Post by Game Master on Jul 16, 2021 14:43:40 GMT -5
MAGIC Magic becomes art when it has nothing to hide
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Adventurers from the Real World are capable of using Elemental Magic.
Forbidden Magic
Forbidden Magic is any magic forbidden by the world of Agrogoth. Although it exists, any caught using such magic are considered evil and are sentenced to death. This magic cannot be learned by any adventurer or NPC by means of level up. This type of magic is born with the individual and grows in power as their Elemental does. It can manifest itself as Elemental Magic becomes more mastered.
For Days of Darkness, any Forbidden Magic that a character might learn will be distributed sparingly and during specific plot points. Please do not request Forbidden Magic, as it will be given to characters when the time is right.
Ancient Magic
This magic type is magic that only the Ancients know. No other spell casters have ever been able to learn this dangerous magic. Ancient magic is very mana consuming, and are not often safe spells. A lot of this magic is dangerous, deadly and powerful.
Ritual Magic
Ritual Magic is all magic NPC’s know. These are not written out until they cast them, and their damage and range is preset, no matter the element or type of spell.
These spells are fairly distributed, depending on the NPC and their presence in Days of Darkness. All Data for Ritual Magic will be stored in the game’s data and used as needed.
Elemental Magic
Each race has its own elemental magic affinity. These are spells that their races is capable of learning. Please follow your elemental magic element. You can create your spells yourself, and come up with names for those spells.
You must include the range of the spell, how many enemies it affects, what type of spell it is (attack/defense/buff/debuff/crowd control/ area of effect/etc), how long the spell lasts, all materials used to cast spell, and all downfalls that it does to your character if it fails/is used too much/limits to the magic’s ability.
When your character hits the level to learn new spells, you must go to one of the Temples in each Kingdom to learn the spells.
To learn a new spell, the cost is 20 gold pieces.
If you wish to get rid of a spell you no longer like and replace that spell with another, the cost of that is 60 gold pieces.
You are not required to come up with all 10 spells at a low level. You can wait until you level to the proper level before submitting your spells to be approved.
There are a total of 10 spells your character can learn
Level 20 : 1 spell
Level 30 : 2 spells
Level 40 : 4 spells
Level 55 : 6 spells
Level 62 : 7 spells
Level 75 : 8 spells
Level 100 : 10 spells
When you are ready to create a spell, paste the spell coding onto your character sheet. When it is filled out and completed, post the link to the spell on #pending-spells on Discord, where a Moderator will check the spell. When it is accepted, your spell will be locked to ensure no editing is done to the spell, and you may then post the spell name on your Inventory Sheet. It will also be updated on your party block for others to see your spell names.
In relation to spells;
Please understand that elemental spells need to stick to your element of your race. These can be used as attack spell, defense spells, AoE spells, crowd control spells, etc, but they should be used for attack and defense purposes.
All Demi - Humans are a healing based race, and so other races rely on them to heal the party and use potions. For this reason we ask that if you wish to have a healing race in your party, purchase a Demi - Human at your local Vassal Merchant.
Element variation can be used to some extent. For example, water magic can be converted to ice. Earth magic can be used with sand, plants, metal, etc. Fire can be used with lava, flames, etc. Wind can be used with sound, speed, air currents, etc. All within reason. Your spells will take mana to turn to another element, and then that spell will use more mana to use the spell. It is taxing to convert your base element into another, so make your spells fair. All spells will be reviewed for fairness and all spells should have a material cost or a fair mana cost to use.
Beginning spells (lower level spells) should have relative damage or mana usage. You should not be doing 900+ damage to enemies with a level 20 spell. Likewise, you should not be using 900+ mana with a level 20 spell.
You should keep your spells fair with mana usage based on the damage or defense your spell does. If a Moderator or Admin finds a flaw with your spell and your numbers are requested to change, please change them. You are welcome to ask questions, but we want this story-based and fighting-based roleplay to be fair for everyone. Everyone should be a hero, not just a single person with God-tier spells.