New spell system
Every Clan Leader starts with on level 3 spell (and all spells required for it, as well as 200MP). Every normal Clan member starts with one level 1 spell and 100MP. Every Clan gets an extra 600CP to spend, but the leader may not take any extra spells with these first points. These points will have to be divided BEFORE the start of the first quests. Any member who joins or submits a profile after that will start with a lvl1 spell and 100MP without any bonus points. I will send a PM to all Clan leaders about this.
Upon finishing a quest, each Clan is given additional CP by it's mod. The amount of CP received is largely determined by the quest and is set before the quest starts, but bonuses or penalties can and will be awarded for exceptionally good or bad RPing, or for doing certain things within the quest. A Clan never gets to know the amount of CP they will earn until the quest is done. CP is gained per Clan, but the individual players will have an influence on them. For example, if one person plays extremely bad, it will result in less CP for the entire Clan. Hopefully, this will result in people within Clans working together as real groups, helping each other both IC and OOC. CP can also be earned through certain none-quest actions (much like the banner contest way back), and can be lost when acting antisocial or breaking rules in OOC as well.
The main goal of Clan Points is to buy spells and MP. Since it is the Clan leader who manages a Clan's CP, the leader also manages the spells of the members of that Clan. A separate thread will be made, listing the Clans' CP as well as each member's spells and MP values. If a leader wants to buy MP or spells, he or she simply posts it in that thread and a mod will edit the listing to reflect the new MP/spells and the decrease in CP. A level 1 spell costs 100CP to buy, level 2 costs 150, level 3 costs 200, and level 4 costs 250. Extra MP can be bought in packets of 20MP each, for a price of 25CP per packet.
The amount of spells or MP a person has does not determine his or her strength in physical combat. Fighting strength is only determined by the character's biography and IC posts. However, Clan leaders are considered somewhat stronger than average members. Mods are just as strong as they want to be. This leaves a lot of room for godmoding and the likes, but we can all use our mind to avoid that. If not, that's what the mods are here for.
Most spells have an MP cost per casting. This means that every time a spell is cast, the caster loses MP. The total MP left should be put at the bottom of each post in which a spell is used. If a character is getting low on MP (lower than half of the total MP left), the character will slowly begin to feel the effects of the magical drain, and will start becoming tired. The effect is not very big, but increases as the MP gets lower. If a character has no MP left, he or she is almost totally exhausted, and cannot fight effectively anymore. A character does not fall asleep or unconscious because of MP loss. MP is restored when a character gets a good night's rest, at the end of a quest, or when a mod says so. With the last one of course being the most important. If your mod says you can or can't recover MP, your mod is right. For spells that have a time indication, you don't need to go as far as to actually count the minutes something is active. If you use your mind, it should be fairly easy to estimate how long something can be active, and what actions you can take within that period.
Upon finishing a quest, each Clan is given additional CP by it's mod. The amount of CP received is largely determined by the quest and is set before the quest starts, but bonuses or penalties can and will be awarded for exceptionally good or bad RPing, or for doing certain things within the quest. A Clan never gets to know the amount of CP they will earn until the quest is done. CP is gained per Clan, but the individual players will have an influence on them. For example, if one person plays extremely bad, it will result in less CP for the entire Clan. Hopefully, this will result in people within Clans working together as real groups, helping each other both IC and OOC. CP can also be earned through certain none-quest actions (much like the banner contest way back), and can be lost when acting antisocial or breaking rules in OOC as well.
The main goal of Clan Points is to buy spells and MP. Since it is the Clan leader who manages a Clan's CP, the leader also manages the spells of the members of that Clan. A separate thread will be made, listing the Clans' CP as well as each member's spells and MP values. If a leader wants to buy MP or spells, he or she simply posts it in that thread and a mod will edit the listing to reflect the new MP/spells and the decrease in CP. A level 1 spell costs 100CP to buy, level 2 costs 150, level 3 costs 200, and level 4 costs 250. Extra MP can be bought in packets of 20MP each, for a price of 25CP per packet.
The amount of spells or MP a person has does not determine his or her strength in physical combat. Fighting strength is only determined by the character's biography and IC posts. However, Clan leaders are considered somewhat stronger than average members. Mods are just as strong as they want to be. This leaves a lot of room for godmoding and the likes, but we can all use our mind to avoid that. If not, that's what the mods are here for.
Most spells have an MP cost per casting. This means that every time a spell is cast, the caster loses MP. The total MP left should be put at the bottom of each post in which a spell is used. If a character is getting low on MP (lower than half of the total MP left), the character will slowly begin to feel the effects of the magical drain, and will start becoming tired. The effect is not very big, but increases as the MP gets lower. If a character has no MP left, he or she is almost totally exhausted, and cannot fight effectively anymore. A character does not fall asleep or unconscious because of MP loss. MP is restored when a character gets a good night's rest, at the end of a quest, or when a mod says so. With the last one of course being the most important. If your mod says you can or can't recover MP, your mod is right. For spells that have a time indication, you don't need to go as far as to actually count the minutes something is active. If you use your mind, it should be fairly easy to estimate how long something can be active, and what actions you can take within that period.
Spells
The Sky Clan
Level one:
Wind (5MP):
Wind has the power of creating minor blasts of air to knock enemies down, grab something from a distance, or to jump higher.
Breath (20MP):
The Breath element allows the mage to make a target "inhale" or "exhale". Making a target inhale will temporarily boost their strength, speed, and will heal several cuts or bruises, while making someone exhale will weaken them and make them vulnerable to attacks.
Rain (15MP):
Rain gives the mage minor healing abilities as well as the manipulation of water. They can heal small cuts and bruises and quicken the healing of mild wounds by touching the wound. Additionally, they can manipulate small amounts of water to blind and surprise enemies, as well as making them slip on puddles, etc.
Cloud (10MP if used on allies, 15MP if used on enemies):
The element Cloud allows the mage to create mist and hide himself in fog. When hidden, the mage is harder to hit and to see. He can make a cloud large enough to cover up to two or three allies that are close. This element can also be used to make a condensed mist around an enemy, making it harder for them to see. However, this requires more energy and can only be used on one person at a time.
Thunder (15MP):
Thunder allows the user to create small explosions of energy from their palms. This is not long range. It can be used to knock an enemy back or to smash open a door. The blast is moderately powerful and creates a large boom of thunder upon use.
Lightning (15MP):
Lightning lets the mage throw bolts of electricity from their hands, shocking and damaging an opponent from a long range. These bolts are not terribly powerful, but they can start small fires and add up.
Level two:
Wind + Breath= Tornado (30MP):
The Tornado element lets the mage create powerful, condensed balls of wind that they can throw at enemies or use as shields. They can cause reasonable damage and protect a good part of the body. They can also be used to break down doors or smash through wooden walls.
Rain + Cloud= Hurricane (10MP per minute):
Mages with the element Hurricane can create swirling mists of air and water that will give their team an advantage in battle. This spell makes their whole party harder to hit, slows down enemies, and can blind weaker enemies with water and fog.
Thunder + Lightning= Storm (30MP):
The storm spell creates a condensed ball of electricity and then explodes it outwards, sending a volley of small daggers of electricity at opponents. This spell isn't good at smashing doors or bricks, but it is very good at inflicting pain on a group of opponents.
Level three:
Tornado + Hurricane= Tsunami (75MP):
Tsunami is a powerful element. It allows the mage to call up a massive pillar of water and send it crashing down on their enemies, doing massive damage and filling an area with ankle or knee deep water, depending on the situation. It can smash down a two story, wooden wall, or make a hole in a stone wall.
Hurricane + Storm= Tempest (10MP per second):
Tempest creates a dome of purple electricity with a radius of 3-4 meters around the caster, heavily damaging everything inside. This is very good at damaging enemy parties and destroying objects. However, this also hurts allies of the caster, so beware!
Level four:
Tempest + Tsunami= Sky (300MP):
Besides from giving the mage mastery of all other Sky elements, the Sky element allows the mage to call upon giant, rippling pillars of force from the heavens, creating a shockwave with a radius of about 6 meters where it falls. This can turn reasonably large houses into rubble, and severely damage, if not kill, all who fall in the blast.
Level one:
Wind (5MP):
Wind has the power of creating minor blasts of air to knock enemies down, grab something from a distance, or to jump higher.
Breath (20MP):
The Breath element allows the mage to make a target "inhale" or "exhale". Making a target inhale will temporarily boost their strength, speed, and will heal several cuts or bruises, while making someone exhale will weaken them and make them vulnerable to attacks.
Rain (15MP):
Rain gives the mage minor healing abilities as well as the manipulation of water. They can heal small cuts and bruises and quicken the healing of mild wounds by touching the wound. Additionally, they can manipulate small amounts of water to blind and surprise enemies, as well as making them slip on puddles, etc.
Cloud (10MP if used on allies, 15MP if used on enemies):
The element Cloud allows the mage to create mist and hide himself in fog. When hidden, the mage is harder to hit and to see. He can make a cloud large enough to cover up to two or three allies that are close. This element can also be used to make a condensed mist around an enemy, making it harder for them to see. However, this requires more energy and can only be used on one person at a time.
Thunder (15MP):
Thunder allows the user to create small explosions of energy from their palms. This is not long range. It can be used to knock an enemy back or to smash open a door. The blast is moderately powerful and creates a large boom of thunder upon use.
Lightning (15MP):
Lightning lets the mage throw bolts of electricity from their hands, shocking and damaging an opponent from a long range. These bolts are not terribly powerful, but they can start small fires and add up.
Level two:
Wind + Breath= Tornado (30MP):
The Tornado element lets the mage create powerful, condensed balls of wind that they can throw at enemies or use as shields. They can cause reasonable damage and protect a good part of the body. They can also be used to break down doors or smash through wooden walls.
Rain + Cloud= Hurricane (10MP per minute):
Mages with the element Hurricane can create swirling mists of air and water that will give their team an advantage in battle. This spell makes their whole party harder to hit, slows down enemies, and can blind weaker enemies with water and fog.
Thunder + Lightning= Storm (30MP):
The storm spell creates a condensed ball of electricity and then explodes it outwards, sending a volley of small daggers of electricity at opponents. This spell isn't good at smashing doors or bricks, but it is very good at inflicting pain on a group of opponents.
Level three:
Tornado + Hurricane= Tsunami (75MP):
Tsunami is a powerful element. It allows the mage to call up a massive pillar of water and send it crashing down on their enemies, doing massive damage and filling an area with ankle or knee deep water, depending on the situation. It can smash down a two story, wooden wall, or make a hole in a stone wall.
Hurricane + Storm= Tempest (10MP per second):
Tempest creates a dome of purple electricity with a radius of 3-4 meters around the caster, heavily damaging everything inside. This is very good at damaging enemy parties and destroying objects. However, this also hurts allies of the caster, so beware!
Level four:
Tempest + Tsunami= Sky (300MP):
Besides from giving the mage mastery of all other Sky elements, the Sky element allows the mage to call upon giant, rippling pillars of force from the heavens, creating a shockwave with a radius of about 6 meters where it falls. This can turn reasonably large houses into rubble, and severely damage, if not kill, all who fall in the blast.
