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 Spells & Moves

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<b>EXP</b> EXP : 0
<b>Gold</b> Gold : 1000

Character sheet
Health:
100/100  (100/100)
Stamina:
100/100  (100/100)
Mana:
100/100  (100/100)
PostSubject: Spells & Moves   Sat Jul 07 2018, 13:32



REMEMBER! Staff reserves the right to nerf or deny any spell or move on the basis of it being broken.

This topic is going to go over Spells, Mana and Schools of Magic, as well as Moves, Stamina and Disciplines of Combat.

  • Spell | Any technique that depends entirely on mana is considered a spell. Spells require that you have sufficient skill level in the necessary magical skill. Furthermore, more complex spells may require a high Intelligence stat.
  • Mana | Mana is the magical energy that all living things possess. It is not contained by any organic system and therefore one's mana reserves can not be physically attacked. They exist within each living thing, but on the astral plane rather than the physical.
  • School | Schools are the categories by which magic is typically classified. In the general (and OOC) sense, it would mean the magical skills. However, IC it refers to the core principles of your magic. An example might be a School of Ninjutsu that consists of a variety of ninja-related spells that require hand-signs as triggers.

  • Move | In contrast to a Spell, Moves make use of Stamina and only sometimes have a Mana cost. Moves are considered anything more powerful, or more complex, than simple attacks. In order to perform a move, you must have sufficient skill level in a Combat Skill, as well as an adequate Dexterity level for more complex moves.
  • Stamina | Stamina, unlike Mana, is the physical energy that you possess. All martial arts moves require at least half of the energy cost to be Stamina. It's also a physical energy and can therefore be physically attacked or lowered by other methods.
  • Discipline | A Discipline is similar to a School, but refers to a set of moves rather than a collection of spells. Disciplines are the categories by which moves are organized, and generally establish a central theme that the moves are each derived from in some shape or form.


Please Note: All spells of the same school and moves of the same discipline must be in the same topic. If you wish to add on to an existing list, then please link to that list at the top of your application(s) so staff know to append it.

First things first, it's important to understand that all techniques require two things. The first is an action that triggers the spell or move. This is something your character MUST do before he can perform his spell or move. This can range from writing/drawing something out, performing hand gestures, rituals or even through oration. For warriors, a stance is typically the norm as far as triggers go. You're free to get as creative with this as you wish, just so long as it isn't too unbalanced. More powerful spells and techniques will naturally require more time or effort be put into the trigger, but we encourage all members to get creative with their spells and how they're employed.

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