Magic Academy
Posted: Wed Jan 12, 2005 7:56 pm
Plot-You are a student training your magical abilities at a school.
Please bare with the horrible title and plot(And this too if your joining). This is a battleclub(on account of me being unable to make a plot that goes along with a game to save my life) and as such will mainly involve fighting. But will also involve a story mode too most likely.
Name- duh...
Age- duh...
Gender- Male or Female
Magic Specialty-
Balanced- All magic types are the same.
Quick- Thought/Gesture magic is strengthened, and occassionally may get cast for free. Other spell types are weaker slightly.
Speech- All spoken magic is increased, yet others are less effective.
M. Item- All channelling spells are stronger, and magic items regain 1CP per fight. All other spells however are weaker.
Ritual- All magic done with a song, or dance are improved. Other spells are weaker. Ritual type spells may be altered some when casting to change the effects some, although it weakens other effects of the ability when used.
Drive- Drive magic is stronger, and gains overdrive faster. Other spells are less effective, yet not as much as more specialized classes.
Runic- Magic done with either paint or pen(drawing and writing...) are stronger. Other spells are weaker. Runic Specialists may try to make runes, which allow them to cast a spell at will.
Stats
Out of 800- HP/MP
Out of 500- Attack, Defense, Intelligence, Resistance, Speed.(I hope I don't need to explain these...)
Ways to Cast Magic
Thought/Gesture- Extremely fast casting. Most are either very weak, or somewhat strong, but have a demanding MP cost.
Spoken- A basic spell, fairly quick compared to most.
Chant- An improved spoken spell. Lasts several turns for low MP costs if the chant remains unbroken.Spell can either start on first turn, or second. The more the time required to cast, the stronger it is.
Channelling- A spell cast through an item. Mostly used by more physical based fighters as it still allows them to use their strength. Power of spell depends on the item the spell is channelled through. Most channeling spells are just attacks. Items have 25% channeling damage, magic ones have 50% unless specified.
Song/Dance- Most similar to a chant, in that it can last several turns. The effects are mostly weak, yet usually effect several people at once. Songs require an instrument to be most effective, and dances may fail if too slow.
Drawing/Writing- A very slow to cast spell, yet once it is originally made, it can be recast or continue constantly as long as drawing/writing remains intact. Requires something to make it with, and something for it to be made of/placed on.
Drive- A spell based on the pure emotion, uses a gauge that builds based on damage taken. Effect boosts by the power of the gauge. Once it reaches 100% the best version of the spell is reached, and may be cast for free. (If using Drive moves, list its effect, AND its effect at 100% if it changes)
Starting off(Based on Magic Specialty)
Balanced- 500gp, 4 abilities of your choice.
Quick- 500gp, 2 abilities of your choice, 3 thought or gesture spells.
Speech- 500gp, 2 abilities of your choice, 3 spoken or chant spells.
M. Item- 1000gp, 1 ability of your choice, 2 channelling spells.
Ritual- 500gp, 2 abilities of your choice, 2 song/dance spells, and a Flute, or Cloth.
Drive- 500gp, 2 abilities of your choice, 2 Drive spells.
Runic- 500gp, 2 abilities of your choice, 2 drawing/writing spells, and a brush + paint or pencil + paper.
Items-
Sm. Tonic-Heals 250HP. 25gp.
Md. Tonic-Heals 500HP. 50gp.
Sm. Ether-Heals 250MP. 25gp.
Md. Ether-Heals 500MP. 50gp.
Herb- Heals some status effects. 25gp.
Paper- Used for writing. 20gp.
Paint- Used for drawings. 20gp.
Equipment-
Sword- Attack +80. 100gp.
Spear- Attack +100. 120gp.
Axe- Attack +120. 140gp.
Bow- Attack +100, ranged. 120gp.
Staff- Intelligence +80. 100gp.
Wand- Intelligence +100. 120gp.
Rod- Intelligence +120. 140gp.
Leather Armor- Defense +50. 100gp
Robes- Resistance +50. 100gp
Buckler- 5% chance to negate an attack. 50gp.
Small Mirror- 5% chance to negate a spell. 50gp.
Soft Gloves- Attack +50. 100gp.
Soft Bracer- Defense +50. 100gp.
Wood Amulet- Intelligence +50. 100gp.
Wood Pendant- Resistance +50. 100gp.
Soft Boots- Speed +50. 100gp.
Magic Items
M. Bomb- Deals 100 damage. 50gp
M. Bomb Fire- Deals 200 damage, sets foe on fire. 120gp
M. Bomb Ice- Deals 100 damage, freezes foe. 120gp
M. Bomb Bolt- Deals 200 damage, stuns. 120gp
Mana Sword- Atk +150. EP:5. Charge- Place a known attack spell onto blade for 3 turns 1EP. 250gp.
Guard Staff- EP:30. Quick Block- 5EP, negates attack. Barrier- 1EP per 50HP. 300gp.
Blast Rod- EP:20. Wave Strike- 5EP. Hits all targets with a basic magic attack. Charge Burst- Each turn 1CP may be spent for this move. Deals Int xCP spent -Res. 250gp.
Magic Orb- Channelling Damage- 150%. Chance to break-10%. 100gp.
Spellbook- Holds up to 3 written type spells, allows you to cast spells in book when wanted. 250gp.
Adept Clothes- Armor MP +100, Resistance +50. EP:10. Swap- Changes EP to MP at this ratio- 1:50. May be done as free action. 500gp.
Regeneration Pendant- Accessory. EP:20 HP Regen- Heal 10%HP per turn for 5 turns. 5EP. MP Regen- Heal 5%MP per turn for 5 turns. 5EP 150gp.
Orator Badge- Accessory. Spoken/Chant spells effects +10%, cannot be silenced while equipped. 200gp.
Concentration Band- Accessory. Actions cannot be disrupted. 250gp.
Magic Paint- 1 Use. When used on drawing its effect is boosted by 25%, and gives all moves that may negate it a chance to fail. 150gp
Rage Booster- Drive gauge gains 2x as fast on next attack. 100gp.
Please bare with the horrible title and plot(And this too if your joining). This is a battleclub(on account of me being unable to make a plot that goes along with a game to save my life) and as such will mainly involve fighting. But will also involve a story mode too most likely.
Name- duh...
Age- duh...
Gender- Male or Female
Magic Specialty-
Balanced- All magic types are the same.
Quick- Thought/Gesture magic is strengthened, and occassionally may get cast for free. Other spell types are weaker slightly.
Speech- All spoken magic is increased, yet others are less effective.
M. Item- All channelling spells are stronger, and magic items regain 1CP per fight. All other spells however are weaker.
Ritual- All magic done with a song, or dance are improved. Other spells are weaker. Ritual type spells may be altered some when casting to change the effects some, although it weakens other effects of the ability when used.
Drive- Drive magic is stronger, and gains overdrive faster. Other spells are less effective, yet not as much as more specialized classes.
Runic- Magic done with either paint or pen(drawing and writing...) are stronger. Other spells are weaker. Runic Specialists may try to make runes, which allow them to cast a spell at will.
Stats
Out of 800- HP/MP
Out of 500- Attack, Defense, Intelligence, Resistance, Speed.(I hope I don't need to explain these...)
Ways to Cast Magic
Thought/Gesture- Extremely fast casting. Most are either very weak, or somewhat strong, but have a demanding MP cost.
Spoken- A basic spell, fairly quick compared to most.
Chant- An improved spoken spell. Lasts several turns for low MP costs if the chant remains unbroken.Spell can either start on first turn, or second. The more the time required to cast, the stronger it is.
Channelling- A spell cast through an item. Mostly used by more physical based fighters as it still allows them to use their strength. Power of spell depends on the item the spell is channelled through. Most channeling spells are just attacks. Items have 25% channeling damage, magic ones have 50% unless specified.
Song/Dance- Most similar to a chant, in that it can last several turns. The effects are mostly weak, yet usually effect several people at once. Songs require an instrument to be most effective, and dances may fail if too slow.
Drawing/Writing- A very slow to cast spell, yet once it is originally made, it can be recast or continue constantly as long as drawing/writing remains intact. Requires something to make it with, and something for it to be made of/placed on.
Drive- A spell based on the pure emotion, uses a gauge that builds based on damage taken. Effect boosts by the power of the gauge. Once it reaches 100% the best version of the spell is reached, and may be cast for free. (If using Drive moves, list its effect, AND its effect at 100% if it changes)
Starting off(Based on Magic Specialty)
Balanced- 500gp, 4 abilities of your choice.
Quick- 500gp, 2 abilities of your choice, 3 thought or gesture spells.
Speech- 500gp, 2 abilities of your choice, 3 spoken or chant spells.
M. Item- 1000gp, 1 ability of your choice, 2 channelling spells.
Ritual- 500gp, 2 abilities of your choice, 2 song/dance spells, and a Flute, or Cloth.
Drive- 500gp, 2 abilities of your choice, 2 Drive spells.
Runic- 500gp, 2 abilities of your choice, 2 drawing/writing spells, and a brush + paint or pencil + paper.
Items-
Sm. Tonic-Heals 250HP. 25gp.
Md. Tonic-Heals 500HP. 50gp.
Sm. Ether-Heals 250MP. 25gp.
Md. Ether-Heals 500MP. 50gp.
Herb- Heals some status effects. 25gp.
Paper- Used for writing. 20gp.
Paint- Used for drawings. 20gp.
Equipment-
Sword- Attack +80. 100gp.
Spear- Attack +100. 120gp.
Axe- Attack +120. 140gp.
Bow- Attack +100, ranged. 120gp.
Staff- Intelligence +80. 100gp.
Wand- Intelligence +100. 120gp.
Rod- Intelligence +120. 140gp.
Leather Armor- Defense +50. 100gp
Robes- Resistance +50. 100gp
Buckler- 5% chance to negate an attack. 50gp.
Small Mirror- 5% chance to negate a spell. 50gp.
Soft Gloves- Attack +50. 100gp.
Soft Bracer- Defense +50. 100gp.
Wood Amulet- Intelligence +50. 100gp.
Wood Pendant- Resistance +50. 100gp.
Soft Boots- Speed +50. 100gp.
Magic Items
M. Bomb- Deals 100 damage. 50gp
M. Bomb Fire- Deals 200 damage, sets foe on fire. 120gp
M. Bomb Ice- Deals 100 damage, freezes foe. 120gp
M. Bomb Bolt- Deals 200 damage, stuns. 120gp
Mana Sword- Atk +150. EP:5. Charge- Place a known attack spell onto blade for 3 turns 1EP. 250gp.
Guard Staff- EP:30. Quick Block- 5EP, negates attack. Barrier- 1EP per 50HP. 300gp.
Blast Rod- EP:20. Wave Strike- 5EP. Hits all targets with a basic magic attack. Charge Burst- Each turn 1CP may be spent for this move. Deals Int xCP spent -Res. 250gp.
Magic Orb- Channelling Damage- 150%. Chance to break-10%. 100gp.
Spellbook- Holds up to 3 written type spells, allows you to cast spells in book when wanted. 250gp.
Adept Clothes- Armor MP +100, Resistance +50. EP:10. Swap- Changes EP to MP at this ratio- 1:50. May be done as free action. 500gp.
Regeneration Pendant- Accessory. EP:20 HP Regen- Heal 10%HP per turn for 5 turns. 5EP. MP Regen- Heal 5%MP per turn for 5 turns. 5EP 150gp.
Orator Badge- Accessory. Spoken/Chant spells effects +10%, cannot be silenced while equipped. 200gp.
Concentration Band- Accessory. Actions cannot be disrupted. 250gp.
Magic Paint- 1 Use. When used on drawing its effect is boosted by 25%, and gives all moves that may negate it a chance to fail. 150gp
Rage Booster- Drive gauge gains 2x as fast on next attack. 100gp.