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Holder Magic Rules/Guidelines

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Holder Magic Rules/Guidelines Empty Holder Magic Rules/Guidelines

Post by Maxus Sat Aug 24, 2013 9:15 pm

Quick References:
Holder Item Guidelines
Holder Item Creation
creating holder spells

Holder Magic Creation Rules and Guidelines

Introduction

So you don't have magic power? Or you're a wizard looking for a little something more that doesn't cost MP? Well, that's what Holder Magic is for. What is Holder Magic you might be asking? It's rather simple. Holder Magic is magic you get from the equipment you use. This comes in two forms, Equipment that draws on the casters magic, and equipment with Charges. What's the difference?

Magic Drawing Equipment handles very similar to a caster type's normal style of magic. It drains the user's Magic to use the item. However the item is required to use the magic. Magic items with Charges, Lacrima filled with magic energy, require no actual magic from the wielder.

So, now that you know the basics you're probably thinking you want a holder item. Maybe a sword or a ring? Well, it's not as simple as it sounds. There's a few things you need to know about Holder Equipment and how it works.

Creation:

Holder equipment must always have a physical form of some sort. It's what makes them holder items... you have to be able to wear or hold the item to use it's magic. Determining the form is a crucial aspect of how the magic works. For example... is your sword solid? Or is it an energy blade?

The size of the object matters too. A larger item might be able to hold more power, but it'd be easier to see and even remove from you. You don't want something overly large, but you don't want something so tiny it has no power either. A ring or necklace might only hold enough energy for a few spells, but a sword might be big enough for five or more.

Now you've got your equipment idea! But... it has no power. And you want it to have power, obviously. Which brings us how holder powers work! Equipment you make will have a number of slots in it based on it's size and rank. Generally speaking, most equipment will start with ONE primary slot, a mana charge slot (or a a mana drawing ability), and a number of sub slots appropriate to the item. All items can be upgraded to have more, but bigger items will have more slots.

How do you use these slots to put power into your equipment? That's simple! Lacrima endowed with the powers you want have to be inserted into the equipment. These are inter-changeable but it takes time for the magic to attune to the weapon. For this reason, switching out primary lacrima on the fly is impossible. Sub Lacrima can be changed out, but it will take time for them to attune to the weapon. Every Sub Lacrima, be it a spell or a weapon augmentation will have a cool down. Whenever you use the lacrima, it will go into cooldown and cannot be used until the cooldown is finished. Lacrima on cooldown may be switched out for a fresh one, however.

Primary Lacrima give your weapon the bulk of it's power. It can add an element to your weapon or equipment and give it the ability to channel the magic. Equipment, even when upgraded, will likely only have two slots for these, but the abilities you get from them more than make up for the lack of slots. They take any shape and size your equipment needs to function

Support Lacrima encompasses both weapon extra Lacrima, the individual Lacrima spells, and extras for your lacrima spells. While a primary is active, any sub Lacrima of it's proper element can be set into the equipment and used for magic as long as the item has energy from either caster or charges. These are buyable at any shop that handles Lacrima, and are blank until you create the magic that goes within them. You can train the spell, or buy it, though training is obviously cheaper. It can be RP’d as just buying the spell, even for training threads. These take the size and shape your equipment need them to.

Mana Lacrima are lacrimas filled with pure, raw magical energy that hasn't been twisted into any sort of magic spell or effect. It is as natural as the air we breathe, and is required to power holder some holder equipment. Each Mana lacrima stores the item’s magic reserve, and in order to be used has to be attached to the equipment somehow. Additionally, changing out charges in combat requires one post for the energy to connect with the item.

Upgrading:

So you've got your equipment made, and you've been using it for awhile. But now it's not getting the job done. It breaks easily to the new threats you're facing, it's magic doesn't pack the punch it needs to knock down a tough opponent, and you're feeling the burn with a lack of slots. Sounds like you need an upgrade!

There are two methods of upgrading equipment. Growth through experience and upgrading your item at a blacksmith or enchantresses facilities. In Character, that's what you do, but in reality you simply post up a template of the new version of your weapon and get approval. And remember, you can't upgrade higher than your level. You have to be strong enough to use it and it's power after all. Here are how the weapon upgrades work.

Growth by Experience: This is a rather rare way a weapon can grow. The equipment upgrades as the wielder grows stronger. A level 5 wizard will have a level 5 weapon. The requirements for this are pretty simple too. You have to be wielding a Magic Drawing piece of Equipment. This equipment will most likely be something extra special to the character in some way... bound to their soul, had a hand in forging it somehow, family heirloom, ect. This can only be done if the wielder's item is their PRIMARY magic. That means any holder items you pick up later can't grow this way. In character, how or even when the upgrade happens is entirely up to you. You can still say you went to a smith or something if you'd like.

Growth by physical upgrade: This is what most of you will probably do. And it's a simple process as stated above. You post the new version of your item, with the old version in a spoiler. Once approve, update your journal so it matches what we approved and you can be on your merry way. In character, you can say you visited someone to fix it up or what have you, so there's no need to worry about that little detail. Equipment CANNOT be upgraded higher than the wielder's rank.

Price: 60,000 Jewels

You purchase an upgrade for your holder item, upgrading its abilities. You may add another * to the weapon's stats, up to the maximum value of 16 total *'s.

When taking this upgrade, place the statistics of your holder item in the post along with your desire to buy it, indicating where you intend to put the new *. When approved, you may update your item to have these updated statistics in future threads. Upgrades do not count in threads the character were in prior to purchasing an upgrade.

Types of Equipment:

So we've discussed at length what holder equipment is, how to make it, how to give it power, and how to upgrade your equipment. So now we'll talk a little bit about the equipment types and their limitations. That will be very important.

Weapon: Weapons are probably the most common type of holder equipment around. They're usable even without magic to great effect, giving the wielder some versatility and strategies. With weapons, you can conserve MP, or even fight without it. Weapons are also the best choice if you plan to use magic offensively. If you block with a holder weapon and don't use magic with it, you only shave off x1* of damage hitting you, and the weapon takes the full brunt of the spell, leaving you with a damaged weapon!

One handed weapons start with 1 primary slot, 4 sub slots, and a single mana lacrima slot.
At maximum one handed weapons will have 2 primary slots, 9 sub slots, and a single mana lacrima slot.

Two handed weapons  start with 1 primary slot, 5 sub slots, and a single mana lacrima slot.
At Maximum two handed weapons will have 2 primary slots, 10 sub slots, and a single mana Lacrima slot.

Gloves/gauntlets start with 1 primary slot, 4 sub slots, and one Mana Lacrima slot.
At maximum they have 2 Primary slots, 9 sub slots, and one Mana Lacrima slot.

Mana Lacrima slots apply ONLY to charged items that require Mana Lacrimas to function. Also, if your char can wield the weapon with one hand despite it being two handed in weight/size, it will count as two handed.

. For every * in durability, weapons can take x5* power worth of damage before breaking. At half durability weapon power is decreased by x2* and any spell with more than x1* power gets cut by x1* power.

Guns: Guns merit special rules being what they are. Guns by default will require charges, even if you're a caster wizard. Normal shots will take MP, starting at 10MP at x1*, and going up by 5 per * you have invested in power per bullet, regardless of what kind of gun it is. The bullet is the shape, size, and color of choice but are always magical in nature, and are treated as such when it comes to how spells react to magic. They do NOT fire real bullets. Gun's normal bullet shots always have the Ranged ability attached to them and follow the gun's normal stats.

Bows: Bows/crossbows follow most of the same principle as guns in terms of magic projectiles. They have ranged attached to them and follow the bow's normal stats like any other holder weapon. The only three differences are that if your bow can be strung to fire normal arrows it can. However, because magic equipment meant to handle magic, the materials used for the bow aren't ideal for firing arrows. Thus, at max your arrows will count as x2* power and X3* ranged speed. You can make it weaker than that should you choose to. The other difference is that bows can be draw on magic, where as guns are charged only. Arrows that are magic arrows and not physical arrows are 10MP x* invested in power.

Accessories: Another common type of holder equipment is the humble accessory. These come in the forms of rings, necklaces, earrings, and other such fashionable jewelry. Due to their small size and rather normal looking appearance, it can be easy to miss that someone has holder accessories on. This makes it perfect for someone who wants to use it for a surprise, or want to hide that they have magic. Due to their size you cannot block with them without magic, and they only get 1 Primary slot, 3 support slots, and a single mana lacrima slot for equipment that it applies to. At max, they get 1 primary, 4 support slots, and a mana lacrima slot.

Due to their size and lack of direct combat ability, accessories don’t have the same stats other equips have. As such, they can take a flat 10* durability before breaking. At half durability spells gain 1 additional post of cool down, even if they have no cool down.

Armor: Rarely is holder equipment in the form of armor. It's purpose is for defending the wielder in question so most of it's abilities enhance the wielders abilities. It has few offensive possibilities, and it's obvious that you are likely packing magic if you use armor. An attack blocked with armor reduces incoming damage by x3* and takes the full power of the damage. As such, armor is made more durable than weapons. Is treated like a shield spell in a spell clash. It gets 1 Primary slot, 5 support slots, and a single mana lacrima slot for equipment it applies to. At maximum it gets 1 primary slot, 10 support slots, and a single mana lacrima slot if it applies.

Each * in durability means the item can take x6* in power before breaking. And half durability the armor only reduces damage by x2*

Shields: Shields are the opposite of the sword. You use them to block incoming attacks, or to knock your opponent off balance. Like the armor, it's very noticeable and somewhat bulky depending on what type of shield it is. Like armor, shields are made more durable than weapons. It reduces x4* damage and takes the full brunt of the spell. Is treated like a shield spell in a spell clash. Cannot be worn with armor. Shields get 1 Primary slot, 4 support slots, and a single mana lacrima slot for equipment it applies to. A maximum of 1 primary slot, 9 support slots, and a single mana lacrima slot can be achieved.

Each * in durability is able to take x6* power in damage before breaking. At half durability, only blocks x2* power.

Because you are forced to carry your items around, unlike re-equip, you are forced to carry three items. Shields and armor cannot both be obtained, and if you are using only accessories then you may use up to five. Equipment only repairs up to the nearest * it's left at. So a shield that has x3* Durability (Can take up to 18 power in damage) gets knocked down to 8 durability, it will start the next topic at 12 durability. A repair topic must be RP'd for equipment to be considered "Fixed". If your equipment is completely broken however, it will take a small sum of jewels to fix. Casters will be limited to two items as they have a primary magic already.

Non magical equipment is just that, equipment that is without magic. Swords, shields, spears, normal bows, etc. Anything goes as long as it's not a gun. Magic cannot be channeled or used through them directly (except for Re-equip mages), however if you're using something like speed enhancing magic that will work as you're not channeling it into the item. All mundane equipment durability is x3* durability per * invested in it. Guns CANNOT be used as a mundane item.

As a final note we may change things if it's clear it's too powerful. Also, the slots listed are the maximum the equipment can get. Remember you start with ONE Primary slot and an amount of sub lacrima slots appropriate to the item type upon creation. The rest are gained through upgrading.
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Holder Magic Rules/Guidelines Empty Re: Holder Magic Rules/Guidelines

Post by PatriotArrow Mon Mar 03, 2014 9:19 pm

Holder Item Creation

Holder wizards are a reasonably common sight throughout the land of Fiore. Perhaps even more common than caster wizards. Even true caster wizards commonly carry around at least one holder item to augment their abilities, and the sight of the little glowing spell orbs called sub lacrima is one many people are used to in this magic-blessed land.



Special Holder Rules

Holder mages have a huge advantage and disadvantage over caster mages. They can only attach a number of sub-lacrima to their equipment equal to the number of available slots, and the extras and the casting lacrima share the same spots. At first glance, this seems to limit them greatly. However, the ability to modify any spell as desired can be a huge boon, especially when already equipped with an item that can be used in battle.

If you change your default loadout, it must be noted in a post in that thread, and it returns to normal at the start of the next thread.

While Holders do not have the spell limit of spells they can use, they do have limits based on the number of spells you can place within the item. You can’t use a spell if it isn’t slotted into the item, however. You can change out one slot per post in order to change up the spells you can use. Primary and MP lacrima are too hard to switch out during a fight. Each lacrima also requires the same cooldown as a regular spell as they cool after use.

Extra lacrima always have a cooldown of three posts after modifying magic. When switching out extras, the new extra takes one post to charge before being useable. Two extras may fit into one sub lacrima slot, though if you want to switch them out, both must be switched out at once.

Without the extras, the spell has a touch range based on the caster’s ability to hit with the item, which may be a punch for gloves or armor, or striking with the weapon for regular weapons or a shield. A gun’s touch range is equal to the bullet, though the bullets are already magical and taking up extra MP when firing.


Holder magic cannot be used if you are not wielding the item, or if the primary lacrima is not installed.

Creating the Holder Item

Holder Items are quite varied, ranging from rings to weapons to armor, and exactly how they look depends on their maker. Items use statistics similar to spells, but don’t count as spells and are constantly available for use. Certain items have certain extras that come with them naturally, however. Rings are the exception, being cheap to purchase. They have no inherent properties, but they are nearly impossible to separate from the wielder willingly, and are too small to be targeted and broken without harming the wielder.

When creating a holder item, you get 10*’s to distribute among the statistics. You may upgrade it to have up to a maximum of 16*’s. If the holder item is your primary magic source, it upgrades each time you gain a level for free. At level 7 and after, you gain a free sub lacrima slot each level, unless you have already reached the maximum.

If you are a level 2 character, you get 11*'s, and if you are a level 3 character, you get 12*'s.

Accessories do not benefit from the upgrades.

Holder Item Statistics

In general, A rating of * is considered low, while a rating of ****** is considered among the best. Only an item's range is an exception to this.

Power
Power is determined exactly like spells. The higher the Power, the more damage it deals or the better it protects, in the case of armor. Only rings have no Power

Speed
Some weapons swing or fire faster than others. A katana-type weapon may have more speed than a large club. And with the nature of magical bows and guns, their projectiles can have varying speeds as well. Speed is also determined exactly like with spells.

Range
Range determines the reach of the weapon. Range determines how far away you can hit something from. Range is broken up into 3 *’s instead of 6.  Weapons may not upgrade their range after creation.

Range Guide
None - The weapon has a reach equal to your fists. In the case of armor, range has no effect. A shield’s range is also none when used to attack.
* - The weapon has a reach like a sword or an axe. It goes further than a fist.
** - The weapon has an extended reach, such as a spear or a whip or staff.
*** - The weapon is a ranged weapon, such as a gun or bow.

Durability
Durability is how hard it is to break an item. The item’s durability is usually multiplied by the number of *’s put into this category. Like any stat, there is a maximum of 6*’s in the stat. Weapons and armor have their power halved when they get below half durability. If broken, all stats are reduced to zero and they become useless.

Melee weapons - 5x*’s durability
Guns/Bows - 5x*’s durability
Accessories - Accessories are a unique case, and always have 10*’s of durability. They are nearly impossible to hit without seriously injuring the wielder, however.
Shield - 6x*’s durability
Armor - 6x*’s durability

Magical Source

All holder items are created to either supply their own magical power using Mana Lacrima, or to draw on the holder’s own magical power using the user's MP. This is chosen when creating them, and cannot be changed. If they have their own power source, they come with a 100MP lacrima in order to cast spells, which can be upgraded.

Note: Even if your character doesn't make use of his or her own magical power, everyone has magic within them. A character's MP will raise with their level and can be used if they gain the right kind of holder item or magic of their own.

Primary Lacrima
At creation, you gain a single primary lacrima of one of the common magic elements. Your spells have to match the primary lacrima in the weapon or item, or they won't work at all.

Lacrima Slots
All holder items have a number of lacrima slots they start with, in order to put in the primary lacrima, sub lacrima, and mana source (see above). The number of sub lacrima slots may be upgraded to a maximum depending on the type of weapon.

Two-handed weapon - starts with 5 sub slots, 10 maximum
One-handed weapon - starts with 4 Sub slots, 9 maximum
Gloves/Gauntlets - starts 4 Sub slots, 9 maximum
Shield - starts with 4 Sub Slots, 9 maximum
Armor - starts with 5 Sub slots, 10 maximum
Ring/Amulet - starts with 3 sub slots, 4 maximum

Mundane Items
Mundane items can be created as well. They have no lacrima slots and cannot be used with magic, but can be created using virtually the same rules. Durability is equal to 3x*’s.
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Holder Magic Rules/Guidelines Empty Re: Holder Magic Rules/Guidelines

Post by PatriotArrow Mon Mar 03, 2014 9:20 pm

Holder Spells

Holder spells are contained in tiny lacrima, which can be attached to special slots in holder weapons. They allow holder item-dependent wizards to cast spells that are equal in strength to their caster cousins, and yet able to fit more situations.

At Creation
1. Create your holder weapon as seen in the "Creating Holder Items" section.

2. Decide whether you use your own magic or the magic within the weapon's MP lacrima. this can't be changed. If your weapon uses its own MP, you start with an MP lacrima that has 100 MP.

3. Decide the element of your primary Lacrima. Your spells will match this until you can afford a new one.

4. Create your spells, as seen below!

Starter Holder Spells (At Creation)

Holder mages get their own spell lacrima to install in their already deadly (or protective!) items. Due to the items actually being useful, themselves, however, they start with fewer lacrima spells.

level 1 - two 1 spells and two extras

level 2 - one level 2 spell, one level 1 spell, two extras

Level 3 - one level 3 spell, one level 1 spell, two extras

Spell name: What do you call the spell? A spell where you shoot a ball of fire might be a spell called "fireball" for example.

Element: This is going to be the same as the element you picked for your primary lacrima, though later it can also match any other primary lacrima you obtain. The element may automatically bestow a special effect to your powers at no extra cost just like with normal spells. For example, fire based lacrima may cause any of your spells to burn your opponents.

Rank: Rank determines how many points you can put into the spell's effects. A power ranked 1 spell is likely going to only do one or two things, and probably won't kill someone unless you get lucky. A rank 1 has 4 points to distribute across the power's statistics. A rank 2 has 5 points. A rank 3 has 6, and so on. Ratings mostly determine how an ability would stack up with another character's in order to help settle disputes. A spell, like a character's attributes, may only have 6 stars in any category.

MP cost: This is a number determined by your spell's rank.

Effect: Effect is more complicated. You get to describe the nature of your magic. Think of it as flavor text, more than anything. You can be as wordy or unwordy as you like. Unwordy is a word now.
_______________

Note: If, for your magic or specific powers, any of these stats must be redefined, you may do so when making the powers, so long as a staff member approves of it. For example, the power of an illusion determines how convincing an illusion can be, not how much damage it does.

Power: How strong is your fireball? How well does your shield of dark energy protect you? Power helps determine these things. If a power is above another in rank, it beats the spell. if a spell has the advantage over another spell, it gains a free * rating to determine if it beats the spell.

Speed: How quick is your spell when you fire it off? A rapid fire spell might help a slower character hit a faster one easier. A spell with no speed rating is limited to a character's reach, and can only move as fast as the character herself. This means that a spell with no *'s cannot be a ranged attack.

Area: How big of an area does a spell cover? no *'s means it is a single-target spell, while each additional * increases the area of effect to be able to effect another target if they are within a reasonable distance. If the effect makes sense, the blast may knock back or otherwise effect enemies, but the attack deals no damage.

Extra: Unlike in caster magics, the extra slots are blank. All of your spells are modifiable by equipped augment lacrima! The number of augment lacrima you may activate with this spell is limited by the number of *'s you put in extras. This allows for incredible versatility, though occasionally it might mean you’re relying on your weapon’s reach to pull off a burst of magical power that matches the stats of your spell.

Extras are bought separately as augment lacrima. They can modify any spell, though once used it has a 3 post cooldown. You can switch to a different lacrima to reduce it, but it still takes a post to be able to use the new one. In addition, two augment lacrimas are able to fit in a single sub lacrima slot. The number of augments you may use is limited by the number of **'s in the spell you are modifying.

Spell Design

Spells are simple enough to design once you know what you're doing. This is a guide to various effects spells can have. Using the combination of abilities you choose, you can create your own spells that are well-balanced compared to other spells of that level. Keep in mind that like just about everything on the site, if you have an idea that isn't located here, you can ask anyone on the staff how you could design a spell or ability to add to a spell.

Spell Level and Spell Points

For examples of how to destribute points for a spell, look at the spells in the approved magic section.

A spell's level can only be as high as your character's Power Level. Even a wizard has a high risk of hurting themselves if they stretch beyond their abilities too far. The level of a spell determines its overall power, or in spell creation terms, how many *'s you have to distribute between a spell's various properties.

Level 1: 4 *'s
Level 2: 5 *'s
Level 3: 6 *'s
Level 4: 7 *'s
Level 5: 8 *'s
Level 6: 9 *'s
Level 7: 10 *'s
Level 8: 11 *'s
Level 9: 12 *'s
Level 10: 13 *'s

*'s are distributed between the following areas:

Power, Speed, Area, Extra

MP costs

Each rank of a spell costs a higher amount of MP, which as you level up will allow you to use more spells of lower levels, but will let you use fewer of your new rank than before. Below is how much each spell costs to use for a spell of that rank.

Rank 1 - 10 MP
Rank 2 - 15 MP
Rank 3 - 25 MP
Rank 4 - 30 MP
Rank 5 - 35 MP
Rank 6 - 50 MP
Rank 7 - 55 MP
Rank 8 - 70 MP
Rank 9 - 80 MP
Rank 10 - 100 MP

Spell Cooldowns


You have to wait a few posts to reuse spells, usually at least. The amount of time you have to wait is relative to your level. By default, all spells have a cooldown of 3 posts before they're usable again. This count starts the post after the effect ends, and ends on the turn you get to 0.

Every spell's cooldown is reduced by 1 every two levels after you attain that rank. That means a level 1 spell starts with a cooldown of 3 posts, but is reduced to 2 posts at level 3, 1 post at level 5, and removes all cooldown at level 7. A rank 2 spell is reduced to a cooldown of 2 posts at rank 4, 1 post at rank 6, and removes all cooldown at rank 8.

This trend continues throughout all spell ranks. Once you reach rank 10, the cooldown reductions stop. This means that a rank 8 spell can never have under a 2 post cooldown limit, while rank 9 and 10 will always have a 3 post limit.

As stated before, augment lacrima has a 3 post cooldown, regardless of your character’s level.

note: for the list of extras, see the magic creation rules.

Gaining new Lacrima

Unlike casters, you don't get a free, shiny new lacrima each level. You may, however, train them just like a caster can. Lacrima spells are cheaper than their caster cousins, and thus a little more convenient to buy. Especially earlier in your character's development.
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