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Magic Rules

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Destrukktokonn
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PostPosted: Thu Feb 25, 2010 4:21 pm


First, magic takes energy, so using it a lot will make you tired. If your character is a wisdom type, they will naturally have more magical energy (mana) than a valor or master type, since their focus is magic.
For non-keyblade wielders who have magic, if your character is not an avid magic user and focuses more on physical strength then magic will take a heavier toll on a person's stamina.

Cure: Cure heals damage, but does not replenish energy. You will still be tired and sore, even after using magic. The Cure spell and other variations of healing magic work with your body's natural healing process. So, in short, all I'm saying is you can't fix EVERYTHING with magic. Certain types of damage take time.

Defense Magic: If a character is strong enough, they can shatter defensive magic. The stronger they are, the further they can PUSH through the spell. The more mana a character pumps into the shield or the more focused the character is (like Kuroi), the stronger it is.

Attack Magic: Attack magic, like normal, gets stronger with stronger versions. But, it is also dependent on the focus and mana pumped into it. So, if it's a strong spell, but has less focus or mana, it will do less damage.


If you have a magic idea that your character can use that doesn't fall within the regular bounds of Final Fanasty or Square Enix based magic, you must give a description of it stating it's name, whether it is curing, offensive, or defensive, a description on how it works AS WELL AS if the magic can be learned by others. Specify who will be able to use it easily and who will have difficult learning, mastering, or even using the power. Also state if there are people who simply cannot use the magic.
PostPosted: Fri Feb 26, 2010 11:54 am


Magical Discharge


A Magical Discharge is basically dumping all of your mana into one giant attack. It's like a limit, but any magic character can do it so it's non-exclusive. The attack comes out, usually, like a magic laser that's, dependent upon your mana, capable of leveling a skyscraper. That's as strong as it can be and very few people can do more than one (I draw the line at four) in a day. Like a limit, once all your Magical Discharges have been used, it will leave you incredibly fatigued, but unlike a limit will leave you without the ability to use magic.

If you can fire more than one, your character best only be an avid magical user and have high amounts of mana, making it actually dangerous to use just one. However using a single mana discharge divides your power by 1 of the total amount of your magical ability. Also realize that each time you use a M Discharge, it becomes slightly weaker than the last and more tiring.

Number's and affects shall be determined like this:

A person with 4 MD's (Magical Discharges) has almost not physical prowess at all and relies absolutely on magic.
Each time you use an MD, you loss a level of Magic control. Firaga becomes Firra after first use, Firra becomes Fire after second use and after the third use it is physically demanding to use magic and you feel he affects of your own magic (i.e. fire will burn your hand or heat up the medium, blizzard will freeze it). After the forth you obviously cannot use anymore magic and should be exhausted to the point of collapse.

A person with 3 MD's has some knowledge but only enough to use to run away. After first use, Advancement magic is unusable, after second use, Intermediate magic is unusable and using magic is unusable. After final use you are depleted of your mana and you should feel exhausted to the point of it being hard to lift your weapon.

A Person with 2 MD's can fight but would likely lose if they only relied on their physical skill. After your first use, your magical strength is simply cut in half. After second use, you are exhausted to the point of not feeling comfortable in a fight.

A person with 1 MD has a perfect balance between magic and can fight. After first use, you should feel exhausted and weary, but not enough to not fight on.


If you can use multiple MD's, realize that for every one RP day that goes by, you gain one back.

Also, please be realistic. If you have been waisting mana and are near empty of it when using a Magical Discharge, chances are, you won't be able to fire as many and they won't be as strong.

Revan Maxwell
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Revan Maxwell
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PostPosted: Fri Feb 26, 2010 12:40 pm


Ultima D



Ultima D is only meant to be used against magic. Instead of taking damage from magic based attacks, it feeds on mana and used it to increase it's own solidity. When struck by physical attacks, it gives of as much magical discharge as the physical hit. If struck physically by magically embedded are altered items, it will absorb the magic and respond to the physical attack as it would normal attacks. Ultimate D cannot be shattered nor can it be absorbed or overloaded, not even by a magical discharge. Ulima D is as mana consuming as a Discharge because to sustain the shield magic, you must contain it's structure by "holding" instead of releasing it all at once. Ulima D also saps the user of all the users mana from either creating it or siphoning their magic as the "hold" it. So, in essence, Ultima D is like a Magical Discharge in terms of leaving you weak, exhausted, and mana less.

Ultima D was created by Kuroi's completed self and later mastered by Kuroi himself. It is almost impossible to learn Ultima D if one posses a magical discharge because it works on a inverted theory of the Discharge. Even if one who can use Magical Discharge can learn, it is literally impossible to match the strength and control of a person who doesn't simply because they would not be able to handle the opposing theory behind it because of their original tempering to the Magical Discharge.

The only way to learn it is to have Kuroi teach it to you. if you want to learn it, I will personally tell you in great detail how well you can use it. Only strong magic user or defensive users with slightly excessive mana can use this technique.

People with more than two Magical Discharge are incapable of learning Ultima D.

People who learn and Master Ultima D cannot learn Magical Discharge.

People who try to learn both around the same time will realize that their Ultima D and there Magical Discharge are both weak.

It is impossible to use Ultima D twice in one day. However, afer resting for several hours of resting, a Master can use magic again.
PostPosted: Tue Jun 01, 2010 4:40 pm


Forbidden Magic


First, let me start off by clarifying that this is not a list of magic you can not use. This is merely a list of magic that I find should be considered unfair and as such incredibly difficult to use, to the point of being incredibly taxing on the caster, unless backed by an outside influence. This list will be referenced in story and the cast must, if the choose to use any of the spells in the list, state that they are forbidden somewhere in the post. This way the opponent will know that the caster should be drained of LIFE energy, not mana. This means that, unless otherwise stated, you will be hurting yourself tyo do these spells, but with the result being severely detrimental to the target. (Since Razgriz is the most powerful mage we have at the moment, I'll use him as the example. If he were to use a spell from the following list, it would tax his life energy, meaning doing too many would drain him out and put hi into a coma. How long depends on how many and how powerful each one was.)

List


-Death: Drains the victim of life energy. Depending on how strong the victim is, they will either become incredibly weak, incapacitated, or comatose. Even death (or near death really) can occur depending on the strength of the caster and the strength of the victim.
-Death Sentence: Stronger version of Death.
-Holy: Light based attack aimed to iradicate the darkness. (made up effects to be more threatening) Strongest light based magic type attack.
-Holyra: Stronger Holy.
-Manipulate: Control enemies movements. This technique gives the person complete control over the persons actions (like Vanessa) but at the cost of them having to compete for dominance over the body. The stronger the caster, the more time to control the victim.
-Zombie: Resurrects the dead with a psuedo-soul, causing them to do the casters bidding, but retain the memories and abilities of the person pre-death.

Destrukktokonn
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Sands of Time (Old Threads)

 
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