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    Wandering Spells

    Eris
    Eris

    Lich of hell


    Lich of hell

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    Wandering Spells Empty Wandering Spells

    Post by Eris 4th August 2015, 12:32 pm

    I'm proposing a new type of spell comparable to a Guild Spell (Though they still fall short of Guild Spells) that makes it so you aren't as disadvantaged being a guildless mage.

    The Wandering Spells.

    Wandering Spells are sentient oceans of magic representing an element that seek out hosts to give them a portion of their power,  how doing so benefits the Wandering Spell remains to be seen.  Theoretically each usage of the Wandering Spell's power feeds the magic itself,  sustaining it.  Acting as a magical parasite of sorts.

    As such,  to grow in power Wandering Spells seek out mages and try to bond with them.



    This bonding process is incredibly difficult and trying,  and occurs at random throughout the would-be host's lives once they reach a certain level of power that draws the Wandering Spell to them.



    "Wandering Spell:
    A character may only possess 1 wandering spell at a time.
    Excess Wandering Spells can be stored in a Trophy Hall where they may be swapped out provided there is a topic in which the swap occurs before it is used elsewhere.   The Swap can't be used in topics that were created before the swap occurs on an OOC time frame.


    Wandering Spells cost 50,000EXP (Yes,  EXP, from jobs/events.  This MUST be recorded in your Bank along with your complete job topics whenever used.  You cannot expend more EXP than needed to maintain your current rank.) and 20%MP to use.  If the Wandering Spell does not match the type of any magic type you possess it instead costs 50%.   If the caster is not H-rank,  but is S-rank,  using the Wandering Spell consumes all MP.  Wandering Spells will deal H-rank damage to A-rank or less players that attempt to learn the spell (By touching the Grand Lacrima) or to those who did not earn the right to access it.



    Wandering Spells cannot exist with Guild Spells.   A character that gains a Guild Spell loses the ability to use the Wandering Spell,  or cannot gain one to begin with."


    I have made three Wandering Spells that can be seen here,  each is presented as a highly difficult 100y job.  This difficulty also makes it comparable to having to train a Guild Spell:
    https://www.fairytail-rp.com/t16161-wandering-spell-empire-of-flame#193062
    https://www.fairytail-rp.com/t16172-wandering-spell-descent-of-winter#193147
    https://www.fairytail-rp.com/t16185-wandering-spell-legion-of-bone#193226
    Edit: and a fourth 
    https://www.fairytail-rp.com/t16223-wandering-spell-sundering-of-earth#193524


    Last edited by Lady Red on 5th August 2015, 8:20 pm; edited 2 times in total


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    Wandering Spells NvVyM98

    Wandering Spells CkggyrF

    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    Rosetta Crawford
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    Wandering Spells Empty Re: Wandering Spells

    Post by Rosetta Crawford 4th August 2015, 1:10 pm

    Honestly, whilst i like the concept and I really do I don't think is needed.

    GUild spells can at maximum (unless guild forks out some serious money) be used by four people per guild.

    The reason guild spells exist is because they are great magical creations forms to defend the guild or help the guild. Guidless mages have no ties like this so I don't see why they need a guild spell equivalent. Particularly something that to use to full effectiveness only VIPs can ever get.



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    Wandering Spells Zack2_by_gramcrackers-d8ker96

    Wandering Spells Zack_by_ravenart5-d8j23c0

    Wandering Spells Zackrose_zpse9a22d85
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    Wandering Spells Empty Re: Wandering Spells

    Post by Mifune 4th August 2015, 1:18 pm

    The idea is that all spells come from somewhere.  The idea that "Guild Spell" level spells can be made for Guildless seems like a good story component, not just for Guildless mages, but for anyone who can acquire them.  

    I see Wandering spells as a sort of game changer, something that can be sought after and even fought over.

    Also how Guilds use Guild Spells is irrelevant. They're just a game mechanic to make things interesting. Wandering Guildless mages with the ability to cast Wandering Spells would make for some interesting twists IMO.


    Last edited by Shuhei on 4th August 2015, 1:22 pm; edited 1 time in total


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    Eris
    Eris

    Lich of hell


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    Wandering Spells Empty Re: Wandering Spells

    Post by Eris 4th August 2015, 1:22 pm

    Speed Demon Zack wrote:Honestly, whilst i like the concept and I really do I don't think is needed.

    GUild spells can at maximum (unless guild forks out some serious money) be used by four people per guild.
    It is needed, as an option. An Ace could pull a Guild Spell outa' their bum at any time and completely outclass any guildless mage.
    Four people, one of whom can use three such spells.

    Meanwhile it's not as if everyone and their mother is going to be able to use a Wandering spell.

    It will also cost EXP to utilize, giving something for H's to blow EXP on and a reason to keep doing jobs beyond personal story motivation.

    Even guild mages can still take on the challenge of obtaining a Wandering Spell, so it isn't irrelevant to guilds. It just lets a Guildless mage stand up a little more in the face of Aces.


    Wandering Spells still aren't to the same level as a full on Guild Spell though.


    Particularly something that to use to full effectiveness only VIPs can ever get.


    Like with any guild spell already in existence. And that is an issue with the site itself, not with wandering spells.
    Having a Wandering Spell also grants 1 non-H+ effect, an A-level spell, that anyone who claims victory against the Wandering Spell could use, making it relevant to anyone who wants to try.


    _____________________________________________________________________________________

    Wandering Spells NvVyM98

    Wandering Spells CkggyrF

    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    Decayuss
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    The Nephilim


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    Wandering Spells Empty Re: Wandering Spells

    Post by Decayuss 5th August 2015, 2:23 pm

    I agree with Shuhei, and I support this.

    I don't want to get into too much detail, but here's what I like:

    I like the fact that as a Guildless person, I wont be hindered or punished for refusing to just simply join a guild by not having access to such powerful spells. Should I ever encounter an Ace or a Guild Master who has a Guild Spell (not saying I intend to it's just if it happens), I would be at a disadvantage just because I chose not to associate myself with guilds. Not to mention: it still has the requirement of needing to be S or H rank in order to obtain, which is hard enough to reach that rank anyway. You see a lot of people saying they're going to do it but...never really happens. (That's an entirely different topic). Not to mention experience is required for each use, which could essentially replace a Guild Master's permission to use a spell for an Ace, and a person just can't use these spells in every thread and automatically win fights. Although I do think the cost is a bit heavy...whatever.

    Bottom line for me is: I support this as a current S rank Guildless, and probably soon-to-be H rank.


    _____________________________________________________________________________________

    Wandering Spells Deacy2
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    RockyTheRockiestRock
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    Wandering Spells Empty Re: Wandering Spells

    Post by RockyTheRockiestRock 5th August 2015, 11:29 pm

    I may not be a really powerful influence in this forum nor is my reputation enough to be leaving anything much of a say in this matter, but I will still give one if it counts for anything at all. To address this would also be touching onto some other issues that hinder some enjoyment in the forums, but to avoid bringing unnecessary dramas into this, I will keep my opinion strictly upon the idea of Wandering Spells.

    The idea of a specialized guild spell that is open for all people but earned through hardship, blood, and sweat is very welcoming to see because it pushes for that person pursuing it to truly desire it. Not just going after a spell that looks handy to have for the hell of it. I also fully support Siren's decision to make the cost very extreme for those who are not of the spell's corresponding element as well as making it cost EXP because it only furthers the idea of character development through taking this job rather than, "This spell looks very powerful, I think I want it."

    Yes, for a C rank like myself to be saying this is rather off, and I will probably not be touching H rank anytime soon. Yet, it is important that I will give my two cents on what can become a very interesting development for the forums as a whole.

    In short, I support this idea in the fullest


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    Wandering Spells Minh_by_ravenart5-d9drt2d
    Elijah
    Elijah

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    Wandering Spells Empty Re: Wandering Spells

    Post by Elijah 6th August 2015, 3:07 am

    I'll give my two cents on this.

    Firstly, the rank part of it. This just buffs higher ranks again, mainly H-ranks at that. Which is a bad thing, as they are already horribly overpowered, in terms of other ranks. Like 3 S-ranks equal one H-ranks. And spells like this, would just give more advantages to H-ranks, never mind the fact, that Dark mages haven't got a single H-rank, so all of these powers would go to the legal side, making events more unbalanced in term of power. Also, guild-spells are gated within a guild, reason why they can be more powerful. Oh and, H-ranks can only be gotten by VIP's, so it money gates these spells as well, which is again, not a good idea.

    Secondly, the guildless part. That's kinda the point, you aren't part of a guild, so you lose those bonuses. This is what makes guildless and people in a guild different. If these spells become a thing, then it removes one special aspect from a guild.

    Now, if these spells were weaker in terms of power, say C,B and A ranks, so that everyone could get them, it would give much more competition in terms of getting them and would make every type of mage go after them, not just the handful of H-rank, who want to be even stronger. And also, some guild spells, aren't even that strong and have quite high conditions on when to use them, not to mention being restricted in events, which wandering spells would need to be as well.
    Eris
    Eris

    Lich of hell


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    Wandering Spells Empty Re: Wandering Spells

    Post by Eris 6th August 2015, 8:35 am

    Note; I just woke up 40 minutes ago and feel irritable.
    Pardon any wording and tone that might come off as... I dunno,  sharp / passive aggressive. Or something like that.   I don't really intend it.


    Elijah wrote:I'll give my two cents on this.

    Firstly, the rank part of it. This just buffs higher ranks again, mainly H-ranks at that.

    You mean kinda like thems' guild spells that Aces get and leave non-aces and non-Guild Masters like yourself who get three?  

    Yeah...

    And S-ranks can acquire them if they can survive, they just can't solo it.


    never mind the fact, that Dark mages haven't got a single H-rank, so all of these powers would go to the legal side,

    Not very relevant.   Where the players go is the player's shtick.

    making events more unbalanced in term of power.

    You mean like the event that just threw two x-ranks out of nowhere backed by three H's?
    Events dgaf' about player ranks, let alone dark guild player ranks.  They provide the challenge regardless as they also benefit from Plot-Armors whenever they want to do something fancy,  excuses and go-aheads to do things above and beyond standard gameplay.


    Also, guild-spells are gated within a guild, reason why they can be more powerful.

    Meanwhile just for being in a guild or magically getting Guild Master they get a guild spell or three.
    Such characters,  they can't really lose unless they want to.
    [/quote]

    Oh and, H-ranks can only be gotten by VIP's, so it money gates these spells as well, which is again, not a good idea. [/quote]
    Not an issue with Wandering Spells.  The ranks are partially gated behind a paywall,  that's the site's own issue.   However,  that is also false.  Non-VIP can obtain H-rank.

    How?

    Oh right,  through guilds...  

    Seems perhaps I should make a job of some sort that would let people rank up without having to have a guild master.    Or,  H-rank mages could in general train an S-rank mage up and not necessarily guild masters.




    Secondly, the guildless part. That's kinda the point, you aren't part of a guild, so you lose those bonuses.
    These aren't bonuses.   They flat out make it so that the guild master of a guild and/or an ace is directly superior to a mage who doesn't fit with a guild.

    This is what makes guildless and people in a guild different. If these spells become a thing, then it removes one special aspect from a guild.

    There is far far far more things to draw one to guilds than their darn'tootin guild spells and I don't think anybody but S+ rank members who might be Aces even care what a guild's guild spell is.

    It is not "Special".  The site's clumped up into a literally a dozen,  literally a dozen,  different guilds able to make their own guild spells.

    Guild Spells still being customizable and variable,   and usually more powerful.   Wandering Spells all follow the same format.   They have a passive enviornmental attack.  They have a passive defense effect.   Then they have a passive utility (Elemental conversion).

    Meanwhile a guild spell could be a friggin' nuke.

    Wandering Spells help level the playing field.  



    Now, if these spells were weaker in terms of power, say C,B and A ranks, so that everyone could get them,

    Yeah, no.  That's not the point of this at all.  The point of this is an effect that can help support mages and provide a new sort of interesting survival "job" themed around that wandering spell.

    It's not a trinket from a shop.

    Other spells can already be handed out by other jobs should that job be approved.   Wandering Spells themselves give an A-rank spell as a secondary reward that helps keep it relevant even if you can't use the wandering spell.


    it would give much more competition in terms of getting them and would make every type of mage go after them, not just the handful of H-rank, who want to be even stronger.
    Oh boy,  they might want to be stronger.  I wonder who else that could apply to.
    Any rank.   Lower ranks especially in general.    
    S-ranks can gain these if they are capable of surviving.


    And also, some guild spells, aren't even that strong and have quite high conditions on when to use them,
    Kinda like thems' Wandering Spells which cost EXP to use the equivalent of a 10y job.

    not to mention being restricted in events, which wandering spells would need to be as well.
    That would be quite difficult I guess.   Adding 2 words to the event posts.  "And wandering spells" after "Guild".


    Last edited by Lady Red on 6th August 2015, 9:05 am; edited 2 times in total


    _____________________________________________________________________________________

    Wandering Spells NvVyM98

    Wandering Spells CkggyrF

    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    Elijah
    Elijah

    Berserker Knight


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    Wandering Spells Empty Re: Wandering Spells

    Post by Elijah 6th August 2015, 8:58 am

    Literally, you make it seem that guild mages get a lot of bonuses, but it's literally only guild spells, nothing else. Guildless even get the chance to make teams with dark guild members, so they don't even need to be a part of a guild, to make a team and gain the massive bonus increase in exp.

    The only non-VIP's that can get H, are singular members picked out by a guild master, that's it, there's no other way. And no, if a job would allow you to get to H, without a gm, it would literally mean we would have way too many H-rank, considering you can get S with one job now. It would throw off the ranks so badly. And honestly, i think that the instant H-rank the gm can give to a member, is too much. Instant ranks are horrible imo and only make sense for GM's, as a D-rank GM wouldn't make any sense, both OOC and IC.

    And an S-rank getting a H-rank spell, seems just too powerful and i find it the same with guild spells being able to be used by lower ranks, as they are supposed to be the pinnacle of power, but a lower rank can use them, while they can't use their own future H-rank spell.

    Also, there's not much of a playing field to level here, as most events and stuff are dark vs legal, with others joining the side they want. This would only level the playing field, if the weaker sides got the wandering spells, otherwise it just makes the playing field less balanced. Also, no guild goes against guildless mages, nevertheless use a guild spell on them.

    And the exp to utilize, makes no sense to me, as exp isn't a resource within IC, so this just brings OOC into IC. If a char has reached H-rank, well yes they have nothing to be done with exp, but that's kinda given, as they are max rank. Then again, most H-rank here bought or received their ranks, not actually worked for them.

    And no spells are being handed out by jobs, as that would break the limit on spell slots, that wouldn't make sense. And wouldn't tie into a person's magic, like an earth mage, suddenly requipping a powerful bow out of random, due to a spell they got.

    And still, using EXP as a resource, makes literally no sense in IC, it could be a higher mp cost than a regular spell, that would make sense, as it would put strain on the person. And using EXP as a resource, on an S-rank, would be very counterproductive and most of the times, they wouldn't use it.

    And your last message, dun get irritated here, it's a discussion, not a place to act like that.
    Eris
    Eris

    Lich of hell


    Lich of hell

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    Wandering Spells Empty Re: Wandering Spells

    Post by Eris 6th August 2015, 9:19 am

    Elijah wrote:Literally, you make it seem that guild mages get a lot of bonuses, but it's literally only guild spells, nothing else. Guildless even get the chance to make teams with dark guild members, so they don't even need to be a part of a guild, to make a team and gain the massive bonus increase in exp.
    Guild mages gain plenty. What I only care about is the guild spells and giving a counterpart of some sort.


    The only non-VIP's that can get H, are singular members picked out by a guild master, that's it, there's no other way. And no, if a job would allow you to get to H, without a gm, it would literally mean we would have way too many H-rank, considering you can get S with one job now. It would throw off the ranks so badly. And honestly, i think that the instant H-rank the gm can give to a member, is too much. Instant ranks are horrible imo and only make sense for GM's, as a D-rank GM wouldn't make any sense, both OOC and IC.
    Nobody said anything about instant ranks.

    And an S-rank getting a H-rank spell, seems just too powerful and i find it the same with guild spells being able to be used by lower ranks, as they are supposed to be the pinnacle of power, but a lower rank can use them, while they can't use their own future H-rank spell.
    That is the system.
    And one minute you're saying Wandering Spells are crazy for only being H's and now you're saying it's crazy that S-ranks might use one :/

    That'd be a site shtick then effecting such things in general and not an issue with Wandering Spells.

    Also, there's not much of a playing field to level here, as most events and stuff are dark vs legal, with others joining the side they want. This would only level the playing field, if the weaker sides got the wandering spells, otherwise it just makes the playing field less balanced. Also, no guild goes against guildless mages, nevertheless use a guild spell on them.
    That would be up to the sole choice of the ace or GM in question, fighting a guildless mage under the notion that at any moment they could win the fight in many cases by using their/one of their guild spells.

    And the exp to utilize, makes no sense to me, as exp isn't a resource within IC, so this just brings OOC into IC. If a char has reached H-rank, well yes they have nothing to be done with exp, but that's kinda given, as they are max rank. Then again, most H-rank here bought or received their ranks, not actually worked for them.
    EXP is life, essence, soul, growth, and the power behind a character. It represents a substantial aspect of a character's being. It is not just an OOC number.

    And no spells are being handed out by jobs, as that would break the limit on spell slots, that wouldn't make sense. And wouldn't tie into a person's magic, like an earth mage, suddenly requipping a powerful  bow out of random, due to a spell they got.
    It's what you were just saying -.-
    Jobs granting abilities separate from your magic types is something I highly encourage and is something that other jobs have done in the past. Non-standard job rewards are far more motivating than a jewel rewards. The economy runs off donator's sharing jewels, not jewels from jobs. Jewels from jobs are far to low to be able to compare.


    And still, using EXP as a resource, makes literally no sense in IC, it could be a higher mp cost than a regular spell, that would make sense, as it would put strain on the person. And using EXP as a resource, on an S-rank, would be very counterproductive and most of the times, they wouldn't use it.
    Again, Experience is the very core of a character's strength.
    That's why it's a sacrifice, a difficulty behind their use. You said that guild spells might have extreme costs behind, Wandering Spells can't be thrown about at whim and fancy.


    And your last message, dun get irritated here, it's a discussion, not a place to act like that.

    "I just woke up"
    "Pardon any wording and tone"
    "I don't really intend it."
    ^


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    Wandering Spells NvVyM98

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    Almyra Bys
    Almyra Bys

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    Wandering Spells Empty Re: Wandering Spells

    Post by Almyra Bys 6th August 2015, 1:15 pm

    Literally, you make it seem that guild mages get a lot of bonuses, but it's literally only guild spells, nothing else. Guildless even get the chance to make teams with dark guild members, so they don't even need to be a part of a guild, to make a team and gain the massive bonus increase in exp.
    Except guild mages have central location that makes sense for them to meet up in IC (Guildless technically have Ald-Ruhn, but IC that place makes no sense at all and none of them use it because they're guildless and wouldn't all go live in one place like a guild), guild bonuses for doing stuff with fellow members of your guild who aren't on your team. Guildless can make teams with dark guild mages, sure, but what about guildless who um... DON'T want to associate with criminals? Finding other guildless to join up with can be difficult, as they have no real place to meet up IC (because again, no one uses Ald-Ruhn). If you're so concerned about legal guilds having too much power, why not restrict wandering spells to only guildless, neutral, and dark guilds, or just to guildless and make them slightly weaker than guild spells?


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    Wandering Spells Empty Re: Wandering Spells

    Post by Ardere Kasai 8th August 2015, 11:45 am

    I never got to put in my two cents on this but honestly, I like the idea. There's not that many perks for being guildless, and rather than making being in a guild better, just have it be different. Rather than having so many positive perks in other things, make things different so people don't feel left out just cause they have a loner character. I have to agree with Almy on his point about power.


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      Current date/time is 23rd November 2024, 7:53 am