Weapon System/List

Discussion in 'Role Play Rules and Questions' started by Velyoukai, Jul 30, 2012.

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  1. Velyoukai

    Velyoukai Member new

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    Weapon Levels
    What types of weapons can be wielded is decided by your class. You'll notice that most classes specify a weight category along with the weapon type- Ylisse deviates from the games in that we've divided Swords, Lances, and Axes into lightweight, mediumweight, and heavy categories to create more diversity amongst the classes that can use the same weapon. Weapon level is shared between weight categories.

    The complexity and general power of the weapons or spells you can create and wield are determined by your Weapon Level, which is denoted by a letter and a fraction. Your starting Weapon Level is indirectly chosen upon creation, as it is proportional to your starting level: A level 1 character starts with an E-rank in all weapons, a level 10 character starts with a C-rank in their primary weapon type and a D-rank in their secondary weapon type if they have one, and a level 10/1 character starts with a C in their primary weapon type and an E-rank in any weapon types gained from their promotion.

    E is the lowest possible weapon level, followed by D, C, B, and finally A. How far you are from reaching your next weapon rank is shown by the fracture behind the letter. All weapon ranks require five 'points' to increase. Upon creation, the weapon levels are freshly gained, and thus all start at 0/5. Upon the completion of roleplaying threads, the grading moderator may award anything between no experience to 5/5 of a weapon rank. Note that this means that a D-rank with 3/5 experience can grow to at most a C-rank with 3/5 experience, not at most a C-rank at 0/5.


    Weapon Creation
    Weapons in the Ylisse RP are entirely custom-made form-wise, while the less subtle effects are limited by the modifiers that are placed on them. For every weapon rank a character gains, they can pick one modifier of the corresponding rank: so a C-rank spell would have at most one E-rank modifier, one D-rank modifier, and one C-rank modifier. Multiple modifiers from one rank can't be chosen, except if an A-rank weapon or spell uses the Masterful modifier. Picking a modifier from each rank is not mandatory, but skipping a rank results in a modifier less on your weapon or spell. In addition, materials for physical weapons overwrite each other, meaning a weapon can only have a D-rank OR a B-rank modifier, not both. This limitation does not apply to spells and Staves.

    As such, the maximum number of modifiers on physical weapons is four, whereas the maximum on spells is five. The exception to this are weapons wielded by the classes Berserker, Sniper, Swordmaster and Halberdier. At A-rank, these 'mastery' classes can apply an additional modifier from any rank to their weapons. There is no minimum number of modifiers- a spell or weapon can be as basic as the RPer wishes.

    It should be noted that unlike in the games, weapons in the RP do not have a finite number of uses. Weapons will only break if the RPer so wishes for whatever reason.

    This may all sound a little complicated. If so, refer to the example below. If after reading the example, there are still confusing aspects, contact a moderator.


    Example
    Name: Julia
    Class: Pegasus Knight
    Level: 1
    Weapon levels: Lightweight Lances (E 0/5)

    Julia begins with an E-rank in Lances, and her class restricts her to lightweight lances only. She carries a Bronze Pilum and a Bronze Javelin with her. The Javelin is for ranged attacks, and as such she chooses the Thrown modifier for it. The Pilum instead gets Chain, so that the odds of Julia losing it when fighting in the skies are that much lower and so that she doesn't have to get QUITE as close when using it.

    As she survives through many battles with her two trusty weapons, Julia reaches Lances level D and upgrades both weapons to be made of Iron, for better durability and more punch.

    Living through more battles and gaining more skill with the lances, Julia reaches Lances level C. Because her superiors often make her fight magic users because of her naturally high resistance, she adds Wither to her Pilum to enhance her effectiveness in this role. Her Javelin, however, is good as it is, and as such she chooses to not apply any of the available C-rank modifiers to it.

    And so forth. Julia can repeat this process with as many weapons as she can reasonably own, as often as she likes, as long as she only works within the limits of her weapon level and the weight classes that her class allows- for example, she can't make a Great Halberd, as Pegasus Knights can't use heavy Lances.
    Last edited by a moderator: Aug 24, 2013
  2. Velyoukai

    Velyoukai Member new

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    Swords
    Favoured by many, swords are as versatile as the warriors who wield them; ranging from daggers to sabres to massive greatswords. They're balanced in terms of weight and strength, being light enough that their wielders can move largely unhindered, but also strong enough that they can dish out sufficient pain. In the weapon triangle, swords best axes but are bested by lances.

    Lightweight Swords (open)

    • Combat Dagger
    • Throwing Knife
    • Rapier
    • Katti
    • Gladius
    Mediumweight Swords (open)

    • Scimitar
    • Saber
    • Spatha
    • Broadsword
    Heavy Swords (open)

    • Longsword
    • Nodachi
    • Zweihander
    • Claymore


    Sword Modifiers
    E-rank (open)
    All weapons start out as bronze versions of themselves. In addition, at E-rank any of these modifiers can be taken:
    • Massive (Heavy only) -The weapon is immense and heavy, even more so than normally, causing it to easily smash through defenses that would stop lesser weapons.
    • Nonlethal - A great magic coats the weapon, making it so that no matter the force behind the blow, nor the sharpness of strikes, attacks with this weapon will not kill the target. Whether this is used for mercy or for cruelty is up to the RPer, however.
    • Piercing - Pure, unaltered magical energy is infused into the weapon, causing it to slip through and pierce armor with greater ease.
    • Poison - The weapon has been remade to include a core of magical poison that seeps through the weapon's blade. The poison eats away at the injured person's stamina, causing them terrible pain until it fades.
    • Rending - The blade of the weapon is viciously sharp, sometimes to the point of jagged, irregular edges, making it much easier for the blade to rip through flesh.
    • Ridersbane - The weapon in imbued with a dark magic that causes its blows to be even more lethally effective against horses and pegasi.
    • Thrown (Light only) - The weapon is light enough to double-serve as a throwing weapon. When used as such it is still accurate.
    D-rank (open)

    • Iron - Rather than Bronze, the weapon is forged out of Iron, making it slightly more durable, heavier, and overall more effective.
    • Glass - A strange material that's not the same as the glass used in windows. Weapons forged from it must be handled with care as they are more fragile than bronze or iron, but are also much sharper.
    C-rank (open)

    • Enchanted - The weapon is enchanted with magic, allowing for the weapon to gain an elemental effect. The RPer chooses the specifications of what the enchantment does.
    • Debilitating - Whether it be stunning, putting the target to sleep, cutting off all access to their magic, or something else altogether, Debilitating weapons somehow hinder whoever they hit.
    • Wither - The weapon includes a core of magical poison, which at a first glance does nothing, but over time slowly but surely eats away at the magic reserves of whoever is hit by it.
    • Killer - A dark magic is infused with the weapon, causing it to hunger for blood. With each attack that draws blood, the weapon itself grows stronger and tougher, making it even easier to attack more and gain more blood.
    • Reverse - Through unusual design or magic, the weapon reverses the weapon triangle.
    • Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
    B-rank (open)

    • Silver - Instead of bronze or iron, the weapon is forged out of a silver alloy. This makes it less durable, but sharper than steel, and more effective overall than bronze or iron.
    • Steel - Rather than bronze or iron, the weapon is forged out of steel. This makes it more durable than any other material and more effective to use than lesser materials, if not as sharp as silver.
    • Spellsilver - The weapon is made of a rare ore that, while no more durable or sharp than ordinary iron, has a peculiar aura that can bolster a friendly enchantment or soften the sting of an enemy spell.
    A-rank (open)

    • Breaker - (Requires Piercing) Enough powerful, pure magic empowers the weapon that with enough force behind the blow, one can smash and break away the weapons and armor of others.
    • Brave - The weapon is filled with magic that enhances the swiftness, power, or any other attribute of the one who wields it to near-inhuman extents.
    • Cursed - Dark magic curses the weapon, causing it to naturally invoke unease. It also stores an enchantment of Dark magic chosen by the RPer, to whatever Dark effect they desire.
    • Dragonblessed - The weapon is blessed by Naga to encompass magic beyond human reach. What exactly this magic does is up to the RPer.
    • Unbreakable - A great magic holds this weapon together no matter the forces it may weather, preventing the weapon from ever being broken, even by magics intended to shatter even the strongest of steels.
    • Masterful - The weapon can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements. Even with Masterful, only one material modifier can apply to a single weapon.
    Last edited by a moderator: Dec 3, 2013
  3. Velyoukai

    Velyoukai Member new

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    Lances
    Lances are the chosen weapon of many mounted warriors, although certain footmen choose them as well. While generally consisting of a long wooden shaft with a metal head, a lance could also be entirely forged from metal. Lances offer good range and are usually lighter than other weapons of the same weight category, but are also the least destructive of the three melee weapon types. In the weapon triangle, lances best swords but are bested by axes.

    Lightweight Lances (open)

    • Javelin
    • Pilum
    Mediumweight Lances (open)

    • Spear
    • Lance
    • Glaive
    Heavy Lances (open)

    • Greatlance
    • Halberd
    • Pike


    Lance Modifiers
    E-rank (open)
    All weapons start out as bronze versions of themselves. In addition, at E-rank any of these modifiers can be taken:
    • Chain - The weapon is equipped with a chain, allowing for more range and easy retrieval.
    • Great (Heavy Only) -The weapon is immense and heavy, even more so than normally, causing it to easily smash through defenses that would stop lesser weapons.
    • Poison - The weapon has been reforged/remade to include a core of magical poison that seeps through the weapon's blade. The poison eats away at the injured person's stamina, causing them terrible pain until it fades.
    • Ridersbane - The weapon in imbued with a dark magic that causes its blows to be even more lethally effective against horses and pegasi.
    • Thrown (Light- and Mediumweight only) - The weapon is light enough to double-serve as a throwing weapon. When used as such it is still accurate.
    D-rank (open)

    • Iron - Rather than Bronze, the weapon is forged out of Iron, making it slightly more durable, heavier, and overall more effective.
    • Glass - A strange material that's not the same as the glass used in windows. Weapons forged from it must be handled with care as they are more fragile than bronze or iron, but are also much sharper.
    C-rank (open)

    • Debillitating - Whether it be stunning, putting the target to sleep, cutting off all access to their magic, or something else altogether, Debilitating weapons somehow hinder whoever they hit.
    • Killer - A dark magic is infused with the weapon, causing it to hunger for blood. With each attack that draws blood, the weapon itself grows stronger and tougher, making it even easier to attack more and gain more blood.
    • Reverse - Through unusual design or magic, the weapon reverses the weapon triangle.
    • Enchanted -The weapon is enchanted with magic, allowing for the weapon to gain an elemental effect. The RPer chooses the specifications of what the enchantment does.
    • Wither - The weapon includes a core of magical poison, which at a first glance does nothing, but over time slowly but surely eats away at the magic reserves of whoever is hit by it.
    • Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
    • Piercing - Pure, unaltered magical energy is infused into the weapon, causing it to slip through and pierce armor with greater ease.
    B-rank (open)

    • Silver - Instead of bronze or iron, the weapon is forged out of a silver alloy. This makes it less durable, but sharper than steel, and more effective overall than bronze or iron.
    • Steel - Rather than bronze or iron, the weapon is forged out of steel. This makes it more durable than any other material and more effective to use than lesser materials, if not as sharp as silver.
    • Spellsilver - The weapon is made of a rare ore that, while no more durable or sharp than ordinary iron, has a peculiar aura that can bolster a friendly enchantment or soften the sting of an enemy spell.
    A-rank (open)

    • Beastbane -The weapon in imbued with a dark magic that causes its blows to be even more lethally effective against horses, Pegasi, and Wyverns.
    • Brave - The weapon is filled with magic that enhances the swiftness, power, or any other attribute of the one who wields it to near-inhuman extents.
    • Cursed -Dark magic curses the weapon, causing it to naturally invoke unease. It also stores an enchantment of Dark magic chosen by the RPer, to whatever Dark effect they desire.
    • Dragon-Blessed - The weapon is blessed by Naga to encompass magic beyond human reach. What exactly this magic does is up to the RPer.
    • Unbreakable - A great magic holds this weapon together no matter the forces it may weather, preventing the weapon from ever being broken, even by magics intended to shatter even the strongest of steels.
    • Masterful - The weapon can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements. Even with Masterful, only one material modifier can apply to a single weapon.
  4. Velyoukai

    Velyoukai Member new

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    Axes
    Axes are generally wielded by burly, powerful warriors who seek great power. They are the heaviest and most powerful of the three melee weapon types, meaning one has to be very strong to wield them but the payoff is well worth it. In the weapon triangle, axes best lances but are bested by swords.

    Lightweight Axes (open)
    • Throwing Axe
    • Light War Ono
    • Club
    Mediumweight Axes (open)
    • War Axe
    • Poleaxe
    • Mace
    Heavy Axes (open)
    • Battle Axe
    • Great Poleaxe
    • Hammer


    Axe Modifiers
    E-rank (open)
    All weapons start out as bronze versions of themselves. In addition, at E-rank any of these modifiers can be taken:
    • Chain - The weapon is equipped with a chain, allowing for more range and easy retrieval.
    • Crushing - Pure, unaltered magical energy is infused into the weapon, causing it to crush armor with greater ease.
    • Massive (heavy only) - The weapon is immense and heavy, even more so than normally, causing it to easily smash through defenses that would stop lesser weapons.
    • Poison - The weapon has been remade to include a core of magical poison that seeps through the weapon's blade. The poison eats away at the injured person's stamina, causing them terrible pain until it fades.
    • Thrown (Light- and Mediumweight only) - The weapon is light enough to double-serve as a throwing weapon. When used as such it is still accurate.
    D-rank (open)
    • Iron - Rather than Bronze, the weapon is forged out of Iron, making it slightly more durable, heavier, and overall more effective.
    • Glass - A strange material that's not the same as the glass used in windows. Weapons forged from it must be handled with care as they are more fragile than bronze or iron, but are also much sharper.
    C-rank (open)
    • Breaking (Requires Crushing) - Enough powerful, pure magic empowers the weapon that with enough force behind the blow, one can smash and break away the weapons and armor of others.
    • Debillitating - Whether it be stunning, putting the target to sleep, cutting off all access to their magic, or something else altogether, Debilitating weapons somehow hinder whoever they hit.
    • Enchanted - The weapon is enchanted with magic, allowing for the weapon to gain an elemental effect. The RPer chooses the specifications of what the enchantment does.
    • Killer - A dark magic is infused with the weapon, causing it to hunger for blood. With each attack that draws blood, the weapon itself grows stronger and tougher, making it even easier to attack more and gain more blood.
    • Reverse - Through unusual design or magic, the weapon reverses the weapon triangle.
    • Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
    B-rank (open)
    • Silver - Instead of bronze or iron, the weapon is forged out of a silver alloy. This makes it less durable, but sharper than steel, and more effective overall than bronze or iron.
    • Steel - Rather than bronze or iron, the weapon is forged out of steel. This makes it more durable than any other material and more effective to use than lesser materials, if not as sharp as silver.
    • Spellsilver - The weapon is made of a rare ore that, while no more durable or sharp than ordinary iron, has a peculiar aura that can bolster a friendly enchantment or soften the sting of an enemy spell.
    A-rank (open)
    • Beastbane - The weapon in imbued with a dark magic that causes its blows to be even more lethally effective against horses, Pegasi, and Wyverns.
    • Brave - The weapon is filled with magic that enhances the swiftness, power, or any other attribute of the one who wields it to near-inhuman extents.
    • Cursed - Dark magic curses the weapon, causing it to naturally invoke unease. It also stores an enchantment of Dark magic chosen by the RPer, to whatever Dark effect they desire.
    • Dragon-Blessed - The weapon is blessed by Naga to encompass magic beyond human reach. What exactly this magic does is up to the RPer.
    • Unbreakable - A great magic holds this weapon together no matter the forces it may weather, preventing the weapon from ever being broken, even by magics intended to shatter even the strongest of steels.
    • Masterful - The weapon can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements. Even with Masterful, only one material modifier can apply to a single weapon.
  5. Blonde Panther

    Blonde Panther Not always sweet and delicate vet

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    Bows
    Bows are the only purely ranged weapon type available to those who specialize in physical means of attack and exist outside of the weapon triangle. They leave the users helpless in close combat, but make them a threat to be reckoned with at range. All modifiers are applied to the arrows, rather than to the bow, unless stated otherwise. Ylisse allows bow-wielding characters to wield shortbows, longbows, or crossbows, depending on their own preference.

    E-rank (open)
    All weapons start out as bronze versions of themselves. In addition, at E-rank any of these modifiers can be taken:
    • Barbed - The arrowhead is equipped with a hook-like protrusion that makes it harder, and painful, to remove it from one's body.
    • Dull - The arrowhead is dulled to the point where it can't very easily rend flesh. Impact will still hurt, though.
    • Poison - The weapon has been remade to include a core of magical poison that seeps through the weapon's blade. The poison eats away at the injured person's stamina, causing them terrible pain until it fades.
    • Broadhead - The arrows have sharp, hardened blades in lieu of a regular arrowhead, and deal more damage (and inflict worse wounds) on impact. As a result, though, they are heavier and less precise than a thinner-headed arrow.
    D-rank (open)
    • Iron - Rather than Bronze, the weapon is forged out of Iron, making it slightly more durable, heavier, and overall more effective.
    • Glass - A strange material that's not the same as the glass used in windows. Weapons forged from it must be handled with care as they are more fragile than bronze or iron, but are also much sharper.
    C-rank (open)
    • Anima(Assault) - The arrows themselves are enchanted with magic to allow them to be fired as elemental attacks, similar to weakened spells themselves. Common examples are archers firing fireballs from atop parapet walls and nomads taking down feral wyverns with blasts of razor sharp wind blades.
    • Killer - The blade of the weapon is viciously sharp, sometimes to the point of jagged, irregular edges, making it much easier for the arrow to rip through flesh.
    • Beastbane - The weapon is imbued with a dark magic that causes its blows to be even more lethally effective against horses, Pegasi, and Wyverns.
    • Debilitating - Whether it be stunning, putting the target to sleep, cutting off all access to their magic, or something else altogether, Debilitating weapons somehow hinder whoever they hit.
    • Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
    B-rank (open)
    • Silver - Instead of bronze or iron, the weapon is forged out of a silver alloy. This makes it less durable, but sharper than steel, and more effective overall than bronze or iron.
    • Steel - Rather than bronze or iron, the weapon is forged out of steel. This makes it more durable than any other material and more effective to use than lesser materials, if not as sharp as silver.
    A-rank (open)
    • Cursed - Dark magic curses the weapon, causing it to naturally invoke unease. It also stores an enchantment of Dark magic chosen by the RPer, to whatever Dark effect they desire.
    • Dragon-Blessed - The weapon is blessed by Naga to encompass magic beyond human reach. What exactly this magic does is up to the RPer.
    • Shattering - The arrowhead is brittle, shattering into many sharp pieces upon impact.
    • Anima(Trapping) (Applies to Bow)- The bow itself is enchanted to create and launch magical effects without the need for arrows. The bow can launch things such as tentacle-vine ambushes and floes of ice to hold their foes.
    • Masterful - The weapon can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements. Even with Masterful, only one material modifier can apply to a single weapon.
  6. Blonde Panther

    Blonde Panther Not always sweet and delicate vet

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    Magic
    Magic is the power of the world around us shaped into spells that are unhindered by armor and can create a variety of unnatural, strange effects depending on the will of the caster. It exists outside of any weapon triangle and its users are more varied than those of any other weapon type.

    Dark Magic is a very rare branch of magic practiced exclusively by the Dark Mages of Plegia. It is more destructive than the Anima magic practiced elsewhere, but according to rumors it is more dangerous than Anima, as well.

    Modifiers that are marked as 'Dark Only' can only be used by Dark Mages and Sorcerers. Modifiers that are marked as 'Anima Only,' on the other hand, can only be used by Lords, Tacticians, Mages, Great Lords, Grandmasters, Sages, Valkyries, Dark Fliers, and Nomadic Trappers.

    Dark Knights promoted from Dark Mages can use Dark Only modifiers. Dark Knights promoted from Mages can use Anima Only modifiers.

    E-rank (open)
    At E-rank, all spells have their basic form and function. In addition, any one of these modifiers can be taken:
    • Defensive - The spell is utilized in a defensive manner, such as creating a magical shield.
    • Corrode - The spell causes armor or weapons that come into contact with them to somehow weaken or become brittle.
    • Delay - The spell can be delayed, rather than it immediately springing to action upon being cast.
    • Nonlethal (Anima Only) – Either through conscious holding back or through a limit imposed on the spell, it is incapable of killing.
    • Malady (Dark Only) - The spell causes the target to experience physical agitation as well as pain. Examples includes dizziness or the infliction of a minor illness.
    D-rank (open)
    • Complex – The mage has more control over the spell even after cast, making for a variety of possible effects. A fireball could split off into multiple fireballs or explode, or a bolt of lightning could curve around at will.
    • Potency – The mage can add much more magic to the spell upon casting it, doubling or possibly tripling its destructive power.
    C-rank (open)
    • Pestilence (Dark Only, requires Malady) - The spell can inflict targets with a wide variety of physical ailments, including cramps, vomiting, and even serious illness with repeated exposure.
    • Drain (Dark Only) - The spell drains the life force from its targets, giving it to the caster instead.
    • Martial - The spell is unaffected by the target’s resilience against magic. Instead, it can be blocked by armor.
    • Killer - The spell seems sentient, hungering for blood. This makes it hard to control but far more powerful.
    • Area of Effect – Instead of targeting a single person or beast, the spell is applied to an area.
    • After-effect (Anima Only) – Even after being cast, and after the mage stops upholding the spell, it remains active and dangerous for a few minutes longer.
    • Attune (Anima Only) - The spell is greatly empowered when the mage's surroundings reflect that of the spell's element. For instance, stormy weather would improve a thunder spell, while a blizzard would strengthen an ice spell.
    • Disturb (Dark Only) - The spell has a more malicious aura than usual, and can engender fear in the caster's enemies more easily than another spell of its caliber.
    B-rank (open)
    • Ritual - The mage can choose to cast the spell by engaging in a lengthy ceremony that may require reagents. While rarely practical in the middle of a heated combat, the power of spells cast in this manner, including their other modifiers, is greatly enhanced.
    • Silentspell - The mage can cast the spell without a verbal incantation and with more subtle gestures, allowing them to employ it in a more stealthy and efficient fashion.
    A-rank (open)
    • Siege - The spell is capable of hitting targets at extreme ranges, as far as a battlefield away. Such spells tend to be highly inaccurate and hazardous to use at close ranges, however.
    • Beastbane - The spell is imbued with a special kind of power that causes it to be especially effective against horses, Pegasi, and Wyverns.
    • Brave – Either through design or through a process that decreases their required casting time, the mage can cast the spell twice as fast or twice as often as any other.
    • Dragon-blessed - The spell is blessed by Naga or Grima to hold magic beyond human reach. What exactly this blessing does is up to the RPer.
    • Masterful - The spell can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements.
    • Thrall (Dark Only) - When a target is killed by a spell with the Thrall modifier, the mage may bind their spirit to his/her will, creating an undead servant known as a Risen. The Risen retains all of the combat prowess they had in life, but are otherwise bestial and unsuitable for stealth. However, only one Risen may be created and bound at a time, and while it will not attack its master, the Risen hungers for flesh and will attack anyone who draws near, including the mage's allies. Suppressing this urge takes a great amount of concentration on the part of the caster. Additionally, most civilized societies consider necromancy abhorrent.
    • Terraforming (Anima Only, requires Area of Effect) - The mage can use their elemental power to transform the very landscape around them for a time. The exact type of terrain created depends on the element of the spell (Fire might create a volcanic crater, while Water might create a massive lake), but the mage can exert some control over the layout. This can disorient and disrupt enemies as well empower the mage's own spells.
    • Derange (Dark Only, requires Disturb) - The spell has such an unnatural presence that its victims feel noticeable mental strain while under its effects; this can range from unease, to gibbering insanity depending on the strength and intent of the wielder and the target.
  7. Blonde Panther

    Blonde Panther Not always sweet and delicate vet

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    Staves
    A very special kind of magic is that used by staff wielders. Using staves or similar catalysts, these spells are designed to aid allies or hinder enemies, rather than directly wounding their targets. Examples of what staff magic can do are healing wounds, strengthening the magical defenses of an ally, or putting an enemy into a deep sleep. Generally speaking, a single staff can be infused with only a single spell.

    E-rank (open)
    At E-rank, all Staves are infused with the basic effect of their spell. In addition, any of these modifiers may be applied:
    • Selfspell – The mage can target themselves with the staff.
    • Delay – Rather than taking effect immediately after the cast, the mage can delay the effect of the staff's spell.
    • Faithful - The staff can only be used by a member of a specific religion- Naganite or Grimleal. The effect of the staff is stronger on fellow worshippers if positive, or stronger on opposing worshippers if negative.
    • Undo (Not available for healing staves) - The staff can remove its own effect from a target. For example, if the staff puts an enemy to sleep, it can also rouse an ally from it.
    D-rank (open)
    • Potency - The mage can add much more magic to a spell upon casting it, doubling or possibly tripling its power.
    • Fighting Fit - The staff is balanced more finely than most, making it more suitable as a bludgeon.
    C-rank (open)
    • Doublespell (Requires Selfspell) - Whenever the staff is used on someone else, the effect is also applied on the user themselves.
    • Constant - As long as the user focuses on maintaining the effect of the spell, it remains effective. Particularly useful for spells that hinder enemies.
    • Immunity (negative effects only) - By holding the staff, the wielder becomes immune to its effect. Wielding a staff that Silences enemy mages would make the user unable to be silenced.
    • Range – Rather than targeting someone close to them, the mage can choose to target someone a small distance away.
    • Empathic - The staff seems to have a mind of its own, and can warn its wielder of the peril of allies or approaching danger somehow, such as a gem at the top of the staff glowing.
    • Quick-draw - Whether through magic or design, the weapon jumps into the wielder's hands when they reach for it, allowing it to be drawn in an instant.
    B-rank (open)
    • Hybrid – The mage can apply two different effects to the same staff.
    • Area of Effect – The staff can target a certain area, rather than a single person.
    A-rank (open)
    • Discriminate (Requires Area of Effect) – When using a staff with an area of effect, the mage can discriminate between friends and foes and choose who to affect.
    • Dragon-blessed - The staff is blessed by Naga to hold magic beyond human reach. What exactly this blessing does is up to the RPer.
    • Reflect (Requires Immunity) - If targeted by a spell with the same effect of the staff, the spell is reflected back at the caster.
    • Simultaneous (Requires Hybrid) - Both effects imbued into the staff can be applied to a target at the same time, or to two different targets at once.
    • Masterful - The staff can, instead of an A-rank modifier, utilize an additional modifier from a lower rank, provided the user meets all other requirements.
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