiler]

Highlight Code

Balanced golems:
SPOILER: Click to show
Balanced golems: Golem’s base stats are naturally +2 per stat. This
increases to +3 at grand rank.
[b]Balanced golems:[/b] [spoiler][b]Balanced golems:[/b]
Golemʼs base stats are naturally +2 per stat. This increases to +3
at grand rank. [/spoiler]

Highlight Code

Reinforced golems:
SPOILER: Click to show
Reinforced golems: Golem’s naturally start with +3 in durability. Heavy
golems gain +5.
[b]Reinforced golems:[/b][spoiler] [b]Reinforced golems:[/b]
Golemʼs naturally start with +3 in durability. Heavy golems gain
+5. [/spoiler]

Highlight Code

Light footed golem:


SPOILER: Click to show
Light footed golem: your golem moves +5 m/s than it typically would. This
increases to +7 at Grand. Light based golems gain an additional +1 increasing
to + 3 at grand.
[b]Light footed golem:[/b][spoiler] [b]Light footed golem:[/b]
your golem moves +5 m/s than it typically would. This increases to
+7 at Grand. Light based golems gain an additional +1 increasing
to + 3 at grand. [/spoiler]

Highlight Code

Trusted Ally:
SPOILER: Click to show
Trusted Ally: Whenever you activate a new golem spell, the 8rst additional
golem you summon will require 50% of the normal control needed.
[b]Trusted Ally:[/b][spoiler] [b]Trusted Ally:[/b] Whenever you
activate a new golem spell, the first additional golem you summon
will require 50% of the normal control needed. [/spoiler]

Highlight Code

Heavy Hitters:
SPOILER: Click to show
Heavy Hitters: Golem’s naturally start with +3 in power. Heavy golems gain
+5.
[b]Heavy Hitters:[/b][spoiler] [b]Heavy Hitters:[/b] Golemʼs
naturally start with +3 in power. Heavy golems gain +5. [/spoiler]

Highlight Code

Tenacious Golem:
SPOILER: Click to show
Tenacious Golem: if a golem was going to be destroyed a post, it can
remain out for one most post. The golems stats are reduced by 20% though.
The golem will crumble after that post.
[b]Tenacious Golem:[/b][spoiler][b]Tenacious Golem:[/b] if a
golem was going to be destroyed a post, it can remain out for one
most post. The golems stats are reduced by 20% though. The
golem will crumble after that post. [/spoiler]

Highlight Code

Focused Golem:
SPOILER: Click to show
Focused Golem: If a player wishes, instead of creating a new golem per the
ammo rules, they can instead cause their current golem to gain +5% in each of
its stat types, this does not count for elemental Incarnate golem nor does it go
to the stat pool.
[b]Focused Golem:[/b] [spoiler][b]Focused Golem:[/b] If a player
wishes, instead of creating a new golem per the ammo rules, they
can instead cause their current golem to gain +5% in each of its
stat types, this does not count for elemental Incarnate golem nor
does it go to the stat pool. [/spoiler]

Highlight Code

Last Edit: Jul 8, 2019 at 9:37am by Wizard King


Upcoming Systems/Updates Jun 21, 2019 at 9:55pm
Post by Wizard King on Jun 21, 2019 at 9:55pm

DEFENSE CREATION

DEFENSE CREATION

Defense Creation: Defensive Creation magic


includes all defensive type spells, forming barriers or
ramparts, creating armor or hardening, direct defenses
using magic, etc. Creating or manipulating your
element in any way to defend yourself against an
opponent’s attack falls under this category. Shields and
armor created directly from spells fall also under this
category. Like their counterpart of Attack Creation
Spells, they are extremely varied and versatile, ranging
from melee size shields to large barriers of protection,
limited only by user control rank and ability.

Mechanics:
Defense creation spell strength is measured against the durability stat.
[li]Defense Spells have 2x their rank in health
If Player A’s defense creation spell is equal in durability to Player B’s Attack
Creation spell power of the same rank (Meaning they are within 9 points
of each other
other, and neither is 10 above the other.) Then Player B’s Attack
Creation spell will clash against Player A’s Defense Creation spell, and deal full
damage to the defense.
If Player A’s Defense Creation Spell is 10+ in durability to Player B’s
Attack Creation spell power of the same rank rank,, then Player B’s
Attack Creation spell will clash against the Defense Creation spell,
and deal damage to the defense at one rank lower. For Junior Rank
spells they will deal no damage.
If Player A’s Defense Creation Spell is 15+ in durability to Player B’s Attack
Creation spell power of the same rank
rank, then Player B’s Attack Creation spell
would clash against the Defense Creation spell, and deal no damage as it will
be fully blocked.
If Player A’s Defense Creation Spell is a single rank lowerlower, but they have
25+ in durability to Player B’s Attack Creation spells power, then the Attack
Creation spell will clash against the Defense spell, and deal damage to the
defense at a rank lower. For junior rank spells this will deal no damage to the
spell.
If Player A’s Defense Creation spell is a single rank lower
lower, but they have 30+
in durability to Player B’s Attack Creation spells power, then the Attack
Creation spell will clash against the Defense spell, but deal no damage to the
spell.
Can cause various types of damage (burns, stabbing, bludgeon, frostbite,) so
long as you have the proper perk.
Defense Creation can buff themselves or their allies. It may only buff the
durability stat but may do so at full rank strength

PERKS

Aegis
SPOILER: Click to show
For a single defense spell, you can cause that spell to need an additional +10
power to be broken through two post cooldown
[b]Aegis[/b][spoiler] For a single defense spell, you can cause that
spell to need an additional [b]+10 power[/b] to be broken through
[b]two post cooldown[/b][/spoiler]

Highlight Code

Juggernaut:
SPOILER: Click to show
Juggernaut:
Juggernaut:Twice a thread, a player can cause an equally ranked offensive
based spell that would normally destroy or injure their defensive spell to be
completely negated.
[b]Juggernaut:[/b][spoiler] [b]Juggernaut:[/b]Twice a thread, a
player can cause an equally ranked offensive based spell that
would normally destroy or injure their defensive spell to be
completely negated. [/spoiler]

Highlight Code

Self Repairing:
SPOILER: Click to show
Self Repairing: If your defensive spell has taken damage but is still standing
at the end of the post, it will naturally repair itself to full durability. This can only
target a single spell a post. Can be used 3 times per cast of the spell.
Profile [b]Self Repairing:[/b][spoiler][b]Self Repairing:[/b] If your
defensive spell has taken damage but is still standing at the end of
Rank the post, it will naturally repair itself to full durability. This can only
Other target a single spell a post. Can be used 3 times per cast of the
" spell.[/spoiler]

Highlight Code

Target:
SPOILER: Click to show
1,153 Posts 13 Likes Target: Once a page per thread, a defensive mage can cause all offensive
Group Name attacks utilized during a post to have their directions shifted towards the
defensive spell. This will not be something the mage can pick and choose what
Stars$$ 8,009,572,1438,009,572,143 comes their way, allies spells will be forced this direction as well. This does not
Rped by: target abilities that do not cause damage nor does it target melee/physical
style attacks.
I'm the boss, so don't make me work :) [b]Target:[/b][spoiler]
[b]Target:[/b] Once a page per thread, a defensive mage can
cause all offensive attacks utilized during a post to have their
directions shifted towards the defensive spell. This will not be
something the mage can pick and choose what comes their way,
allies spells will be forced this direction as well. This does not
target abilities that do not cause damage nor does it target
melee/physical style attacks.[/spoiler]
Highlight Code

White Knight:
SPOILER: Click to show
White Knight: Those with this skill can cause their defensive based spells
and abilities cleanse debuffs. This mechanic works in the same fashion as
healing does when removing debuffs.
[b]White Knight:[/b][spoiler]
[b]White Knight:[/b] Those with this skill can cause their defensive
based spells and abilities cleanse debuffs. This mechanic works in
the same fashion as healing does when removing debuffs.
[/spoiler]

Wizard King

Highlight Code

Hazardous Shield:
SPOILER: Click to show
Hazardous Shield: Defense creations can cause players to take minor
damage when coming in contact with the defense. The amount of damage is a
rank below that of the defensive spell to cause damage, this will cap at senior
rank damage max! Due to this, junior spells cannot deal damage. This ability
will cause the durability of your defensive spells that utilize this skill to drop by
5 points.
[b]Hazardous Shield:[/b][spoiler][b]Hazardous Shield:[/b] Defense
creations can cause players to take minor damage when coming in
contact with the defense. The amount of damage is a rank below
that of the defensive spell to cause damage, this will cap at senior
rank damage max! Due to this, junior spells cannot deal damage.
This ability will cause the durability of your defensive spells that
utilize this skill to drop by 5 points. [/spoiler]

Highlight Code

Dug In:
SPOILER: Click to show
Dug In: If a player decides to remain within the same 5 meters during a post,
their defense spells gain +5 durability. For every additional post they remain 8x,
this increases by +1.
[b]Dug In:[/b][spoiler] [b]Dug In:[/b] If a player decides to remain
within the same 5 meters during a post, their defense spells gain
+5 durability. For every additional post they remain fix, this
increases by +1. [/spoiler]

Highlight Code

Final Stand:
SPOILER: Click to show
Final Stand: Defense users twice a thread, for a single post, will be able to
increase a single defense spell’s durability by +10. At Grand this increases to
+20.
[b]Final Stand:[/b] [spoiler] [b]Final Stand:[/b] Defense users
twice a thread, for a single post, will be able to increase a single
defense spellʼs durability by +10. At Grand this increases to +20.
[/spoiler]

Highlight Code

Shield Bash:
SPOILER: Click to show
Shield Bash: If a player attempts to break your defense spell by a physical
attack but is unable to break it, you can cause them to have their speed
reduced by 10% the following post and they take junior damage. This can occur
twice a thread. At grand rank the debuff increases to 20%. This debuff only
occurs for a single post.
[b]Shield Bash:[/b] [spoiler] [b]Shield Bash:[/b] If a player
attempts to break your defense spell by a physical attack but is
unable to break it, you can cause them to have their speed
reduced by 10% the following post and they take junior damage.
This can occur twice a thread. At grand rank the debuff increases
to 20%. This debuff only occurs for a single post.[/spoiler]

Highlight Code

MADE BY NOVA

Last Edit: Jul 8, 2019 at 10:57am by Wizard King


Upcoming Systems/Updates Jun 21, 2019 at 9:57pm
Post by Wizard King on Jun 21, 2019 at 9:57pm

SUPPLEMENTARY CREATION

SUPPLEMENTARY CONSTRUCTS

Supplementary Constructs: is the magic of


creating various objects and tools to aid on the
battle8eld. While none of the objects created can be
directly used for attack or defense, these spell types do
allow for the creation of trinkets and tools that can buff
the magical abilities of those that utilize them. The
spec at its core is creating trinkets and miscellaneous
objects and tools for everyday and during combat
uses. Some example of these are creating a house, a
pair of spectacles, or even a chariot to ride. If the user
wishes, they can cause these items to give passive
buffs to various stats. More advanced users are able to tap into these abilities
bringing out more useful abilities. Creations can be broken through attacks
that overwhelm their durability. If an incoming attack has +10 power
than the item’s durability it will break. While an item may not break from
incoming attacks they will not act as a means of a defense whatsoever. For
example, if a user has created a shirt that gives a buff to their durability and is
struck with a spell, his shirt may withstand the blow and still be there but his
body will still take that damage. Creations sterdiness can be increased via the
Sturdy Equipment Perk.
Creation's Durability
SPOILER: Click to show
Rank Power Outcome
Difference Difference

One Rank +25 Completely destroys creation


Below

One Rank Will not destroy the creation but cause a great
Below +20 deal of damage. It will cause the creations’
natural durability to drop to a rank below.
Same Rank +10 Will break the creation without any issue.
Will not destroy the creation but cause major
Same Rank +5 damage, lowering the items’ base durability to a
rank below it normally is.
Item Creation: The ability to create various items
and tools that are able to create a buff for the one that
utilizes it. These items cannot be used for direct
attacking or defending! Items made directly from
spells are physical constructs and can be broken via
the normal guidelines. These items may give you stat
boosts to the stats: power, durability, control, and
sensory. All of these buffs though are treated as a rank
below what a typical spell of that rank can buff, for
junior rank spells, the buff is just cut in half. The buffs
items give can be bolstered to a full rank’s potential
through the perk Perfect Buff

Transpor tation Creation: is the use of creating your


element to form a mode of transport or vehicle, such
as a boat of lightning or a ride-able eagle of water.
These constructs can be used to transport the Magic
Knight along or other passengers, weight load and
traveling speed depending on the ability of the magic
knight. Creating elemental wings and using them to Uy
or other constructs that allow for a different means of
movement that you could not naturally do are all
considered aspects of this style of magic. As Spells are
often a case by case basis, please review the spell
guidelines for making you spell. Speeds for Transport base spells are bolstered
by the Fast Lane Perk. Players are capped on the number of people they may
carry in their transport based on its rank. Through use of the Pack Mule Perk,
players may increase this number! Transports are able to move at a set speed.
This speed is on its own and is not added to the user’s base speed.
These are the type of transports that are good for long distances or moving
groups.
Transpor t Speed:
SPOILER: Click to show

Rank Speed in meters per second Max Passangers

Junior 5 2
Intermediate 10 3
Senior 20 5
Grand 40 10
Archmage 100 30

Base Construction: The ability to create structures


to house allies. Typically these are left for back of line
support style spells as they are 8xed to a certain
location and cannot move. These structures though
have nice passive abilities that allow players to
naturally recover mana at a quicker rate while inside.
With the Home Base Perk, players can reduce the
cost of healing base spells by 20% while used within
the base.
While bases are powerful creations, they are limited in
their size and ability to support allies. Below you will 8nd a chart that goes over
the various sizes for these creations as well as their max occupants. Due to the
nature of bases, they take time to develop and form. The time it takes to create
these is also found in the chart below. While a base is being created and even
after its creation, the player will only pay the sustain cost for the spell. Only
one base may be created at a time per player. You may only bene8t
the proper ties from a single base at a time even if two bases are
Profile created in an overlapping manner. Players that create a base must
remain within half of a typical Area of Effect range of a spell of equal rank from
Rank the base. For example, a player that creates a junior rank base must remain
Other within 5 meters (aka half of the typical 10 meter radius) of the base or it will
shatter. Bases can have their sizes greatly improved through use of the Grand
" Structure Perk.
Base Details
SPOILER: Click to show

Rank Size in cubic Max Creation


meters Occupants Time

Junior 5 2 Instant
Intermediate 10 3 1 full post

1,153 Posts 13 Likes Senior 20 6 1 full post


Group Name Grand 40 15 2 full posts
Stars$$ 8,009,572,1438,009,572,143 Archmage 100 50 3 full posts
Rped by:
I'm the boss, so don't make me work :)
Mana Regeneration Bonus
SPOILER: Click to show
Rank Additional Mana per post

Junior 2
Intermediate 4
Senior 8
Grand 16
Archmage 32

PERKS
Wizard King
Perfect Buff:
SPOILER: Click to show
Perfect Buff: Those with this perk may now cause their buffs to act like a
normal buff of its rank!
[b]Perfect Buff:[/b][spoiler][b]Perfect Buff:[/b] Those with this
perk may now cause their buffs to act like a normal buff of its
rank![/spoiler]

Highlight Code

Sturdy Equipment:
SPOILER: Click to show
Sturdy Equipment: Items crafted by Supplementary Constructs will now
need an additional +5 power to break them. At Grand rank this increases to
needing an additional +10.
[b]Sturdy Equipment:[/b][spoiler]
[b]Sturdy Equipment:[/b] Items crafted by Supplementary
Constructs will now need an additional +5 power to break them. At
Grand rank this increases to needing an additional +10. [/spoiler]

Highlight Code

Pack Mule:
SPOILER: Click to show
Pack Mule: Those with this perk are able to target +1 person with their
transportation spell’s per 20 control the user has. They are also able to
increase the weight they can carry with their spells by 5% per every 20 control
they have.
[b]Pack Mule:[/b][spoiler][b]Pack Mule:[/b] Those with this perk
are able to target +1 person with their transportation spellʼs per 20
control the user has. They are also able to increase the weight
they can carry with their spells by 5% per every 20 control they
have.[/spoiler]

Highlight Code

Fast Lane:
SPOILER: Click to show
Fast Lane:
Lane:Transportation spells may give an additional 5 meters a second
faster than normal. Once they become Grand rank this increases to 10 meters
a second.
[b]Fast Lane:[/b][spoiler][b]Fast Lane:[/b]Transportation spells
may give an additional 5 meters a second faster than normal.
Once they become Grand rank this increases to 10 meters a
second.[/spoiler]

Highlight Code

Grand Structure:
SPOILER: Click to show
Grand Structure: Those with this perk may cause their bases to be increased
by 25% if they so desire. Once they become Grand rank this may increase to
50% larger.
[b]Grand Structure:[/b][spoiler][b]Grand Structure:[/b] Those with
this perk may cause their bases to be increased by 25% if they so
desire. Once they become Grand rank this may increase to 50%
larger.[/spoiler]

Highlight Code

Home Base:
SPOILER: Click to show
Home Base:
Base:Base spells will now cause healing magic to cost 20% less while
inside.
[b]Home Base:[/b][spoiler][b]Home Base:[/b]Base spells will now
cause healing magic to cost 20% less while inside.[/spoiler]

Highlight Code

Last Edit: Jun 22, 2019 at 3:15pm by Wizard King

Upcoming Systems/Updates Jun 21, 2019 at 9:58pm


Post by Wizard King on Jun 21, 2019 at 9:58pm

RESTRAINING

RESTRAINING

Restraining Magic: is magic can immobilize an


opponent and restrict the use of an opponent’s
grimoire. Various elemental types can be used to make
ropes or binds to wrap and contain an opponent and
prevent escape, restrict their ability to cast spells, and
even hinder their ability to recover mana.

Mechanics:
Restraining spell strength is measured against the durability stat
If Player A’s Restraining creation spell is equal in durability to Player B’s Attack
Creation spell power of the same rank (Meaning they are within 14 points
of each other
other, and neither is 15 above the other.) Then Player B’s Attack
Creation spell will clash against Player A’s Restraining Creation spell, and deal
full damage to the Restraining.
If Player A’s Restraining Creation Spell is 15+ in durability to Player B’s
Attack Creation spell power of the same rank rank,, then Player B’s
Attack Creation spell will clash against the Restraining Creation
spell, and deal damage to the Restraining at one rank lower. For
Junior Rank spells they will deal no damage.
If Player A’s Restraining Creation Spell is 20+ in durability to Player B’s
Attack Creation spell power of the same rank
rank, then Player B’s Attack Creation
spell would clash against the Restraining Creation spell, and deal no damage
as it will be fully blocked.
If Player A’s Restraining Creation Spell is a single rank lower
lower, but they have
30+ in durability to Player B’s Attack Creation spells power, then the Attack
Creation spell will clash against the Restraining spell, and deal damage to the
Restraining at a rank lower. For junior rank spells, this will deal no damage to
the spell.
If Player A’s Restraining Creation spell is a single rank lower
lower, but they have
35+ in durability to Player B’s Attack Creation spells power, then the Attack
Creation spell will clash against the Restraining spell, but deal no damage to
the spell.
If using the attack feature of this spec via the proper perk, it will be treated as
an attack creation spell taking its power into consideration.
Has the ability to debuff at full rank power

Speed
Strength
Control
Can bind a person’s grimoire cutting their allotted spell usage per post by 50%,
this is a natural skill set utilized by restraining magic users.
Can cause blunt crushing damage at a strength of a single rank below the
spell’s own with the proper niche perk.
When calculating this, these structure’s strength will be measured by the power
stat and work in the same manner to Supplementary Arms.
Cannot utilize AoE style restraints without the proper niche perk
Can cause mana regeneration rate to drop with the proper niche perk

PERKS

Mana Prison
SPOILER: Click to show
Mana Prison: This perk allows those with restraining magic to cause
those trapped to only recover 50% mana per post than what they would
normally recover.
[b]Mana Prison[/b][spoiler]
[b]Mana Prison:[/b] This perk allows those with [b]restraining
magic[/b] to cause those trapped to only recover 50% mana per
Profile post than what they would normally recover.[/spoiler]
Rank
Other
"

Highlight Code

Imprisonment of a god
SPOILER: Click to show
Imprisonment of a god This perk causes your restraining base spells to
naturally have in increase durability of +5.
[b]Imprisonment of a god[/b][spoiler][b]Imprisonment of a god[/b]
1,153 Posts 13 Likes This perk causes your restraining base spells to naturally have in
Group Name increase durability of +5. [/spoiler]
Stars$$ 8,009,572,1438,009,572,143
Rped by:
I'm the boss, so don't make me work :)

Highlight Code

Tightly Bound
SPOILER: Click to show
Tightly Bound
BoundRestraining based spells may now deal damage without the
need of an offensive spec. The damage they are capable of dealing is the rank
of their spell minus one.
[b]Tightly Bound[/b][spoiler][b]Tightly Bound[/b]Restraining
based spells may now deal damage without the need of an
offensive spec. The damage they are capable of dealing is the
rank of their spell minus one. [/spoiler]

Wizard King

Highlight Code

World Binding
SPOILER: Click to show
World Binding: Restraining spells may now target an area and not just
individuals. This allows for massive traps and binds! When a spell utilizes this
function, they will have their durability reduced by 10 points.
[b]World Binding[/b][spoiler]
[b]World Binding:[/b] Restraining spells may now target an area
and not just individuals. This allows for massive traps and binds!
When a spell utilizes this function, they will have their durability
reduced by 10 points. [/spoiler]

Highlight Code

Snake Binding:
SPOILER: Click to show
Snake Binding: Once a thread, if a binding spell was going to break, the user
can force the bind to remain until the end of the post before it does so.
[b]Snake Binding:[/b][spoiler]
[b]Snake Binding:[/b] Once a thread, if a binding spell was going
to break, the user can force the bind to remain until the end of the
post before it does so. [/spoiler]

Highlight Code

Sapping Bonds:
SPOILER: Click to show
Sapping Bonds: you’ll gain 5% of the current mana pool of those bond by
your restraining spells. This can only be applied once per target no matter how
many bonds are on them.
[b]Sapping Bonds:[/b][spoiler] [b]Sapping Bonds:[/b] youʼll gain
5% of the current mana pool of those bond by your restraining
spells. This can only be applied once per target no matter how
many bonds are on them. [/spoiler]

Highlight Code

Weighted Chains:
SPOILER: Click to show
Weighted Chains: restraining spells cut an additional 10% of speed when
causing a speed debuff.
[b]Weighted Chains:[/b][spoiler][b]Weighted Chains:[/b]
restraining spells cut an additional 10% of speed when causing a
speed debuff. [/spoiler]

Highlight Code

MADE BY NOVA

Last Edit: Jul 8, 2019 at 11:05am by Wizard King


Upcoming Systems/Updates Jun 21, 2019 at 10:01pm
Post by Wizard King on Jun 21, 2019 at 10:01pm

HEALING

HEALING

Healing Magic: is spells that heal injuries of yourself


or other magic knights , from cuts and bruises to
broken bones and life-threatening injuries. Healing
magic may be in the form of healings rays of light, a
phoenix life giving 8re, or auras of healing circles.
Healing spells have the ability to heal by the factor of
Spell strength per rank, found in the spell guidelines.
Healing spells may also give stat boosts to the injured
and to those that the spell is cast upon. At its highest
levels, healing magic can even save those on the brink
of death.

Mechanics:
Healing magic is able to utilize spells that can heal at rank damage throughout
the course of a post.

Spells do not cure instantly and will have to take the duration of the post to
fully heal at the spell’s max capacity
Spell may target multiple people/be aoe but will have their overall effectiveness
be dropped to one rank below their current rank. Juniors will heal nothing.
Burst or instant healing can be utilized with the proper perks.
Healing magic is also used to cleanse or remove curses/debuffs
SPOILER: Click to show

If the healing mage’s spell is of rank of the curse/debuff and have +5 control
than the debuff mage’s power. This will cause the debuff to have its potency
knocked down the rank below, if a junior spell it will just be cut in half.
If the healing mage’s spell is of equal rank of the curse/debuff and have +10
control than the debuff mage’s power. This will completely cure the debuff
with no issue
If the healing mage’s spell is of one rank lower of the curse/debuff and have
+15 control than the debuff mage’s power. This will cause the debuff to have
its potency knocked down the rank below, if a junior spell it will just be cut in
half.
If the healing mage’s spell is of of one rank lower of the curse/debuff and have
+20 control than the debuff mage’s power. This will completely cure the
debuff with no issue.
Can buff various stats, though only at a rank below the spell’s
rank, junior is just cut in half.
SPOILER: Click to show
Sensory
Power
Control
Durability

Healing magic is a miracle working magic but it has its own


limitations with death and mutilation.
SPOILER: Click to show

Junior Rank Healing:


Healing:Can only close junior rank wounds, cannot even
attempt to regrow limbs or resurrect.
Intermediate Rank Healing: If applied for three posts can grow back
small digits on a person aka 8ngers. Can heal intermediate wounds and
damage. Cannot resurrect.
Senior Rank Healing: If applied for two post can regrow digits, four
posts can regrow limbs and minor/smaller non-vital organs. Cannot resurrect.
Grand Rank Healing: If applied for one post can regrow digits digits, two
posts smaller non-vital organs organs, three posts can regrow limbs and
organs. Can resurrect if used within the following three post a person has died.
Can only resurrect a single person a thread. Cannot resurrect oneself.
Archmage Rank Healing: If applied for one post can regrow most
appendages and smaller non-vital organs organs, two posts can regrow all
limbs and organs. Can resurrect a person if they’ve died in that thread. Cannot
be used on oneself

PERKS

Healing Specialist
SPOILER: Click to show
Since your Magic Knight Specializes in Healing Magic, all healing spells also
give a Mana Regain of 10% of your target’s mana pool, this should not
target one's self!
[b]Healing Specialist[/b][spoiler=Healing Specialist]Since your
Magic Knight Specializes in Healing Magic, all healing spells also
give a Mana Regain of 10% of your targetʼs mana pool, [b]this
should not target one's self![/b] [/spoiler]

Profile Highlight Code


Rank
SelUess Bestowal
Other SPOILER: Click to show
"
SelUess Bestowal: This perk allows those with the healing spec to increase
the power of their healing spells by up to 1/2 a rank in return for taking 1/2 a
ranks worth of damage themselves
[b]Selfless Bestowal[/b][spoiler=Selfless Bestowal]
[b]Selfless Bestowal:[/b] This perk allows those with the healing
spec to increase the power of their healing spells by up to 1/2 a
rank in return for taking 1/2 a ranks worth of damage
themselves[/spoiler]

1,153 Posts 13 Likes


Group Name
Stars$$ 8,009,572,1438,009,572,143 Highlight Code
Rped by:
I'm the boss, so don't make me work :) Archangel’s Blessing
SPOILER: Click to show
Archangel’s Blessing: This perk allows those with the healing spec to heal
multiple targets without losing any of their spell’s potency.
[b]Archangelʼs Blessing[/b][spoiler]
[b]Archangelʼs Blessing:[/b] This perk allows those with the
healing spec to heal multiple targets without losing any of their
spellʼs potency.[/spoiler]

Highlight Code

Combat Aid:
SPOILER: Click to show
Wizard King Combat Aid: Those with this perk can increase potency of buing to a
normal rank with the healing spec.
[b]Combat Aid:[/b] [spoiler]
[b]Combat Aid:[/b] Those with this perk can increase potency of
buffing to a normal rank with the healing spec.[/spoiler]

Highlight Code

Master Healer:
SPOILER: Click to show
Master Healer: Those with this perk can lower the time it takes to regrow
limbs, organs, or other body parts by a single post. At Archmage rank this is
further decreased by a single post.
[b]Master Healer:[/b][spoiler]
[b]Master Healer:[/b] Those with this perk can lower the time it
takes to regrow limbs, organs, or other body parts by a single
post. At Archmage rank this is further decreased by a single post.
[/spoiler]

Highlight Code

Sacri8ce:
SPOILER: Click to show
Sacri8ce: healing mage can instantly take half of their current health pool and
give it to a single target within 30 meters as their mana skin. This can only
occur once per topic and costs no mana.
[b]Sacrifice:[/b] [spoiler] [b]Sacrifice:[/b] healing mage can
instantly take half of their current health pool and give it to a
single target within 30 meters as their mana skin. This can only
occur once per topic and costs no mana. [/spoiler]

Highlight Code

Soulful Mending:
SPOILER: Click to show
Soulful Mending: Players will be able to use healing spells to heal mana
skin. This will heal at a rank below normal healing capabilities. This means that
an intermediate healing spell will be able to mend a junior rank’s worth of
damage to a mana skin.
[b]Soulful Mending:[/b][spoiler][b]Soulful Mending:[/b] Players
will be able to use healing spells to heal mana skin. This will heal
at a rank below normal healing capabilities. This means that an
intermediate healing spell will be able to mend a junior rankʼs
worth of damage to a mana skin.[/spoiler]

Highlight Code

MADE BY NOVA

Last Edit: Jun 22, 2019 at 3:35pm by Wizard King


Upcoming Systems/Updates Jun 21, 2019 at 10:02pm
Post by Wizard King on Jun 21, 2019 at 10:02pm

SENSORY
SENSORY

Sensory Magic: Allows a user to perceive magic and


the world around them. Sensory magic can be used to
survey an area, detect magic and magic users, and
create maps consisting of a magic knight’s element.
The higher a user’s sensory stat is, the further and the
more accurate their sensory magic can be. Sensory
Magic also allows a user to detect magical traps and
hidden items. Via sensory magic, the user is also able
to detect strength and levels of other magic users
around them. Sensory mages are also able to naturally
8nd additional loot in dungeons. They’ll be able to roll
an extra dice per Uoor when they roll for dungeon loot.
Sensory Magic also allows a user to manipulate senses of those around them,
creating illusions or misinterpreting mana presences and their surroundings.
These illusions however, are not tangible and do not have tangible effects
besides limited inUuences on a opponent's psyche. Such as, creating an
exclusionary shadow monster in an attempt to scare an opponent or a 8eld of
Uowers in an attempt to relax them.

Tracking: This is the most basic feature of sensory


magic. This is the ability to sense and track other
people or items that may have a magical signature.
This is a great tool in order to 8nd those that may be
hiding as well as mapping out a particular landscape of
an area. For example if you 8nd yourself in a busy city,
you could make a replica of the city map and track a
particular person’s mana signature allowing you to
follow their every move. Mages are able to physically
manifest these tracking features so that others can see
these objects as well. While sensory is mainly used to
track the magical signatures of others, sensory mages are able to also ‘erase’
magical signatures to try and Uy under the radar of another sensory mage.
Mechanics:
Players can naturally 'erase' their magical signature from those around them
without the need for a spell. If their control is less than 10 over another player's
sensory they will be seen. Any sort of sensory spell would also be able to see
through this sort of ability due to it having no direct spell backing.
Sensory mages, when utilizing the sensory spec, may have their spells ignore a
single person in their area of effect. This increases by +1 person, per the ammo
rules.
Sensory spells used for locating or sensing another will be based on the
sensory mage's sensory stat versus the hiding mage's control stat.
Sensory mages wishing to hide themselves or magical presences through use
of a spell will be based on their control stat versus the sensory stat of the
opposing person.
If a mage is using a skill to hide their presence and a sensory mage uses a
tracking spell of equal rank than the hidden mage, the sensory mage would
need +10 sensory to that person's control to locate them
If a mage is using a skill to hide their presence and a sensory mage uses a
tracking spell of a single rank lower than the hidden mage, the sensory mage
would need +20 sensory to that person's control to locate them
If a mage is using a skill to hide their presence and a sensory mage uses a
tracking spell of a single rank higher than the hidden mage, the sensory mage
would need +5 sensory to that person's control to locate them
Sensory magic spec is unique in its ability to cause its spells or spells utilizing
it, such as a dual spec spell, to utilize area of effect spells and select certain
targets to ignore.
If a sensory mage is using a sensory spell to see through an illusion it will
lower the amount of sensory a person needs to see through that illusion. Below
you will 8nd how much each rank of sensory spells lowers the illusion spell's
potency. For every 10 points in sensory, a sensory mage may reduce this by 2
additional points!
SPOILER: Click to show
Spell Rank Lowered Amount

Junior 2
Intermediate 4
Senior 8
Grand 16
Archmage 30
Illusions: A sensory mage has the unique ability to
force their mana energy into the target’s mind causing
a illusion to take root. Illusions can target the six
senses of: smell, taste, sight, hearing, touch, and
sensing. Sensing is the ability to naturally sense mana
signatures. Illusions can take nearly any shape and
size, which makes them fearsome. Illusions are rather
tricky to master, thus they require much more control
than your typical spell to utilize. Illusion based spells
and abilities require a set amount of sensory from a
person in order to see through the illusion.
Mechanics:
Illusions are only able to target a set amount of senses per rank.
Illusion based spells require a certain amount of control from their user in
order to activate. If used in a multiple magic spec spell, the number of control
needed will add +10 to its normal amount.
Due to illusion's attack on the mind, illusion's potency will naturally wane
overtime, lowering the amount of sensory needed in order to see through them
by 2 points per post they are sustained!
For every 10 points in control an illusion mage has, they can increase the
required amount of sensory to see through their illusions by 2 points!

Control Requirements & Senses


SPOILER: Click to show
Spell Rank Needed Control # of Senses

Junior 10 2
Intermediate 30 3
Senior 50 4
Grand 80 5
Archmage 100 6

Required Sensory See Through Illusion


SPOILER: Click to show
Spell Rank Needed Sensory

Junior 10
Intermediate 20
Profile Senior 30
Rank Grand 60
Other Archmage 100
"

PERKS

All Seeing
SPOILER: Click to show
All Seeing: Once a thread the user for 3 post my sense everything within a 20
meter radius no matter what skill is used.
[b]All Seeing[/b][spoiler][b]All Seeing: [/b] Once a thread the user
1,153 Posts 13 Likes for 3 post my sense everything within a 20 meter radius no matter
Group Name what skill is used.[/spoiler]
Stars$$ 8,009,572,1438,009,572,143
Rped by:
I'm the boss, so don't make me work :)

Highlight Code

Befuddled Witch
SPOILER: Click to show
Befuddled Witch
WitchThose with this perk cause their sensory spec to increase
by +5 while in combat!
[b]Befuddled Witch[/b][spoiler][b]Befuddled Witch[/b]Those with
this perk cause their sensory spec to increase by +5 while in
combat![/spoiler]

Wizard King

Highlight Code

Master Illusionist
SPOILER: Click to show
Master Illusionist Those with this perk will be able to make their illusions
harder to see through than normal. Instead of increasing the required sensory
to see through an illusion by 2 for every 10 in control the user has, they will now
require the needed sensory to see through an illusion to increase by 2 per 5
control an illusionist has.
[b]Master Illusionist[/b][spoiler][b]Master Illusionist[/b] Those
with this perk will be able to make their illusions harder to see
through than normal. Instead of increasing the required sensory to
see through an illusion by 2 for every 10 in control the user has,
they will now require the needed sensory to see through an
illusion to increase by 2 per 5 control an illusionist has. [/spoiler]

Highlight Code

Cold Blooded
SPOILER: Click to show
Cold Blooded: The user can completely mask their mana signature from
anyone regardless of either's sensory stat, this may last up to three posts
before it is faded. This can be used twice a thread.
[b]Cold Blooded [/b][spoiler]
[b]Cold Blooded:[/b] The user can completely mask their mana
signature from anyone regardless of either's sensory stat, this may
last up to three posts before it is faded. This can be used twice a
thread.[/spoiler]

Highlight Code

Third Eye:
SPOILER: Click to show
Third Eye: Thanks to the sensory mage's training, they can see through
sensory and transformation based skills easier. They require 5 less sensory
points than normal to see through a spell. This need is further decreased by 10
once they reach Archmage.
[b]Third Eye:[/b][spoiler]
[b]Third Eye:[/b] Thanks to the sensory mage's training, they can
see through sensory and transformation based skills easier. They
require 5 less sensory points than normal to see through a spell.
This need is further decreased by 10 once they reach Archmage.
[/spoiler]

Highlight Code

Heighten Senses:
SPOILER: Click to show
Heighten Senses: Those with this perk can sense mana sources 4x their
sensory stat number instead of the normal 2x!
[b]Heighten Senses:[/b][spoiler]
[b]Heighten Senses:[/b] Those with this perk can sense mana
sources 4x their sensory stat number instead of the normal 2x!
[/spoiler]

Highlight Code

Watchful Eye:
SPOILER: Click to show
Watchful Eye: naturally need 10 less sensory to see through illusions,
increases to 15 at grand, 20 at arch.
[b]Watchful Eye:[/b][spoiler] [b]Watchful Eye:[/b] naturally need
10 less sensory to see through illusions, increases to 15 at grand,
20 at arch. [/spoiler]

Highlight Code

Careful Weaving:
SPOILER: Click to show
Careful Weaving: able to naturally ignore 1 additional person from your AoE
spells effects than you should. At Grand rank, they're able to ignore 2 people, at
Archmage 3.
[b]Careful Weaving:[/b][spoiler] [b]Careful Weaving:[/b] able to
naturally ignore 1 additional person from your AoE spells effects
than you should. At Grand rank, they're able to ignore 2 people, at
Archmage 3. [/spoiler]

Highlight Code

MADE BY NOVA

Last Edit: Jun 25, 2019 at 9:59am by Wizard King

Upcoming Systems/Updates Jun 21, 2019 at 10:04pm


Post by Wizard King on Jun 21, 2019 at 10:04pm

HEX AND CURSE

HEX AND CURSE

Curse Magic:
Magic:is the use of imbuing curses onto
objects or creations of one's magic elements. These
curses can have various effects, from poisoning,
paralysis, illness and others. Hexes work in a similar
manner, except are more focuses of direct casting onto
a player rather than indirectly though a cursed object or
construct. The stigma of these darker and less savory
types of magics often discourages most honorable
mages from studying them. Curse and Hex Magic both
are often magics that deal more effective stat debuffs
than normal spells.

Mechanics:
Hex magic can debuff all stats both trainable and physical
Hex magic also has the power to suppress buffs and healing

If Player A’s Hex is +5 in power and of the same rank as Player B’s spell and
control, then that buff’s/healing potency is dropped by a single rank, junior
buffs are cut in half.
If Player A’s hex is +10 in power than Player B’s control, that buff/healing will
be erased completely.
If Player A’s hex is +15 in power than Player B’s control, that buff/healing will
now cause a debuff or damage equal to a spell of one rank beneath Player B’s
spell.

Can curse multiple targets at once but will lose -1 point in overall
effectiveness per target when targeting trainable stats.
If cursing multiple people with a speed debuff, you will lose 5%
debuff per additional target
If a person debuffs an enemy’s endurance they can cause other offensive
spells to deal more damage to that person. They are able to cause the target to
take 25% of this curse’s rank in damage whenever struck by another spell.
Example: a senior spell would add a junior’s rank worth of damage to each
successful blow.
Hex spells are able to cause damage on their own if the player has the proper
perk

PERKS

Sinister Magic
SPOILER: Click to show
Sinister Magic: This perk allows debuffs to target multiple people without
losing potency.
[b]Sinister Magic[/b][spoiler=Sinister Magic]
[b]Sinister Magic:[/b] This perk allows debuffs to target multiple
people without losing potency[/spoiler]

Highlight Code

Black Mage
SPOILER: Click to show
Black Mage: Those with this perk will be able to have their hexes and curses
linger for 1 post before having to pay a sustain cost.
[b]Black Mage[/b][spoiler]
Profile [b]Black Mage:[/b] Those with this perk will be able to have their
Rank hexes and curses linger for 1 post before having to pay a sustain
Other cost.[/spoiler]
"

Highlight Code

Corroding Curse
SPOILER: Click to show
Corroding Curse: Hex and Curse based spells may now deal damage
1,153 Posts 13 Likes without the need of an offensive spec. The damage they are capable of dealing
Group Name is the rank of their spell minus one. Junior ranked spells are unable to utilize
this feature.
Stars$$ 8,009,572,1438,009,572,143
[b]Corroding Curse[/b][spoiler]
Rped by: [b]Corroding Curse:[/b] Hex and Curse based spells may now deal
I'm the boss, so don't make me work :) damage without the need of an offensive spec. The damage they
are capable of dealing is the rank of their spell minus one. Junior
ranked spells are unable to utilize this feature.[/spoiler]

Highlight Code

Deep Rooted:
SPOILER: Click to show
Deep Rooted: For every post that your Hex & Curse spell is able to remain
8xed on a target, that hex spell grows in power by +5! This caps off at +20 in
total per single spell. Note by power we mean the stat power and not that the
hex is debuing an additional 5

Wizard King
[b]Deep Rooted:[/b][spoiler]
[b]Deep Rooted:[/b] For every post that your Hex & Curse spell is
able to remain fixed on a target, that hex spell grows in power by
+5! This caps off at +20 in total per single spell.[i] Note by power
we mean the stat power and not that the hex is debuffing an
additional 5 [/i][/spoiler]

Highlight Code

Staggering Curse
SPOILER: Click to show
For each post a hex remains 8xed on a target, that curse will debuff and
additional 1 point per trainable stat. Physical stats will be unaffected. This can
occur up to 3 times per curse!
[b]Staggering Curse[/b][spoiler] For each post a hex remains fixed
on a target, that curse will debuff and additional 1 point per
trainable stat. Physical stats will be unaffected. This can occur up
to 3 times per curse! [/spoiler]

Highlight Code

Dark Practitioner:
SPOILER: Click to show
Dark Practitioner: Player is able to place 5 curses on a single target instead
of 4. They’re still locked on being able to only target 2 of the same stat.
[b]Dark Practitioner:[/b][spoiler][b]Dark Practitioner:[/b] Player
is able to place 5 curses on a single target instead of 4. Theyʼre
still locked on being able to only target 2 of the same stat.
[/spoiler]

Highlight Code

MADE BY NOVA

Last Edit: Jun 22, 2019 at 4:23pm by Wizard King

Upcoming Systems/Updates Jun 21, 2019 at 10:05pm


Post by Wizard King on Jun 21, 2019 at 10:05pm
TRANSFORMATION

TRANSFORMATION

Transformation Magic: This specialization can


change the structure of a person or object that the
player has created a spell for. The magic helps the user
not just change their outward appearance but also
enhance their physical abilities. Changing element
of an oncoming spell is also possible if the
user’s power is +15 than that of the oncoming
spell’s control. While changing a spell of a different
element into another causes its physical properties to
change, it does not change the fact that you will still be
damaged.It It will cause that spell to lose the
elemental ainity of that element but gain the ainity of the newly
created ones. For example, a 8re based spell is transformed into a wind
base, instead of causing a burning style of damage it will not just cause blunt
damage. If the 8re spell was of junior rank, this spell would lose the +1 to the
power stat and gain a +1 to sensory, though if it was a senior explosion pell
transformed into a wind spell it would go -12 power (4 power (gold ainity) x
senior rank spell) to +3 sensory (+1 sensory (copper ainity) x senior rank
spell) This ability can be further supplemented through the spec’s elemental
resistance abilities, skills to make spells of certain elements much weaker than
they normally are. The simple act of transforming one’s own self into that of
another person requires them to have been within 5 meters of that person at
some point in time so that they have an accurate understanding of their
physical appearance and magical signature. They can transform into these
people nearly perfectly. Your transformation spells will also allow you to have a
wider variety of possible transformations depending on the rank of the spell.
Junior rank spells will naturally only allow a single transformation. Each rank
will gain +1 possible transformations capping at 5 options for Archmage. To
see through a transformation will require so much sensory, you’ll see the chart
below as to what is the required amount.
Required Sensory See Through Transformations
SPOILER: Click to show
Spell Rank Needed Sensory

Junior 10
Intermediate 20
Senior 30
Grand 60
Archmage 100

Transformation magic is also able to cause a player to grant resistance to


certain magical elements through use of its magic. These resistances can be
built into a trans8gure spell or any other transformation spell that targets the
caster or an ally. These resistances increase the player’s natural durability
towards that particular element. This coupled with the magic’s ability to
increase ones endurance can lead players to easily shrug off incoming attacks.
The amount of elemental resistance they can grant per element is found below.
Players can further increase these resistance through use of the Adaption
Perk. You can only have one resistance spell per element applied.
Three elements max
Elemental Resistance Char t
SPOILER: Click to show
Rank of Spell Resistance Buff

Junior 2
Intermediate 4
Senior 6
Grand 10
Archmage 15
Trans8gure: This is the ability within transformation
magic that allows one to change their appearance into
that of someone or something different than
themselves. This can include fully transforming their
person into that of another person, altering their height,
as well as even causing more animalistic like
appearances such as claws or tails to be created.
While the magic is able to naturally transform a
person’s basic appearance[basic human
transformation can be done at any rank], through use
of the trans8gure ability they can add elemental
resistances to these transformations as well as inhumane aspects. The simple
act of transforming into another person is simple enough but causing one's
body to take on non humanistic characteristics takes a bit more skill and can
only be done in small areas at 8rst, gradually building to the whole person’s
body. Things that fall under this category would be, but not limited to: growing
new appendages/limbs and gaining things such as claws, fangs, or even wings
(would follow supp transport speeds). The amount of area one's body can
transform and the size of the new appendages can be found below. The
number of appendages is treated as the ammo rule for other spells. While you
can gain new limbs/transform existing parts of ones body players cannot
become their actual element. There will be no exceptions to this
rule! In the chart below appendage is equivalent to a single hand or foot, a
limb would cover an entire arm or leg including the hand/foot. Please note
Players cannot become anything smaller than half a meter or
roughly 1.5 feet!
Trans8guration Char t
SPOILER: Click to show

Rank of Spell Trans8gure Limit Size Change Limit

Junior Single Appendage 5" / 13 cm


Intermediate Single Limb 10" / 25 cm
Senior Half of Body 5' / 1.5m
Grand Whole Body 10’ / 3m
Archmage Whole Body 26’ / 8m

Transmute: The transmute or also known as Magic


Convert, ability of the transformation magic, is the act
of causing existing objects or spells to be transformed
into a different element or appearance entirely. Though,
a mage may be able to transform the elemental nature
of a spell, it would not change the spell’s basic
functions unless said functions were a direct
byproduct of that element, for example a light spell that
is transformed into a water spell would lose its natural
speed boost. Players will need to have +15 power
than the enemy’s control to cause that spell to become
that of a different element. Spells can only transform those of equal rank. Even
if you transform the element, the spell will still function as it normally would
and would deal damage/defend as it normally would. You will need a spell
created targeting that element and have a new element in place for it to
become. Spells cannot be left open ended in this regard. You cannot transform
things into platinum base elements unless you have that respective element.
When transmuting objects, you can not only transform their physical
appearance but also the properties of that object; for example transforming the
ground into that of rubber would cause the area to become bouncy and
unstable. Objects that have had their properties transformed will revert back to
their original state once the mana is no longer Uowing through them. The size
of areas that you can transform is based on AoE size of that spell’s rank.

Profile TRANSFORMATION
Rank
Other
" Adaptation:
SPOILER: Click to show
Adaptation: Those with this perk naturally will build up elemental resistance
during a 8ght. Anytime they are harmed or effected by that element they will
gain +1 passive durability to resist that element. This caps off at +5 passive
resistances to that element during that thread. Players can build up a natural
resistance to any number of elements through means of adaptation.
Resistances restart at the start of each thread.
[b]Adaptation:[/b][spoiler][b]Adaptation:[/b] Those with this perk
naturally will build up elemental resistance during a fight. Anytime
they are harmed or effected by that element they will gain +1
passive durability to resist that element. This caps off at +5
passive resistances to that element during that thread. Players can
build up a natural resistance to any number of elements through
1,153 Posts 13 Likes means of adaptation. Resistances restart at the start of each
Group Name thread.[/spoiler]
Stars$$ 8,009,572,1438,009,572,143
Rped by:
I'm the boss, so don't make me work :)
Highlight Code

Perfect Transformation:
SPOILER: Click to show
Perfect Transformation: Those with this perk can cause themselves and
the items they’ve transformed to be extremely tricky to notice. A person would
need +5 control than the other player's sensory to see hide via the
transformation. Once the transformation mage reaches Grand rank a player
would need +5 sensory than the transformation mage's control to see through
a transformation!
Fight or Flight:
SPOILER: Click to show
Fight or Flight: For three posts your physical base buffs will be treated as a
normal rank! This can only be used once a thread.
[b]Fight or Flight:[/b][spoiler]
[b]Fight or Flight:[/b] For three posts your physical base buffs will
be treated as a normal rank! This can only be used once a thread.
[/spoiler]

Wizard King

Highlight Code

Mystic's Touch:
SPOILER: Click to show
Mystic's Touch: Those with this perk can cause transformation base spells
to not cost any mana on their 8rst post of sustaining. The player will still pay
the activation post's mana but will have a grace period of one post before
having to pay sustain cost.
[b]Mystic's Touch:[/b][spoiler][b]Mystic's Touch:[/b] Those with
this perk can cause transformation base spells to not cost any
mana on their first post of sustaining. The player will still pay the
activation post's mana but will have a grace period of one post
before having to pay sustain cost. [/spoiler]

Highlight Code

Growth Spur t
SPOILER: Click to show
Growth Spur t Players with this perk can increase the amount of size they can
alter when using trans8guration by 25%. This is further increased to 50% once
the player reaches Grand rank!
[b]Growth Spurt[/b][spoiler][b]Growth Spurt[/b] Players with this
perk can increase the amount of size they can alter when using
transfiguration by 25%. This is further increased to 50% once the
player reaches Grand rank![/spoiler]

Highlight Code

Master Alchemist:
SPOILER: Click to show
Master Alchemist: Those with this perk need 5 less power than normal to
force-able change a target's spell's element.
[b]Master Alchemist:[/b][spoiler][b]Master Alchemist:[/b] Those
with this perk need 5 less power than normal to force-able change
a target's spell's element.[/spoiler]

Highlight Code

Predators Mutation:
SPOILER: Click to show
Predators Mutation: transformation transport abilities can be increased via
speed buffs.
[b]Predators Mutation:[/b][spoiler][b]Predators Mutation:[/b]
transformation transport abilities can be increased via speed
buffs. [/spoiler]

Highlight Code

Strong Resistance:
SPOILER: Click to show
Strong Resistance: elemental resistance buffs increase in total about
buffed by 5. Increases to 10 at grand rank.
[b]Strong Resistance:[/b][spoiler][b]Strong Resistance:[/b]
elemental resistance buffs increase in total about buffed by 5.
Increases to 10 at grand rank. [/spoiler]

Highlight Code

Master of Disguise:
SPOILER: Click to show
Master of Disguise: Your transformation spells can have +1 possible
appearance when transforming into other people.
[b]Master of Disguise:[/b][spoiler] [b]Master of Disguise:[/b] Your
transformation spells can have +1 possible appearance when
transforming into other people. [/spoiler]

Highlight Code

Elemental mixologist:
SPOILER: Click to show
Elemental mixologist: Your transformation spells can target +1 potential
element to alter.
[b]Elemental mixologist:[/b][spoiler] [b]Elemental mixologist:[/b]
Your transformation spells can target +1 potential element to alter.
[/spoiler]

Highlight Code

MADE BY NOVA

Last Edit: Jun 25, 2019 at 10:27am by Wizard King

Upcoming Systems/Updates Jun 21, 2019 at 10:14pm


Post by Wizard King on Jun 21, 2019 at 10:14pm
TRAP

TRAP MAGIC

Trap Magic: is the use of spells to lay traps of


magical properties around a certain space or area.
Unlike all other magic types, Trap Magic cannot be a
standalone type of magic spec. One must train to
unlock the ability to make traps with the following
magic specs : attack, restraining, golem, sensory
[illusions only], and hex. The functions of the trap will
be within that spec’s normal ability, for golems it would
auto summon a certain type of golem that would have
a preprogrammed command already in place, this
program would be written in the trap spell.

Mechanics:
Trap Magic is not its own entire Magic Spec. You cannot choose to start with
this spec or even gain it upon ranking up. You must train this sub-spec for each
normal spec you wish to utilize it with
In order to learn to use Trap Magic on a spec, you'll have to do a training post.
The diiculty of adding trap magic to a spec increases each time you try to
learn. Below will be the chart needed to learn trap magic.
SPOILER: Click to show

Number of Spec Req. Words


1st 1,000
2nd 2,000
3rd 4,000
4th 5,000
5th 7,500

Traps allow players to place a magical marker that must be at least .3


centimeter in size, can be 2 dimensional, that will fade away from normal
vision. Players will have to use a sensing ability or rely on their natural sensory
skill to see these traps. To see a trap without the use of a sensory spell equal
to that trap’s rank a person would need the following sensory based on the
trap’s rank.
SPOILER: Click to show

Spell Rank Needed Sensory

Junior 15
Intermediate 30
Senior 45
Grand 75
Archmage 115

Trap spells require little magic to create and to sustain but do take time. Below
you will 8nd a chart that goes over the amount of mana it takes to activate a
trap spell and sustain it.
Activation of a trap (not setting it up but causing it to go off) does
requires more mana than a typical spell (25% more mana)
Traps cannot be formed instantly, they take time and the player must remain
within a certain range of the trap as it forms. Once formed, the player can leave
the trap alone as is. They will pay the sustain cost but no longer be bound to
staying around the trap.
SPOILER: Click to show

Spell Rank Sustain Cost

Junior 3
Intermediate 5
Senior 8
Grand 15
Archmage 25

Players will have to take the time to craft the trap. They will have to stay within
so many meters of the trap while it forms for it to take place. Below is the chart
that goes over the length of time it takes to make a trap, how close you have to
be to the trap while it is being formed, and how large the traps’ area of effect is.
This is also known as the area that when an enemy steps into will cause the
trap to activate.
SPOILER: Click to show

Spell Rank Time to Proximity of Trap to Trap’s Activation


Form Form Radius

Junior 1 post 2 meters 1.5 meters


Intermediate 2 post 5 meters 3 meters
Senior 3 post 8 meters 6 meters
Grand 4 post 12 meters 10 meters
Archmage 5 post 20 meters 30 meters

Once a trap is placed it cannot be moved. If a player wishes they can dismiss
the trap’s placement in order to free up a trap slot
Players may only have a total of three traps placed at a cer tain time!
Additional traps cannot be generated by the ammo rules.
Traps that are placed but not activated can be destroyed but not by AoE based
spells. It must be focus 8red by an attack of its rank and will require the same
Profile amount of power to overcome as an attack spell of similar rank.
Rank
Trap’s abilities will have smaller radius of spells of the same rank. This will be
Other lowered by 50%. Golem’s range of movement will be cut in half as well.
"
Traps will be considered the origin of a spell’s use when calculating how far it
can go.
Traps, once activated, will only be able to remain active for three posts before
fading. When the trap is active, you will pay the normal cost to sustain a spell.
Upon gaining Trap Magic on your 8rst magic specialization, you’ll be able to
gain one of trap magic’s Advanced Perks for free!

TRAP PERKS

1,153 Posts 13 Likes Hidden Trap:


Group Name SPOILER: Click to show
Hidden Trap: Those with this perk can cause their trap based spells to
Stars$$ 8,009,572,1438,009,572,143 require 10 more sensory than normal to see through. Once the player reaches
Rped by: grand rank this increases to 20!
I'm the boss, so don't make me work :) [b]Hidden Trap:[/b][spoiler][b]Hidden Trap:[/b] Those with this
perk can cause their trap based spells to require 10 more sensory
than normal to see through. Once the player reaches grand rank
this increases to 20![/spoiler]

Highlight Code

Saboteur:
SPOILER: Click to show
Saboteur: Those with this perk can lay their traps at a quicker rate than
normal. They can lay a trap 1 post faster than a normal person could. At grand
rank this will be further lowered by 2 posts.
[b]Saboteur:[/b][spoiler][b]Saboteur:[/b] Those with this perk can
lay their traps at a quicker rate than normal. They can lay a trap 1
Wizard King post faster than a normal person could. At grand rank this will be
further lowered by 2 posts. [/spoiler]

Highlight Code

Sensitive Traps:
SPOILER: Click to show
Sensitive Traps: Your traps naturally have a large activation radius, it is
increased by 50%!
[b]Sensitive Traps:[/b][spoiler][b]Sensitive Traps:[/b] Your traps
naturally have a large activation radius, it is increased by 50%!
[/spoiler]

Highlight Code
Bomb Bag:
SPOILER: Click to show
Bomb Bag: Those with this perk may have an additional trap spell, raising the
limit of traps you can use at a time to 4. At grand rank this will allow another
trap.
[b]Bomb Bag:[/b][spoiler][b]Bomb Bag:[/b] Those with this perk
may have an additional trap spell, raising the limit of traps you can
use at a time to 4. At grand rank this will allow another trap.
[/spoiler]

Highlight Code

Explosive Power!:
SPOILER: Click to show
Explosive Power!: Player’s traps naturally gain +5 power when activated. At
Grand this increases to +7.
[b]Explosive Power:[/b][spoiler][b]Explosive Power:[/b] Playerʼs
traps naturally gain +5 power when activated. At Grand this
increases to +7. [/spoiler]

Highlight Code

Concussive Traps :
SPOILER: Click to show
Concussive Traps : Players can cause their traps that seal damage to cause
a concussive effect on those in the area. This causes a 10% speed debuff on
those struck.
[b]Concussive Traps :[/b][spoiler][b]Concussive Traps :[/b]
Players can cause their traps that seal damage to cause a
concussive effect on those in the area. This causes a 10% speed
debuff on those struck. [/spoiler]

Highlight Code

Sturdy Traps :
SPOILER: Click to show
Sturdy Traps : Players trap based spells gain natural + 5 durability. At grand
this increases to +7.
[b]Sturdy Traps :[/b][spoiler][b]Sturdy Traps :[/b] Players trap
based spells gain natural + 5 durability. At grand this increases to
+7.[/spoiler]

Highlight Code

MADE BY NOVA

Last Edit: Jun 21, 2019 at 10:15pm by Wizard King


Quick Reply

Post Quick Reply 0


AFFILIATES Words

Click here to remove banner ads from this forum.


This Forum Is Hosted For FREE By ProBoards
Get Your Own Free Forum!
Terms of Service | Privacy | Cookies | FTC Disclosure | Report Abuse | Report Ad

You might also like