Hi everyone,
Shard here. A lot of you know me. Some don't. Maybe some of you know me better as Zack or Naraku or one of the many many names i've had on site.
Recently, whilst creating one of my new character's magics a few things came up that made me think that there are perhaps a couple of things missing from the magic rules.
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The most obvious one is AOE spells.
Well, perhaps not the most obvious because we already have rules for AOE don't we. One person gets 100% and the rest get 75%.
However, that only really works for projectiles with an explosion of some sort at the end. Let's give an example of what I mean.
I fire a fireball at person A. They get the full extent of that damage, but the fireball explodes on contact scorching those within the range doing 75% of the total damage to each of them.
This is great and works well. It makes sense.
However, what happens if say I have a rain cloud above an area that pours down rain equally on everyone. IT doesn't make sense for one person to get more damage than others because everyone is hit equally. I'm not 100% sure how these should be handled though.
My initial thought is something like 75% for everyone in the area, but then that would make them potentially weaker than a normal one because you don't get to do 100% damage to anyone.
So perhaps how this should work is that it should do slightly more damage to everyone, but never 100% to anyone. Something like 80%. Slightly more.
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Secondly, we have ammo based spells. These are spells i'd define as you activating them and they give you a limited number of shots you can launch. These are not the same as multi-hit techniques exactly.
An example would be creating six orbs of light which I can fire off. I can fire these off at any point and until all six are used the spell doesn't go on cooldown.
The weakness of this spell is that until all shots are used the spell cannot cooldown and so can't be reused.
Think of it like charging a gun with magic. The gun stores the magic and can fire it off as bullets, but you can't charge it with anymore magic until all shots are fired and the gun has had time to 'cooldown'.
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Thirdly we have inverse effect spells. These are spells that are tricky to write, but essentially they will do greater effect to those stronger than you because of one reason or another.
The example I have is a spell that effects a person's perception of direction by messing with the electrical impulses of the body. This works better on those of higher rank because they are more accustomed to fighting, their body will not be able to adapt due to their reflexes preventing proper reaction. A D rank who hasn't had much combat experience will not have developed these reflexes and instincts so the spell will have less effect on them whilst an S rank or H rank would be so used to fighting by reflex or instinct that the spell has a great effect on them because they are reacting before they have a chance to think.
The big weakness of these is that you can use it to counter high ranks, but whilst you're focused on them the low ranks gank you.
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Now most of our rules are fine, but i feel at the moment we too strictly follow them because some people aren't aware that there are other variants possible.
I'd also like it added that people can't just make themselves immune to slayers because reasons. They need to have a genuine reason in the magic as a whole not just 'this spell is fire, but its errr special fire so slayers can't eat it'. We've seen in canon people eat variants of their element. Natsu ate all types of rainbow fire for example even though he thought some tasted horrible. Tehe only flames that he couldn't eat were god slayer or ones mixed with another element.
Shard here. A lot of you know me. Some don't. Maybe some of you know me better as Zack or Naraku or one of the many many names i've had on site.
Recently, whilst creating one of my new character's magics a few things came up that made me think that there are perhaps a couple of things missing from the magic rules.
-----------------------------------
The most obvious one is AOE spells.
Well, perhaps not the most obvious because we already have rules for AOE don't we. One person gets 100% and the rest get 75%.
However, that only really works for projectiles with an explosion of some sort at the end. Let's give an example of what I mean.
I fire a fireball at person A. They get the full extent of that damage, but the fireball explodes on contact scorching those within the range doing 75% of the total damage to each of them.
This is great and works well. It makes sense.
However, what happens if say I have a rain cloud above an area that pours down rain equally on everyone. IT doesn't make sense for one person to get more damage than others because everyone is hit equally. I'm not 100% sure how these should be handled though.
My initial thought is something like 75% for everyone in the area, but then that would make them potentially weaker than a normal one because you don't get to do 100% damage to anyone.
So perhaps how this should work is that it should do slightly more damage to everyone, but never 100% to anyone. Something like 80%. Slightly more.
---------------------------------
Secondly, we have ammo based spells. These are spells i'd define as you activating them and they give you a limited number of shots you can launch. These are not the same as multi-hit techniques exactly.
An example would be creating six orbs of light which I can fire off. I can fire these off at any point and until all six are used the spell doesn't go on cooldown.
The weakness of this spell is that until all shots are used the spell cannot cooldown and so can't be reused.
Think of it like charging a gun with magic. The gun stores the magic and can fire it off as bullets, but you can't charge it with anymore magic until all shots are fired and the gun has had time to 'cooldown'.
-----------------------------------
Thirdly we have inverse effect spells. These are spells that are tricky to write, but essentially they will do greater effect to those stronger than you because of one reason or another.
The example I have is a spell that effects a person's perception of direction by messing with the electrical impulses of the body. This works better on those of higher rank because they are more accustomed to fighting, their body will not be able to adapt due to their reflexes preventing proper reaction. A D rank who hasn't had much combat experience will not have developed these reflexes and instincts so the spell will have less effect on them whilst an S rank or H rank would be so used to fighting by reflex or instinct that the spell has a great effect on them because they are reacting before they have a chance to think.
The big weakness of these is that you can use it to counter high ranks, but whilst you're focused on them the low ranks gank you.
------------------------------------
Now most of our rules are fine, but i feel at the moment we too strictly follow them because some people aren't aware that there are other variants possible.
I'd also like it added that people can't just make themselves immune to slayers because reasons. They need to have a genuine reason in the magic as a whole not just 'this spell is fire, but its errr special fire so slayers can't eat it'. We've seen in canon people eat variants of their element. Natsu ate all types of rainbow fire for example even though he thought some tasted horrible. Tehe only flames that he couldn't eat were god slayer or ones mixed with another element.