Magic Academy

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KirbyBoy2000
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Magic Academy

#1

Post by KirbyBoy2000 » 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.

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#2

Post by Rubber Band Man » Wed Jan 12, 2005 8:23 pm

Name- Aquemini
Age- Shy when it comes to age
Gender- Male

Magic Specialty-
Quick- Thought/Gesture magic is strengthened, and occassionally may get cast for free. Other spell types are weaker slightly.


Stats
HP- 350
MP: 450


ATT 75
DEF 200
INT 75
RES 100
SPD 50


Ways to Cast Magic
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)
Drive- 500gp, 2 abilities of your choice, 2 Drive spells.

Items-
Md. Tonic-Heals 500HP. 50gp.


Equipment-
Sword- Attack +80. 100gp.
Leather Armor- Defense +50. 100gp


Magic Items
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.

Abilities:

Battering- Continuously beats opponent (Drive guage must be 75% full)
Shell- Hardens and increases defense
Dodge- Increases evasion

[ January 12, 2005, 09:47 PM: Message edited by: Spottieottiedopaliscious ]
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KirbyBoy2000
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#3

Post by KirbyBoy2000 » Wed Jan 12, 2005 8:38 pm

Umm... Two things
1) You start with the type of magic based on your specialty. In your case you start with- 500gp, any 2 spells, and 3 thought/gesture spells.
2)Your supposed to have spells. As of right now your character lacks any abilities at all.

Other than that your character is okay.

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#4

Post by Prince Toad » Wed Jan 12, 2005 11:24 pm

Name: Iliran Corth
Age: 30
Gender: Male
Magic Specialty: Runic
HP: 500
MP: 300
Attack: 50
Defense: 100
Intelligence: 100
Resistance: 100
Speed: 150
Spells:
Scribe's Gift (Gesture): Conjures a pencil and paper, which last for the rest of the battle and have unlimited use.
Scribe's Blessing (Gesture): Protects writing materials from harm.
Incendia (Writing): Deals continuous fire damage.
Opprimeris (Writing): May stun opponent.
Items:
Robes
Buckler
Small Mirror
Soft Boots
Spellbook
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#5

Post by Lord Umbra » Thu Jan 13, 2005 6:13 pm

Your last RP was closed because it was too popular, if I remember correctly. Yet it was fun just kicking things with my monk, especially because I had decided to skip the shop and thus was losing horribly.

Name: Areg
Age: 23
Gender: Male

Speech

HP: 200
MP: 600

Attack: 0
Defense: 150
Intelligence: 100
Resistance: 150
Speed: 100

Spoken Spells
Divine Word: Areg speaks a word of divine power, greatly increasing his defense and resistance. The next turn he will be healed slightly.
Paradox: Deals medium damage to one enemy, high chance of breaking opponent's concentration.
Demagogue: Areg uses his speaking skills to inspire his allies, as well as doing low damage to all foes.

Chant Spells
Monk's Mumblings: This spell has a duration of three turns. First turn, heavy healing. Second turn, medium healing. Third turn, light healing and light damage to all foes.
Silence Is Golden: This spell has a duration of three turns. Nothing happens on the first or second turn. On the final turn Areg will break his silence with a stream of incantations, doing heavy damage.

Rod
Robes
Orator Badge
Md. Ether
\"Be kind to your neighbor. He knows where you live.\"
- Anon.

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#6

Post by KirbyBoy2000 » Sat Jan 15, 2005 2:33 pm

Okay... I have all of your characters... But...
Andre- I'm not sure what type of character you want. You Put your magic specialty as Quick, yet later on you seem to switch to Drive... Also, you should have 4 or 5 moves based on your Magic Specialty, depending on what one you take. Also... when you make your spells, please specify The way the spell is to be cast.

PT- You went 50gp over. I'm guessing you'll want to keep either the buckler or Small Mirror, so get rid of one and your good.

Change these things and I'll update you into the stat topic.

[ January 15, 2005, 12:37 PM: Message edited by: KirbyBoy2000 ]

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#7

Post by Prince Toad » Sat Jan 15, 2005 7:32 pm

Get rid of the mirror, I guess.
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#8

Post by [sage] » Fri Jan 21, 2005 10:30 pm

Name- Tiran
Age- 18
Gender- Male

Magic Specialty- Balanced

Stats
HP: 550
MP: 250
Att: 0
Def: 100
Int: 300
Res: 100
Spd: 0

Spells:
Speech: Mana Shock: Deals heavy damage. Can be done to HP, MP or can be split between HP and MP (but each one is half normal)
Speech: Bloodline: For next few turns, Tiran takes half damage and the enemy takes the other half.
Drive: Recovery: The more damage he takes, the more hp he's healed for. 100% is full heal.
Thought: Mental Barrier: Blocks 1/3 of damage dealt.


Items-
Md. Tonic-Heals 500HP. 50gp. x6
Sm. Ether-Heals 250MP. 25gp. x6
Herb- Heals some status effects. x2
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.

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