Magic
Primary Magic: Blue Magic
Secondary Magic: Banned
Caster or Holder: Caster
Description: The caster is an essential magic sponge that gains the ability to use any spell that hits them. While only so many spells can be obtained there is no spell he cannot obtain. While he can learn higher ranked spells he cannot cast them until ascending to the appropriate rank.
Strengths:
-Spell Sponge: If hit by any spell the caster gains the ability to cast that spell without any required training. Only with exception to higher ranked spells.
-Diversity: This magic will permit the caster to hold a wide variety of spells in his possession which can give him a tactical advantage.
-Lost and Found: While the methods of teaching Lost Magic are lost to time, they are still magic and Blue Magic can be used to replicate them as easy as any modern magic.
Weaknesses:
-Finite Collection: This magic's power is diversity but its diversity is limited in that he can only learn so many spells. He can learn no more than the average person.
-Earn or Die: The caster starts with no spells at all.
-Punching Bag: The caster must be hit with a spell and not die to learn a spell(really complicates getting spells of a higher rank).
-Donation Limit: The caster can only learn 1 spell from any one magic. Only one Lightning Dragon Slayer spell regardless of if he meets two different Lightning Dragon Slayers, inversely he could learn multiple spells from one person if they have a primary and a secondary magic of different elements. Magics of the same element from the same caster are considered too similar.
-Dedication: The caster of this magic may not have any: Secondary Magic, Tertiary Magic, Lineage, Weapons, Armors, or Pets. This is to make "memory room," for more spells.
-Take The Good With the Bad: The caster cannot pick and choose when he takes on a spell he takes on all of the spells weaknesses.
-Bad Combos: Upon taking a new into himself it is "volatile," for the current thread which doesn't mean anything other then it might react with other "volatile," spells. Any volatile spells of opposing elements existing at once will destroy each other leaving the caster empty handed and takes away 10% of their health.
Conflicting Elements:
Fire - Water
Earth - Air
Buff - Debuff
Heal - Poison
Holy - Dark
Arcane - Physical
Law - Chaos
Spells that do not obviously hit into one category will be sorted OOC by the player. Most everything should fit into or be related to one of the categories. If not they are thrown in Law(if the caster is a legal mage) or Chaos(if not). Metal spells will go in earth, magma in fire, ice in water, ect. Spells can count as multiple elements if they are something like a Fire Heal or an Air Debuff. If either element conflicts with any other volatile spell the spells will be destroyed. After the thread ends since a spell has been obtained they become "stable," and no longer react with spells of opposite elements. So it is possible to get both fire and water spells, just not at the same time. If this is done the spells can be re-obtained at a later date but not within the current thread of the volatile reaction.
-Too good for his own good: The caster will take on any and all spells that hit if they have a spell slot for it, like it or not. This can be used to force a volatile reaction on the caster or to waste their limited spell slots. However if a spell is volatile the caster can purge it from them(this involves magical puke) at any time but it takes them a while without interruption, essentially making it impossible mid combat(no set time, just understand it takes too long to use in battle or other times of action). If this is done the spell is lot forever and cannot be reclaimed ever but a new spell can be claimed from the same magic.
Lineage: Banned
Unique Abilities:
Spell Sponge: The caster gains any spell they are hit by. Spells will be copy and pasted from the original's magic into a thread labeled "Vincent's Blue Magic Spellbook," in the "Bank," sub-forum as to prevent constant locking and unlocking off this app. Spells from npcs will have a spell template created by the player. The Spellbook thread will include links to the threads in which the spell was obtained along with the specific post number. A mod can check this any time they or another player are suspicious of if and how the caster obtained a spell. NPC created spells will have to be approved by a mod.
Note on signature spells: Any signature spell that the caster learns is treated as a signature spell for him as well however he can only have one for each rank. Should he be hit by multiple signature spells of the same rank, which comes first will be treated as his signature spell and the other will be treated as a normal one.
Unique Collector: Any unique ability used on the caster can also be obtained. However by the nature of passive abilities "used on the caster," may prove difficult criteria to meet. Things such as a slayer's element consumption or dragon force just wouldn't work. It should also be noted the caster does not have any additional passive slots then a normal of his rank. That being the case passive abilities can also be purged in their "volatile," time window, but by that same token they also take on the element on the magic they come from and can react with other "volatile," spells and passives of conflicting elements. As a B-Rank the caster has 5 ability slots and 2 are already used up.... These too shall be logged in the Spellbook thread.
Primary Magic: Blue Magic
Secondary Magic: Banned
Caster or Holder: Caster
Description: The caster is an essential magic sponge that gains the ability to use any spell that hits them. While only so many spells can be obtained there is no spell he cannot obtain. While he can learn higher ranked spells he cannot cast them until ascending to the appropriate rank.
Strengths:
-Spell Sponge: If hit by any spell the caster gains the ability to cast that spell without any required training. Only with exception to higher ranked spells.
-Diversity: This magic will permit the caster to hold a wide variety of spells in his possession which can give him a tactical advantage.
-Lost and Found: While the methods of teaching Lost Magic are lost to time, they are still magic and Blue Magic can be used to replicate them as easy as any modern magic.
Weaknesses:
-Finite Collection: This magic's power is diversity but its diversity is limited in that he can only learn so many spells. He can learn no more than the average person.
-Earn or Die: The caster starts with no spells at all.
-Punching Bag: The caster must be hit with a spell and not die to learn a spell(really complicates getting spells of a higher rank).
-Donation Limit: The caster can only learn 1 spell from any one magic. Only one Lightning Dragon Slayer spell regardless of if he meets two different Lightning Dragon Slayers, inversely he could learn multiple spells from one person if they have a primary and a secondary magic of different elements. Magics of the same element from the same caster are considered too similar.
-Dedication: The caster of this magic may not have any: Secondary Magic, Tertiary Magic, Lineage, Weapons, Armors, or Pets. This is to make "memory room," for more spells.
-Take The Good With the Bad: The caster cannot pick and choose when he takes on a spell he takes on all of the spells weaknesses.
-Bad Combos: Upon taking a new into himself it is "volatile," for the current thread which doesn't mean anything other then it might react with other "volatile," spells. Any volatile spells of opposing elements existing at once will destroy each other leaving the caster empty handed and takes away 10% of their health.
Conflicting Elements:
Fire - Water
Earth - Air
Buff - Debuff
Heal - Poison
Holy - Dark
Arcane - Physical
Law - Chaos
Spells that do not obviously hit into one category will be sorted OOC by the player. Most everything should fit into or be related to one of the categories. If not they are thrown in Law(if the caster is a legal mage) or Chaos(if not). Metal spells will go in earth, magma in fire, ice in water, ect. Spells can count as multiple elements if they are something like a Fire Heal or an Air Debuff. If either element conflicts with any other volatile spell the spells will be destroyed. After the thread ends since a spell has been obtained they become "stable," and no longer react with spells of opposite elements. So it is possible to get both fire and water spells, just not at the same time. If this is done the spells can be re-obtained at a later date but not within the current thread of the volatile reaction.
-Too good for his own good: The caster will take on any and all spells that hit if they have a spell slot for it, like it or not. This can be used to force a volatile reaction on the caster or to waste their limited spell slots. However if a spell is volatile the caster can purge it from them(this involves magical puke) at any time but it takes them a while without interruption, essentially making it impossible mid combat(no set time, just understand it takes too long to use in battle or other times of action). If this is done the spell is lot forever and cannot be reclaimed ever but a new spell can be claimed from the same magic.
Lineage: Banned
Unique Abilities:
Spell Sponge: The caster gains any spell they are hit by. Spells will be copy and pasted from the original's magic into a thread labeled "Vincent's Blue Magic Spellbook," in the "Bank," sub-forum as to prevent constant locking and unlocking off this app. Spells from npcs will have a spell template created by the player. The Spellbook thread will include links to the threads in which the spell was obtained along with the specific post number. A mod can check this any time they or another player are suspicious of if and how the caster obtained a spell. NPC created spells will have to be approved by a mod.
Note on signature spells: Any signature spell that the caster learns is treated as a signature spell for him as well however he can only have one for each rank. Should he be hit by multiple signature spells of the same rank, which comes first will be treated as his signature spell and the other will be treated as a normal one.
Unique Collector: Any unique ability used on the caster can also be obtained. However by the nature of passive abilities "used on the caster," may prove difficult criteria to meet. Things such as a slayer's element consumption or dragon force just wouldn't work. It should also be noted the caster does not have any additional passive slots then a normal of his rank. That being the case passive abilities can also be purged in their "volatile," time window, but by that same token they also take on the element on the magic they come from and can react with other "volatile," spells and passives of conflicting elements. As a B-Rank the caster has 5 ability slots and 2 are already used up.... These too shall be logged in the Spellbook thread.
Last edited by Vincent on 9th July 2015, 3:15 pm; edited 3 times in total