Soooo recently I had an issue where on my alt, her magic was nearly pulled because it was labeled as Requip, but was blatantly caster...
And then more important issue was where in cbox someone asked me if Requip was caster or holder, and I was left going "uuhh..... I really don't know..."
So, this is a copy of what we have on the rules. It sounds like Requip magic is holder when casted through the weapon, but it doesn't establish that it has to be holder. However, we don't require any items to cast the initial spell for making the weapon. I'd like to request it to be specified that we are obligated to be holder wizards, and that all spells must be requips if the wizard is labeled as a requipper.
Next: In the chatbox, it was discussed that a requip that's a signature would have no active or passive ability. It was argued by the player I was talking to that it isn't in the rules. My argument was pulled from my alt, since I had a 100% answer to the fact that they can't have any abilities. But thinking of this a few minutes later, I realized I know a summon wizard with a summon that does have and active effect and is in fact his signature. So shouldn't a requip wizard be allowed to have a requip with either a passive or an active?
Side note: Thanks for adding https://www.fairytail-rp.com/t8369-hp-magic-and-damage-rules
And then more important issue was where in cbox someone asked me if Requip was caster or holder, and I was left going "uuhh..... I really don't know..."
Magic Rules: Requip wrote:This form of magic is based on the usage, summoning and/or creation of many different magical items, weapons and armor that are pulled from and stored in a magical pocket space. The items, weapons and armor a Requip mage uses are listed as spells. They are limited to 4 types of spells:
Support: (mostly lower rank, but not necessarily. Spells that enhance the user's physical abilities and his or her handling of the weapons and armor. Levitation, for example.)
Spell Armor: (the rank can vary, the higher the rank the better the spell armor. Spell armor can hold 1 passive ability and 1 active ability equal to its rank.)
Spell Weapon: (Requipers have a large arsenal of weapons, the power depends on the rank of the spell slot. Spell weapons can hold 1 passive ability and 1 active ability.) -
Special (the rank can vary, the higher the rank the more powerful the spell. A Special type of spell allows the Requiper to cast a qpell through a specific weapon or amor, or even combine multiple weapons with a specific armor into one unique offensive or defensive spell.)
Note: Whilst it costs MP to summon up a weapon or armor the abilities attached to that armor/weapon (the 1 passive and 1 active) do not cost any MP
- spoiler:
Durability of Requip Spells:
Weapons: The Weapon Spells can resist spells up to their rank, however if they are hit by a spell that his a higher rank than themselves they will instantly break,
Armors: The Armor spells will be based off of the normal durability rules, taking a set amoung of hits before they break.
So, this is a copy of what we have on the rules. It sounds like Requip magic is holder when casted through the weapon, but it doesn't establish that it has to be holder. However, we don't require any items to cast the initial spell for making the weapon. I'd like to request it to be specified that we are obligated to be holder wizards, and that all spells must be requips if the wizard is labeled as a requipper.
Next: In the chatbox, it was discussed that a requip that's a signature would have no active or passive ability. It was argued by the player I was talking to that it isn't in the rules. My argument was pulled from my alt, since I had a 100% answer to the fact that they can't have any abilities. But thinking of this a few minutes later, I realized I know a summon wizard with a summon that does have and active effect and is in fact his signature. So shouldn't a requip wizard be allowed to have a requip with either a passive or an active?
Side note: Thanks for adding https://www.fairytail-rp.com/t8369-hp-magic-and-damage-rules