Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    Alexander Enderson's Magic

    Evilalex
    Evilalex

    1 Year Anniversary- Player 
    Lineage : Rage of the Soul Thorn
    Position : None
    Posts : 17
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 0

    Alexander Enderson's Magic Empty Alexander Enderson's Magic

    Post by Evilalex 10th February 2014, 4:43 pm

    Magic

    Primary Magic: Death Puppetry (Shi ningyō geki)
    Secondary Magic:
    Caster or Holder: Caster
    Description: This magic allows the user to take control or rather give control to an unliving person or "Puppet" and then manipulate it. The way the user allows a puppet to be controlled is by allowing a soul to go into the targeted puppet and take control over it.
    However this does not work on living people no matter how hard you try. The soul must also be correct in order for the user to use it on a puppet. A dead body that was once a rank B cannot have a rank c soul put in it. However a rank B soul can go into a person who was rank c. Once the soul is placed into the puppet, the user can take control with a constant small doses of magic energy, almost like strings or pipes. When the connection is in place the user has absolute control over the "puppet". However this constant magic stream also comes at a cost, doubling the time amount to regen magic energy. If the connection is broken the soul will remain in the "puppet" for a short while depending on the rank of the soul. If the user runs out of magic the strings are instantly broken, however at a higher rank they can choose whether or not they wish to stop controlling. Saying you stop controlling allows you to regenerate magic at your full potential. Though keeping control allows you to still use the "puppets", you just can't do anything fancy. Souls are gained through the deaths of near by creatures, monsters, or allies. Each equaling to the rank of the monster or creature. The user does not have to kill the said monster to get the soul however. But if someone has a similar ability and they are the one who kills it, they receive it. This magic does not have an actual element usually only using physical attacks. The only time it will have an element is if you make an item or personal puppet in a specific element, or if you use a recently deceased person who had magic abilities with a soul one rank higher, or the soul of the actual person who died.

    The magic can only be used if the user has a item that can be used as a puppet, or there are unliving monsters or people near by. This magic forces the souls stored by the user into the "puppets" so they can move once again. The user then sends magic strings which then connect with the "puppets" to supply them with magical energy to cast spells, but most of the time to move. The magic strings use magic energy that is being made, which means it does not deduct from the magic energy %. Though it does slow the time to regenerate magic.

    The main purpose of this magic is to either boost the existing puppets to pummel the enemy to death. Or to help the puppets by a ways of snaring the enemy allowing for a certain and critical hit.
    _______________________________________________

    Puppets
    Puppets are known as anything that has limbs, in example, dolls, puppets, bodies, teddy bears, corpses of animals, corpses of creatures, etc. What puppets can do is mainly on the body they are in, but it usually consists of physical attacks, whether bow and arrow, swords, claws, fists etc. The only time a puppet can have magical abilities, is if one, the user kills a mage and uses the mage's own soul on his own body, this allows you to use their magic spells through the use of your own magic energy consumption (Only works if the mage is the user's rank or lower). Or two, the user possesses a unique soul and puppet, this allows the puppet to use magic like abilities, though it can't be anything fancy, and again through the cost of the user's magic energy (The abilities are unique to that soul and puppet, the abilities can never change, unless a different unique soul and puppet). Note that the longer say, a person is dead the less powerful that puppet will be since the body will be rotten and fragile.

    The user can see souls do to the fact that his soul was split in two when learning this magic, allowing you to see the dead and forgotten. This usually leads to something like multiple personality disorder.

    The user normally starts out with 1 unique soul which is usually linked through the user's history.

    The following below are charts that show what can and can't be done at a certain rank of this magic.

    Soul Chart

    Under Rank D Creatures   = Lesser Souls                
    Rank D Creatures            = Rank D Souls
    Rank C Creatures            = Rank C Souls
    Rank B Creatures            = Rank B Souls
    Rank A Creatures            = Rank A Souls
    Rank S Creatures            = Rank S Souls
    Rank H Creatures            = Rank H Souls
    Players or History Progression NPC = Unique Souls
    ^
    |_ The only time that the user will get a unique soul is if, a close friend or ally dies in battle near the actual user (Within the range of soul magnet). Though this will probably only work through Character Progression

    The number of souls the character has will be on a small chart on the character's signature.

    The user can only collect souls 2 ranks higher than what there rank is (Rank D only can collect Rank B and lower). However to use a soul in a higher ranking puppet they can only go 1 rank high, but at 1 rank above, it will cause health damage as well as a massive drain on magic energy.

    3 Lesser Souls = 1 Rank D Soul
    3 Rank D Souls = 1 Rank C Soul
    3 Rank C Souls = 1 Rank B Soul
    4 Rank B Souls = 1 Rank A Soul
    5 Rank A Souls = 1 Rank S Soul
    5 Rank S Souls = 1 Rank H Soul

    Souls can be upgraded to higher ranks, but cannot be downgraded. The reason for this is consumption or combination. When there is enough souls of weaker rank together they instinctively want to combine with each other to make themselves have a stronger spirit energy.

    Unique Soul
    Unique souls are simply souls that have retained memories due to there close relation to the user. These memories allow these souls to have a stronger than normal spiritual energy, sometimes so powerful that normal people can make out the faint outline of the soul (Usually this only occurs at a higher rank, or when the soul is happy or having fun. Like say the soul is glowing with excitement, they may literally be glowing when they are that happy or excited). With these memories it allows them to use unique abilities that they may have used when they were alive, but to an extent. For the unique soul that my character personally will start out with has the power to create blades from there body. Though note that this will not be without a cost to the user. Unique souls/ puppets are the only souls/ puppets that show human characteristics, all other puppets are much closer to mindless zombies.

    Puppet Number Chart

    Rank D = 2 pup total                   1 Unique
    Rank C = 4 pup total                   1 Unique
    Rank B = 6 pup total                   2 Unique
    Rank A = 10 pup total                 3 Unique
    Rank S = 15 pup total                 4 Unique
    Rank H = 22 pup total                 5 Unique

    1 Unique Soul is equal to 2 normal puppets
    No matter what, you can never go above the number of Unique souls you can use

    Puppet Number
    The number of puppets the user can use with out harsh penalties, only the cancellation of magic regeneration is present at these amounts.

    Puppet Strain Chart

    Rank D = 4 puppets     total
    Rank C = 7 puppets     total
    Rank B = 11 puppets   total
    Rank A = 18 puppets   total
    Rank S = 26 puppets   total
    Rank H = 36 puppets   total

    Puppet Strain
    The full number of puppets the user can use at any time. The user can use the select number of puppets at a cost of 2% magic energy each post.

    Magic and Health Drain to Summon Puppet

    5 Ranks Lower = No cost                        
    4 Ranks Lower = 1% Magic Energy
    3 Ranks Lower = 2% Magic Energy
    2 Ranks Lower = 3% Magic Energy
    1 Ranks Lower = 4% Magic Energy
    0 Ranks Lower = 5% Magic Energy
    1 Ranks Higher = 50% Magic Energy 10% Health
    2 Ranks Higher = Can't be done
    3 Ranks Higher = Can't be done
    4 Ranks Higher = Can't be done
    5 Ranks Higher = Can't be done

    These percentages are the cost to raise an undead puppet to fight for you.


    Strengths:
    Long Duration, the "puppets" that are under the users control can remain under there's for a good amount of time, and infinite (Life Time) at higher ranks.

    Scaling Strength (Large possibilities), the "puppet" used can be a magic item, one that can have higher attack power and such.

    Army, if the user has enough magic, souls, puppets and time, the user can create a large attack force.

    All Seeing, do to the magic strings of this magic it allows the user to get a great picture of his surroundings. They work a lot like trip wire when they aren't in use, allowing the user to pick up movement or shapes in a certain vicinity.



    Weaknesses:
    Time Consuming, can take a short period or a ridiculously long time depending on what you are casting on, or casting period.

    Needs, there must be available "puppets" in the area to be able to use the majority of this magics abilities.

    Souls, if the user doesn't have the soul needed to use a certain puppet it can leave them vulnerable.

    Cursed Magic, depending on what you are trying to use as a puppet, this magic can drain more magic even life force from the user.

    Straining Magic, this magic consumes a lot of magic energy making it hard to sustain combat for long periods of time.

    Unstable Magic, under circumstances the user can injure themselves with their own magic.

    Physical Weakness, even though most of the attacks of the magic are physical the user itself has a great deal of weakness to physical hits. Since the user is usually more focused on controlling puppets at lower ranks it leaves when incredibly exposed.

    Abilities/Powers:

    Soul Magnet (Passive) , when any nearby monsters, allies, or people die the user gains one soul of the rank of what ever died. This can be anyone, even if magic runs out for the user this continues to work. (Radius of effect is 2 times that of the strings radius)

    Soul Limit Chart

    Rank D= 10 Souls
    Rank C= 15 Souls
    Rank B= 20 Souls
    Rank A= 30 Souls
    Rank S= 40 Souls
    Rank H= 60 Souls
    (FIXED)

    Magic Strings (Passive), the magic strings that are constantly around the user, however no one can see them (Or at least barely anyone, people close to death or with an item/magic that does so can see them). These strings can be cut, but they connect again to quickly to be of any use, however if a higher rank cuts them they will remain cut for the next post of the user who cut them (Unless the magic user personally attaches new strings to the puppet). These strings are what supply the user's puppets with magic energy. These also passively help uncover hidden enemies or attacks. Since the strings are constantly out around the user they act like movement detectors being able to detect movement of enemies or attacks. It does this simply by waiting for a person to break the string of magic with any part of their body, or attack (Like a ball of fire hurling through breaks through a string). However if say a person is waiting to ambush the user, the user will have no clue since the culprit would probably remain still. Though this can also be used to search for weapons on a person. The user can concentrate all the strings in one location, allowing a perfect image of whatever they're looking at (This is usually in insanely detailed, it can even tell the general color). However when the user is doing this, it can allow people to move around without him knowing, since all the strings are focused on one spot.

    Rank D= 15 m rad
    Rank C= 20 m rad
    Rank B= 30 m rad
    Rank A= 50 m rad
    Rank S= 90 m rad
    Rank H= 150 m  


    Magic Compensation (Passive), do to the large amount of stress put on the user to use this magic, the user has passively faster magic regeneration. However it is lost in the constant use of magic strings even when not in combat. The only time this regeneration can take effect is when the user is asleep, or the users magic is sealed, or sealed slightly. Magic being sealed is when the user can not use any magic what so ever, he can't control puppets, he can't do anything magical. Slightly sealed (Not sure if there is an item that can do this or not) is when the user has an item that seals part of his magic energy and regeneration. As an example, a glove that seals 50% of the users magic energy and regeneration, this would allow the user to build up 100% magic energy, while only being allowed to use 50%. If the user were to remove the seal at that point, they would have 150% magic energy, putting them in the danger zone. Though this passive also has a power yet troubling effect. If the user's magic is sealed for long periods of time the magic building up past the point where it should of stopped. Due to this when the seal is broken the next few magic spells will cause extra damage, boosts, or defense. Though this is very risky at a certain build up the user can bleed from casting spells, receive cuts, or even lose a limb. At any rank the user when sealed or asleep gains 5% magic regeneration per post including your original regeneration. The magic can only build up to 200%, at that point limbs can and more likely will be lost. The users spell automatically use 3 times more magic if above 120%. Also if the user does not want to injure themselves after this happens, they can wait since the magic will be release rapidly through the user's magic strings until it reaches 100% again (By 5% per post without casting spells). This can leave the user vulnerable if they do not wish to injure themselves. (Note this only works if the user has this magic as a primary) (REMOVED UNTIL FURTHER NOTICE)


    Soul in Control (Passive), depending on what personality is shown all dolls either get a passive boost of 10% attack power, or 10% defensive power. This is due to the fact that this magic splits your soul in two, causing multiple personality disorder. The normal side is usually always in control, the only time the other side will be in control is if, the user has too many souls and there are too many people talking around him, or if the normal side is under extreme fear, like the possibly of death. (If the normal side is shown 10% defensive, if the out of control evil side is shown 10% offensive)


    Spells

    Name: Act 1 Struggle
    Rank: D
    Type: Supportive (Offensive?)
    Description: The user uses a soul on a creature that is equal too for higher than that then struggles to take control of the body. The soul is strengthen by the users magic enabling them to give up a good fight for control. Though the soul will never win but during that period,  movement of the target is reduced largely (35%) allowing for an opening for another attack (Slow lasts for 2 posts). This attack can not be dodged or blocked (Unless with an item that can do so) but at the same time the enemy can delay being hit if fast enough (kind of like a heat seeking missile), or get out of the area off reach. The area of reach is the reach of the magic strings at the magics rank. This spell is fairly hard to see considering the attack itself isn't really magic, however the closer the death you are the more you can see it. More or less looks like a glowing ghost launching after you. (Speed: 5m/s    Range: Length of strings)


    Strengths:
    Slows, slows the target allowing for an easy next hit
    Tracking, if the spell misses it will keep going for the person
    Efficient, great spell for it's rank and magic consumption  


    Weaknesses:
    Cool Down, has a 5 post cool down
    Not Instant, takes the whole post to use
    Range, Not very good range at lower ranks
    No Damage, no actual damage




    Name: Act 2 Rise
    Rank: D
    Type: Supportive
    Description: Rises a puppet equal too or under the user's spell rank for use in combat. Takes 2 posts to raise a new puppet. Unique puppets only take 1 post to be risen, or instantly depending on upgrades on the puppet and strength of the unique soul. For unique puppets it costs normal amount of magic energy, that or recently killed mages. Undead puppets cost only half, people that have been killed/ creatures. (Range: Strings length for magic rank)


    Strengths:
    Defense, a great way to build a good defense
    Large Force, can create an attack force with a lot of power
    Great Against Almost Everything, can counter a lot of peoples spells

    Weaknesses:
    Casting Time, to create a large force it takes a long time (Only one per post)
    Defenseless, when the user uses this spell it leaves them usually wide open for attack
    Light, light type magic harms a lot of the puppets easily (Not unique or non undead)
    Expensive in the long run, can consume a lot of magic energy quickly if the enemy is strong




    Name: Act 3 Rage
    Rank: D
    Type: Offensive
    Description: Sends a burst of pure magic energy through the user's strings to a selected puppet giving it a boost of strength. If it is a unique puppet depending on what upgrades are on it can receive a small multiplier to the boost, or the ability to use its unique abilities. (Increases all physical stats by 40% for 2 posts, or magic ability for 2 posts, or the physical boost plus magic ability for 1 post) (Range: String Lengths to magic rank  Speed: 12 m/s)


    Strengths:
    Boosted Stats, a slightly large boost in physical stats
    Quick Use, can be used to save your life or finish off an enemy quickly in a burst
    True Strength, allows the true powers of a unique puppet to show

    Weaknesses:
    Short Duration, only lasts 1 to 2 posts
    Cool down, the cool down takes 4 posts
    No Defense, even though it gives attack power increase this does not give any protection from spells
    True Weaknesses, at the same time as showing what the puppet is really made of, it also reveals it's weaknesses




    Name: Act 4 Inspire
    Rank: D
    Type: Defensive/ Supportive
    Description: The magic strings suddenly rocket back toward the user becoming visible as the fill with magical energy. A selected puppet receives a 50% armor bonus. Also Unique dolls also receive a sudden speed boost of 100% when heading toward the user or target area. This spell can also be targeted on a enemy to make the puppets strike quickly. (Range: Magic Strings range to magic rank Speed: 12m/s) (Strings reduce 10% of on coming damage if magic)


    Strengths:
    Harder to Damage, reduces or can completely stops damage from attacks
    Two Layer Defense, the attack must pass through a magic barrier and then possibly a doll's own personal armor
    Quick use, Quick reaction, the spell is used quickly and also allows the doll to retreat back to the user at incredible speeds

    Weaknesses:
    One way, when spell is in use the doll has a 50% reduction in speed heading away from the user or target area
    Cool down, takes 4 posts before it can be used again
    Focus, during a post if using this, this is all they can do
    Filter, if there is no puppet blocking, the user will receive damage, but a reduced damage

    Note that more than likely a lot of the numbers in my magic may need to change

    ________________________________________________________________________

    Stats of Unique Puppets and Unique Souls

    Unique souls have a constant boost in certain physical or magic attributes, but debuffs in others. As an example I will do one for the unique soul that I will start out with.

    Attack Strength         = 110%      (Physical Hit, how hard it hits)
    Magical Attack Power  = 110%      (Magic Hit, how hard magic hits)
    Speed                      = 140%       (How fast the puppet can go)
    Agility                      = 110%       (Reaction, how good they are at dodging)
    Defensive Strength     = 50%        (How much they can hold off an attack, usually physical)
    Armor                       = 90%        (How much damage they receive from physical attacks)(Resistance)
    Magic Insulation         = 110%       (How much damage they receive from magic attacks)(Resistance)


    Each new rank of a puppet gives it another 20% (This may need to be adjusted up or down) in any stat. The above should average if 20% is subtracted 100%.

    Unique puppets have varied stats, depending on how they are built and how many upgrades are on it. The puppets never usually have anything under 100%, because you can upgrade everything to above and beyond 100%. The unique puppet I will start out with will have these stats. (100% means the strength of a human or the same as)

    Attack Strength         = 100%      
    Magical Attack Power  = 100%      
    Speed                      = 110%      
    Agility                      = 100%      
    Defensive Strength     = 100%        
    Armor                       = 100%        
    Magic Insulation         = 100%      
    Magic Efficiency         = times 1 multiplier  (How efficient the puppet uses the magic energy for strength)
    Magic Storage           = 0%    (Amount of magic that can be stored) (Note, that this magic can not go back to the user)

    If you put that unique soul inside that unique puppet the stats will be as followed.

    Attack Strength         = 110%      
    Magical Attack Power  = 110%      
    Speed                      = 154%      
    Agility                      = 110%      
    Defensive Strength     = 50%        
    Armor                       = 90%        
    Magic Insulation         = 110%      
    Magic Efficiency         = times 1 multiplier (No multiplier added)
    Magic Storage           = 0%

    _______________________________________________________________________________

    Later Spells when Slots are Available

    Name: Act 5 Relentless Assault
    Rank: C (Can't be used until rank C)
    Type: Unknown
    Description: The user expends a large amount of magic to use a powerful puppetry spell on themselves. This spell seems to do absolutely nothing until the user is hit with an insanely powerful spell. The user becomes unstoppable (Unable to be beaten/ killed, he will keep attacking relentlessly and no matter how much damage you do to him he keeps coming for you) for a certain amount of posts depending on the rank of the spell. This spell continues to drain magic even if it is not needed, until the user is out of magic energy. The user can not die from anything during and most of the time after the spell (as in he will not die from his injuries). Though he will have an insane amount of damage done to him depending if he was hit, and will more likely be unable to fight. Not to mention at the end of this spell the user will have no magic energy left.

    Strengths:
    Unstoppable, unable to be killed or be beaten into being unable to fight
    Ultimate Defense, doesn't matter what hes hit with it will not kill him
    Ultimate Offense, when this spell is active he can use his puppetry spells on himself
    Connections, spell prevents most detachments of limbs.
    Both
    (Kind of both) Cursed, this spell can not be stopped until out of magic (Magic can be sealed and even if the user is dead the spell will still be active when the magic seal is broken)
    Weaknesses:
    Screwed, after the spell is over the user is more than likely gravely injured and easy to kill
    Extreme Magic Consumption, consumes a huge amount of magic energy per turn (Magic consumption is reduced through ranks)
    Body Harm, even if the user is not hit from any spells during the duration of the spell the spell itself will cause a large amount of damage
    Pain, even if the user is not able to be killed, he can still feel a large amount of pain (There's only a slight pain reduction when spell is active like 10% reduction)
    Damage, the user will more likely be on there way to death from the massive amount of damage they took.



    Last edited by Evilalex on 11th March 2014, 10:21 am; edited 14 times in total
    Evilalex
    Evilalex

    1 Year Anniversary- Player 
    Lineage : Rage of the Soul Thorn
    Position : None
    Posts : 17
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 0

    Alexander Enderson's Magic Empty Re: Alexander Enderson's Magic

    Post by Evilalex 22nd February 2014, 11:41 am

    Alright, I've finished it finally, though I think there will be a good amount of problems with the numbers
    Grizzly
    Grizzly

    Planeswalker


    Planeswalker

    X-Mas Event Participant- Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 703
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 135

    Character Sheet
    First Skill: Barrier Magic
    Second Skill:
    Third Skill:

    Alexander Enderson's Magic Empty Re: Alexander Enderson's Magic

    Post by Grizzly 3rd March 2014, 5:40 am

    Apology on the delay here due as well. Entirely my fault. But to get on your gigantic Magic App that covers a ton of stuff.

    Evilalex wrote:Magic

    Primary Magic: Death Puppetry (Shi ningyō geki)
    Secondary Magic:
    Caster or Holder: Caster
    Description: This magic allows the user to take control or rather give control to an unliving person or "Puppet" and then manipulate it. The way the user allows a puppet to be controlled is by allowing a soul to go into the targeted puppet and take control over it.
    However this does not work on living people no matter how hard you try. The soul must also be correct in order for the user to use it on a puppet. A dead body that was once a rank B cannot have a rank c soul put in it. However a rank B soul can go into a person who was rank c. Once the soul is placed into the puppet, the user can take control with a constant small doses of magic energy, almost like strings or pipes. When the connection is in place the user has absolute control over the "puppet". However this constant magic stream also comes at a cost, doubling the time amount to regen magic energy. If the connection is broken the soul will remain in the "puppet" for a short while depending on the rank of the soul. If the user runs out of magic the strings are instantly broken, however at a higher rank they can choose whether or not they wish to stop controlling. Saying you stop controlling allows you to regenerate magic at your full potential. Though keeping control allows you to still use the "puppets", you just can't do anything fancy. Souls are gained through the deaths of near by creatures, monsters, or allies. Each equaling to the rank of the monster or creature. The user does not have to kill the said monster to get the soul however. But if someone has a similar ability and they are the one who kills it, they receive it. This magic does not have an actual element usually only using physical attacks. The only time it will have an element is if you make an item or personal puppet in a specific element, or if you use a recently deceased person who had magic abilities with a soul one rank higher, or the soul of the actual person who died.

    The magic can only be used if the user has a item that can be used as a puppet, or there are unliving monsters or people near by. This magic forces the souls stored by the user into the "puppets" so they can move once again. The user then sends magic strings which then connect with the "puppets" to supply them with magical energy to cast spells, but most of the time to move. The magic strings use magic energy that is being made, which means it does not deduct from the magic energy %. Though it does slow the time to regenerate magic.

    The main purpose of this magic is to either boost the existing puppets to pummel the enemy to death. Or to help the puppets by a ways of snaring the enemy allowing for a certain and critical hit.

    The user can see souls do to the fact that his soul was split in two when learning this magic, allowing you to see the dead and forgotten. This usually leads to something like multiple personality disorder.
    The following below are charts that show what can and can't be done at a certain rank of this magic.

    <<< How exactly do you present the puppets you currently control? I haven't found a list of actual beings you can summon or control ANYWHERE on your magic app. You have spells relating to the controlling of souls, you have abilities relating to souls and numbers of puppets you can control. But you need to list the actual puppets you attack with. This whole magic is about puppeteering, or at least in the way I picked it up, yet you NEVER mention the actual puppets you control. This is majorly confusing to me xD Because all in all, I really need to know how you actually attack with this magic NEXT to your listed spells.

    I kind of get the fact that you summon all of these puppets and what not underway, but that's the major conflicting point in this magic. You not only have 4 spells and don't really spend Magic Power on the controlling of your puppets as you can work with a certain number WITHOUT spending MP, but you also never really list how exactly you will work with this In Character or >>>>>> during combat <<<<<< , something which is extremely important. The idea is extremely nice and you've put A LOT of thought into this, but how you expect it to work out seems a bit imbalanced to me.

    I will be specific with the things that bother me down below.


    Soul Chart

    Under Rank D Creatures   = Lesser Souls                
    Rank D Creatures            = Rank D Souls
    Rank C Creatures            = Rank C Souls
    Rank B Creatures            = Rank B Souls
    Rank A Creatures            = Rank A Souls
    Rank S Creatures            = Rank S Souls
    Rank H Creatures            = Rank H Souls
    Players/ Humans/ Mages  = Unique Souls <<< Does this mean if you kill an NPC you can gain one of these "unique" souls? Because that won't work. That would mean you'd be able to simply godmod yourself one of these Unique Souls.

    The user can only collect souls 2 ranks higher than what there rank is (Rank D only can collect Rank B and lower). However to use a soul in a higher ranking puppet they can only go 1 rank high, but at 1 rank above, it will cause health damage as well as a massive drain on magic energy.

    3 Lesser Souls = 1 Rank D Soul
    3 Rank D Souls = 1 Rank C Soul
    3 Rank C Souls = 1 Rank B Soul
    4 Rank B Souls = 1 Rank A Soul
    5 Rank A Souls = 1 Rank S Soul
    5 Rank S Souls = 1 Rank H Soul

    Souls can be upgraded to higher ranks, but cannot be downgraded. <<< That's all fine and such, but are you going to actually list the number of souls you gather? Because this combination/upgrading to a higher rank soul would imply that you store the souls you collect and utilize them later on. That would also imply that you start with 0 souls on your first D Rank Mission.

    Unique Soul = A certain Rank, depending on how strong they were and how strong they have gotten over the period that the soul was with him. (Souls Consumed, time spent in battle as a certain puppet)

    Unique Soul <<< There's an inherent problem I have with these "Unique Souls". Namely the fact that you're giving yourself a freebie of wielding stronger-than-normal puppets without any real drawbacks. I will elaborate on my exact problems down below where you list the number of puppets you can control and so on.
    These are souls that hold a lot more energy than most. They can easily attach themselves to puppets and leave them unharmed when killed or from other means. They are also known as permanent souls. Unique souls have the ability to use unique puppets (puppets with odd abilities, usually dolls that look like the person they once were). These puppets usually vary between souls, but they are normally more powerful, a lot faster, and more magic efficient. The longer a certain unique soul spends in a unique puppet, the bond between the two increases, allowing for unique abilities to form. These abilities can be as an example, the ability to throw fire balls and punch with fists of fire. Though unique puppets are usually very expensive considering the amount of magic, engineering and time that goes into them.

    Most unique souls instantly form a permanent bond with the puppet they choose, making it so they are the only soul to use that puppet. The reason no other soul can enter is that the unique soul is bond, but this bond allows for a quick summoning, faster reaction time, and the generation of some abilities. A unique soul spending a large amount of time in a puppet, may actually be able to stay in it for long periods of time, sometimes even for a lifetime.

    Puppet Number Chart
    <<< You can control this number of puppets WITHOUT sacrificing MP? Now I am slowly starting to get my personal problem with this magic app. You list nowhere the actual abilities, appearances, presentations, behaviors, natures of your PUPPETS. You've covered everything about your souls, but I have not the slightest idea what your actual PUPPETS can do. Depending on that, controlling the mentioned number WITHOUT having to sacrifice MP is not going to work.

    Rank D = 2 pup total                   1 Unique
    Rank C = 4 pup total                   1 Unique
    Rank B = 6 pup total                   2 Unique
    Rank A = 10 pup total                 3 Unique
    Rank S = 15 pup total                 4 Unique
    Rank H = 22 pup total                 5 Unique

    Puppet Number
    The number of puppets the user can use with out harsh penalties, only a reduction in magic regeneration is present at these amounts. (every 20 posts when a puppet is summoned regens 10%)

    Puppet Strain Chart

    Rank D = 4 puppets     total
    Rank C = 7 puppets     total
    Rank B = 11 puppets   total
    Rank A = 18 puppets   total
    Rank S = 26 puppets   total
    Rank H = 36 puppets   total
    Unique does not change <<< What does this mean? Does this mean that if at D Rank, you control 1 Unique Puppet instead of 2 normal Puppets, you can STILL control 3 additional D Rank puppets for the summon cost?

    Puppet Strain
    The full number of puppets the user can use, though you receive a penalty when you go past the puppet number for that rank. The penalty is being unable to regenerate any magic until they lower the amount of puppets, and a drain of 1% to 4% every 2 posts. (% depends on how much of the extra puppets they use)

    Magic and Health Drain to Summon Puppet <<< I have gotten the impression that this implies ONLY to the puppets you control that are ABOVE the Puppet Number for your equivalent rank. Is that correct? If so, you will likely need to edit this, as I can only repeat that you have yet to properly present your Puppets' abilities.

    5 Ranks Lower = No cost                        
    4 Ranks Lower = 1% Mana
    3 Ranks Lower = 2% Mana
    2 Ranks Lower = 3% Mana
    1 Ranks Lower = 4% Mana
    0 Ranks Lower = 5% Mana
    1 Ranks Higher = 70% Mana 20% Health
    2 Ranks Higher = Would equal death if he tried
    3 Ranks Higher = Can't be done
    4 Ranks Higher = Can't be done
    5 Ranks Higher = Can't be done

    Mana= Magic Energy


    Strengths:
    Long Duration, the "puppets" that are under the users control can remain under there's for a good amount of time, and infinite (Life Time) at higher ranks.

    Scaling Strength (Large possibilities), the "puppet" used can be a magic item, one that can have higher attack power and such.

    Army, if the user has enough magic, souls, puppets and time, the user can create a large attack force.

    All Seeing, do to the magic strings of this magic it allows the user to get a great picture of his surroundings. They work a lot like trip wire when they aren't in use, allowing the user to pick up movement or shapes in a certain vicinity.



    Weaknesses:
    Time Consuming, can take a short period or a ridiculously long time depending on what you are casting on, or casting period.

    Needs, there must be available "puppets" in the area to be able to use the majority of this magics abilities.

    Souls, if the user doesn't have the soul needed to use a certain puppet it can leave them vulnerable.

    Cursed Magic, depending on what you are trying to use as a puppet, this magic can drain more magic even life force from the user.

    Straining Magic, this magic consumes a lot of magic energy making it hard to sustain combat for long periods of time.

    Unstable Magic, under circumstances the user can injure themselves with their own magic.

    Physical Weakness, even though most of the attacks of the magic are physical the user itself has a great deal of weakness to physical hits. Since the user is usually more focused on controlling puppets at lower ranks it leaves when incredibly exposed.

    Abilities/Powers:

    Soul Magnet (Passive) , when any nearby monsters, allies, or people die the user gains one soul of the rank of what ever died. (Can be anyone, even if magic runs out this continues to work) (Radius of effect is 2 times that of the strings radius) <<< Will you list these IC in your posts? Will you properly register ALL of the souls you collect? If so, you should have a LIMIT on the number of souls you can periodically control that depends on rank.

    Magic Strings (Passive), the magic strings that are constantly around the user, however no one can see them (Or at least barely anyone, people close to death or with an item/magic that does so can see them). <<< Can these be severed by magic? If so, how? Meaning, what damage needs to be applied? I would suggest user ranked damage. That would give you advantage towards same and lower ranked enemies. Just my suggestion anyway. These strings are what grant control over the users puppets and supply magic energy to them. These also passively help uncover hidden enemies or attacks, but only in small detail, however they can get extreme detail if the user focuses on a certain place. <<< Now elaborate how that works. These threads are ONLY utilizable to supply your puppets with Magic Energy. I don't understand how that helps you uncover enemies or attacks. Neither do I understand your definition of "detail" in this specific case. Please elaborate.

    Rank D= 15 m rad
    Rank C= 20 m rad
    Rank B= 30 m rad
    Rank A= 50 m rad
    Rank S= 100 m rad <<< Lower this to 90 m
    Rank H= 200 m rad <<< Lower this to 150 m


    Magic Compensation (Passive), do to the large amount of stress put on the user to use this magic, the user has passively faster magic regeneration. However it is lost in the constant use of magic strings even when not in combat. The only time this regeneration can take effect is when the user is asleep, or the users magic is sealed, or sealed slightly <<< Elaborate on what "sealed" and "slightly sealed" SPECIFICALLY means. That needs clarification before I can approve this specific ability.. [Though this passive also has a power yet troubling effect. If the user's magic is sealed for long periods of time the magic building up past the point where it should of stopped. Due to this when the seal is broken the next few magic spells will cause extra damage, boosts, or defense. Though this is very risky at a certain build up the user can bleed from casting spells, receive cuts, or even lose a limb. At any rank the user when sealed or asleep gains 5% magic regeneration per post including your original regeneration. The magic can only build up to 200%, at that point limbs can and more likely will be lost. The users spell automatically use 3 times more magic if above 120%. Also if the user does not want to injure themselves after this happens, they can wait since the magic will be release rapidly through the user's magic strings until it reaches 100% again (By 5% per post without casting spells). This can leave the user vulnerable if they do not wish to injure themselves. (Note this only works if the user has this magic as a primary)]  <<< The entire part that I put in brackets seems like an insane stretch of your magical abilities. This "sealing" is quite unnecessary and doesn't relate to your magical affinity to bind souls and control puppets to attack and defend. I will not allow it as it doesn't exactly connect with the rest of your magic and isn't that clear on functionalities and IC procedure either. Sorry.

    Soul in Control (Passive), depending on what personality is shown all dolls either get a passive boost of 10% attack power, or 10% defensive power. (If the normal side is shown 10% defensive, if the out of control evil side is shown 10% offensive) <<< What are these "sides" about? Is that something that relates to your character specifically? If so, please elaborate about it here. Give me some more info such as "The user has a split personality." Additionally, if the user DOES have a split personality, I would really like to know HOW exactly that works out in IC combat. Seeing that you personally can control his evil/good sides, this aspect would get quite the godmodding aspect as you could just claim that you enter either mode depending on the given situation.


    Spells <<< Nothing negative to say on this. Great function of a spell and good explanation. Props for this one!

    Name: Act 1 Struggle
    Rank: D
    Type: Supportive (Offensive?)
    Description: The user uses a soul on a creature that is equal too for higher than that then struggles to take control of the body. The soul is strengthen by the users magic enabling them to give up a good fight for control. Though the soul will never win but during that period,  movement of the target is reduced largely (35%) allowing for an opening for another attack (Slow lasts for 2 posts). This attack can not be dodged or blocked (Unless with an item that can do so) but at the same time the enemy can delay being hit if fast enough (kind of like a heat seeking missile), or get out of the area off reach. The area of reach is the reach of the magic strings at the magics rank. This spell is fairly hard to see considering the attack itself isn't really magic, however the closer the death you are the more you can see it. More or less looks like a glowing ghost launching after you. (Speed: 5m/s    Range: Length of strings)


    Strengths:
    Slows, slows the target allowing for an easy next hit
    Tracking, if the spell misses it will keep going for the person
    Efficient, great spell for it's rank and magic consumption  


    Weaknesses:
    Cool Down, has a 6 post cool down <<< You may lower this to 5 posts
    Not Instant, takes the whole post to use
    Range, Not very good range at lower ranks
    No Damage, no actual damage




    Name: Act 2 Rise
    Rank: D
    Type: Supportive
    Description: Rises a puppet for use in combat. Takes 2 posts to raise a new puppet. <<< Please give information on what sort of puppets/dolls you can make rise.I still have no idea what limitations apply to that n___n'Unique puppets only take 1 post to be risen, or instantly depending on upgrades on the puppet and strength of the unique soul. For unique puppets it costs normal amount of magic energy, that or recently killed mages. Undead puppets <<< You definitely need to define "Undead" puppets now. Because that's an entirely new aspect of your puppets that I need to have explained before fully grasping your control of puppets as well as your magic. cost only half. (Range: Strings length for magic rank)


    Strengths:
    Defense, a great way to build a good defense
    Large Force, can create an attack force with a lot of power
    Great Against Almost Everything, can counter a lot of peoples spells

    Weaknesses:
    Casting Time, to create a large force it takes a long time (Only one per post)
    Defenseless, when the user uses this spell it leaves them usually wide open for attack
    Light, light type magic harms a lot of the puppets easily (Not unique or non undead)
    Expensive in the long run, can consume a lot of magic energy quickly if the enemy is strong




    Name: Act 3 Rage
    Rank: D
    Type: Offensive
    Description: Sends a burst of pure magic energy through the user's strings to a selected puppet giving it a boost of strength. If it is a unique puppet depending on what upgrades are on it can receive a small multiplier to the boost, or the ability to use its unique abilities. (Increases all physical stats by 40% for 2 posts, or magic ability for 2 posts, or the physical boost plus magic ability for 1 post) (Range: String Lengths to magic rank  Speed: 12 m/s <<< Is this the speed of your "burst of pure magic energy"? Just for my own clarification.)


    Strengths:
    Boosted Stats, a slightly large boost in physical stats
    Quick Use, can be used to save your life or finish off an enemy quickly in a burst
    True Strength, allows the true powers of a unique puppet to show

    Weaknesses:
    Short Duration, only lasts 1 to 2 posts
    Cool down, the cool down takes 5 posts <<< You may lower this to 4
    No Defense, even though it gives attack power increase this does not give any protection from spells
    True Weaknesses, at the same time as showing what the puppet is really made of, it also reveals it's weaknesses




    Name: Act 4 Inspire
    Rank: D
    Type: Defensive
    Description: The magic strings suddenly rocket back toward the user becoming visible as the fill with magical energy. Unique dolls also receive a sudden speed boost of 100% when heading toward the user as well as a 50% increase in armor. This spell can also be targeted on a enemy to make the puppets strike quickly. <<< You say that "Unique dolls [ALSO] receive a sudden speed boost" I have no idea who else would receive that sudden speed boost, as unique dolls are the only ones your've listed in here.(Range: Magic Strings range to magic rank Speed: 12m/s) (Strings reduce 10% of on coming damage if magic)


    Strengths:
    Harder to Damage, reduces or can completely stops damage from attacks
    Two Layer Defense, the attack must pass through a magic barrier and then possibly a doll's own personal armor
    Quick use, Quick reaction, the spell is used quickly and also allows the doll to retreat back to the user at incredible speeds

    Weaknesses:
    One way, when spell is in use the doll has a 50% reduction in speed heading away from the user or target area
    Cool down, takes 4 posts before it can be used again
    Focus, during a post if using this, this is all they can do
    Filter, if there is no puppet blocking, the user will receive damage, but a reduced damage

    Note that more than likely a lot of the numbers in my magic may need to change

    ________________________________________________________________________

    Stats of Unique Puppets and Souls <<< Now, you FINALLY reveal more about the nature of your puppets. But this is not nearly enough. You clarify more about your "Unique" puppets and souls, but specify nothing on their REAL nature and how they're played In Character. I need more info on that. Please elaborate.

    Unique souls have a constant boost in certain physical or magic attributes, but debuffs in others. As an example I will do one for the unique soul that I will start out with.

    Attack Strength         = 110%      (Physical Hit, how hard it hits)
    Magical Attack Power  = 110%      (Magic Hit, how hard magic hits)
    Speed                      = 140%       (How fast the puppet can go)
    Agility                      = 110%       (Reaction, how good they are at dodging)
    Defensive Strength     = 50%        (How much they can hold off an attack, usually physical)
    Armor                       = 90%        (How much damage they receive from physical attacks)(Resistance)
    Magic Insulation         = 110%       (How much damage they receive from magic attacks)(Resistance)


    Each new rank of a puppet gives it another 20% (This may need to be adjusted up or down) in any stat. The above should average if 20% is subtracted 100%. <<< The fact that they have boosted physique already is enough imo. If you take this out, I'll be quite thankful.

    Unique puppets have varied stats, depending on how they are built and how many upgrades are on it. The puppets never usually have anything under 100%, because you can upgrade everything to above and beyond 100%. The unique puppet I will start out with will have these stats. (100% means the strength of a human or the same as)

    Attack Strength         = 100%      
    Magical Attack Power  = 100%      
    Speed                      = 110%      
    Agility                      = 100%      
    Defensive Strength     = 100%        
    Armor                       = 100%        
    Magic Insulation         = 100%      
    Magic Efficiency         = times 1 multiplier  (How efficient the puppet uses the magic energy for strength)
    Magic Storage           = 0%    (Amount of magic that can be stored) (Note, that this magic can not go back to the user)

    If you put that unique soul inside that unique puppet the stats will be as followed.

    Attack Strength         = 110%      
    Magical Attack Power  = 110%      
    Speed                      = 154%      
    Agility                      = 110%      
    Defensive Strength     = 50%        
    Armor                       = 90%        
    Magic Insulation         = 110%      
    Magic Efficiency         = times 1 multiplier (No multiplier added)
    Magic Storage           = 0%


    (Cost for upgrading a certain amount can be determined by a admin to prevent overpoweredness xD) <<< As said, I'd say a puppet's stats are dependant on its rank, upgrading won't be in order as ultimately your souls determine a puppet's strength, not the puppet itself.

    <<< To make a cut here, my major problem is still the real nature of your puppets. Nowhere do you explain how exactly these puppets come to be. As with your Soul Chart, I also need a Puppet Rank Chart and explanation as to where your Unique Souls have to go to be Unique Puppets. As well as the differentiation between Puppets and their effects, as  you state nowhere that these Puppets are purely physical and can just do hand-to-hand combat.

    To be precise, this seems like a stretched version of summoning magic to me, without real specification on what you actually summon. Anyway, please elaborate and explain all the things I asked so I can get a clearer image of this. All in all, your spells are fine, but I still don't fully grasp the extent of this magic's boundaries.



    _______________________________________________________________________________

    Later Spells when Slots are Available

    Name: Act 5 Relentless Assault
    Rank: D (?)
    Type: Unknown
    Description: The user expends a large amount of magic to use a powerful puppetry spell on themselves. This spell seems to do absolutely nothing until the user is hit with an insanely powerful spell. The user becomes unstoppable (Unable to be beaten/ killed, he will keep attacking relentlessly and no matter how much damage you do to him he keeps coming for you) for a certain amount of posts depending on the rank of the spell. This spell continues to drain magic even if it is not needed, until the user is out of magic energy. The user can not die from anything during and most of the time after the spell (as in he will not die from his injuries). Though he will have an insane amount of damage done to him depending if he was hit, and will more likely be unable to fight. Not to mention at the end of this spell the user will have no magic energy left.

    Strengths:
    Unstoppable, unable to be killed or be beaten into being unable to fight
    Ultimate Defense, doesn't matter what hes hit with it will not kill him
    Ultimate Offense, when this spell is active he can use his puppetry spells on himself
    Connections, spell prevents most detachments of limbs.
    Both
    (Kind of both) Cursed, this spell can not be stopped until out of magic (Magic can be sealed and even if the user is dead the spell will still be active when the magic seal is broken)
    Weaknesses:
    Screwed, after the spell is over the user is more than likely gravely injured and easy to kill
    Extreme Magic Consumption, consumes a huge amount of magic energy per turn (Magic consumption is reduced through ranks)
    Body Harm, even if the user is not hit from any spells during the duration of the spell the spell itself will cause a large amount of damage
    Pain, even if the user is not able to be killed, he can still feel a large amount of pain (There's only a slight pain reduction when spell is active like 10% reduction)
    Damage, the user will more likely be on there way to death from the massive amount of damage they took.


    _____________________________________________________________________________________

    Lyserg - Grizz - Sinbad

    Character
    Evilalex
    Evilalex

    1 Year Anniversary- Player 
    Lineage : Rage of the Soul Thorn
    Position : None
    Posts : 17
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 0

    Alexander Enderson's Magic Empty Re: Alexander Enderson's Magic

    Post by Evilalex 4th March 2014, 1:04 pm

    Alrighty, I think I got most of the stuff messed up or mixed up sorted...

    <<< How exactly do you present the puppets you currently control? I haven't found a list of actual beings you can summon or control ANYWHERE on your magic app. You have spells relating to the controlling of souls, you have abilities relating to souls and numbers of puppets you can control. But you need to list the actual puppets you attack with. This whole magic is about puppeteering, or at least in the way I picked it up, yet you NEVER mention the actual puppets you control. This is majorly confusing to me xD Because all in all, I really need to know how you actually attack with this magic NEXT to your listed spells.

    I kind of get the fact that you summon all of these puppets and what not underway, but that's the major conflicting point in this magic. You not only have 4 spells and don't really spend Magic Power on the controlling of your puppets as you can work with a certain number WITHOUT spending MP, but you also never really list how exactly you will work with this In Character or >>>>>> during combat <<<<<< , something which is extremely important. The idea is extremely nice and you've put A LOT of thought into this, but how you expect it to work out seems a bit imbalanced to me.



    I'm pretty sure a good amount of this was confusion, since I am not summoning anything. I am using what already exists in the physical world, like an actual puppet, and making it come alive, which is usually mindless and has no thoughts of it's own (Unless... that is summoning O.o). There technically will only be one list of puppets that I can use, and those will be the unique ones, since they do not exist in the world and are more than likely the closest thing to summoning something. All the other puppets, are actual monsters, creatures or players that have been killed, that have slightly weaker than normal stats then their more alive counter parts.
    Also the magic does use magic energy to supply the puppets with movement and physical attacks, just so little that it only cancels magic regeneration (Which is 1% per post if I remember right..). I can adjust the numbers more to make that more fair, but just pointing out it is technically using MP.
    Also the problem of the unique souls, I will try to sort out. I have changed the whole description of them to make it a lot easier to understand. The stats and otherwise we will sorta out later, since really they are just related to me not knowing exactly what happens when you rank up.

    Questions:
    When you say that I don't say how I would use my magic IC, does that mean how the spells are cast and how ordering and controlling the puppets effect the way my character acts?

    When you rank up do you gain a physical boost? Like faster running speed, etc?


    Below is what I put in the magic app for the following

    Puppets
    Puppets are known as anything that has limbs, in example, dolls, puppets, bodies, teddy bears, corpses of animals, corpses of creatures, etc. What puppets can do is mainly on the body they are in, but it usually consists of physical attacks, whether bow and arrow, swords, claws, fists etc. The only time a puppet can have magical abilities, is if one, the user kills a mage and uses the mage's own soul on his own body, this allows you to use their magic spells through the use of your own magic energy consumption (Only works if the mage is the user's rank or lower). Or two, the user possesses a unique soul and puppet, this allows the puppet to use magic like abilities, though it can't be anything fancy, and again through the cost of the user's magic energy (The abilities are unique to that soul and puppet, the abilities can never change, unless a different unique soul and puppet). Note that the longer say, a person is dead the less powerful that puppet will be since the body will be rotten and fragile. (NEW)

    Unique Soul
    Unique souls are simply souls that have retained memories due to there close relation to the user. These memories allow these souls to have a stronger than normal spiritual energy, sometimes so powerful that normal people can make out the faint outline of the soul (Usually this only occurs at a higher rank, or when the soul is happy or having fun. Like say the soul is glowing with excitement, they may literally be glowing when they are that happy or excited). With these memories it allows them to use unique abilities that they may have used when they were alive, but to an extent. For the unique soul that my character personally will start out with has the power to create blades from there body. Though note that this will not be without a cost to the user. Unique souls/ puppets are the only souls/ puppets that show human characteristics, all other puppets are much closer to mindless zombies. (CHANGED)


    Puppet Number Chart

    Rank D = 2 pup total                   1 Unique
    Rank C = 4 pup total                   1 Unique
    Rank B = 6 pup total                   2 Unique
    Rank A = 10 pup total                 3 Unique
    Rank S = 15 pup total                 4 Unique
    Rank H = 22 pup total                 5 Unique <=(Numbers may need to be changed)

    1 Unique Soul is equal to 2 normal puppets (NEW)
    No matter what, you can never go above the number of Unique souls you can use (NEW)

    Puppet Number
    The number of puppets the user can use with out harsh penalties, only the cancellation of magic regeneration is present at these amounts. (CHANGED)





    Changes, Removals and Additions Related to Problems With in the Magic
    ___________________________________________

    Changed, Removed, or New:
    _______________________________________

    Stats of Unique Puppets and Unique Souls (CHANGED) (Reason: Looked like I was saying Unique puppets with all Souls, instead of Unique Puppets with Unique Souls)

    Each new rank of a puppet gives it another 20% (This may need to be adjusted up or down) in any stat. The above should average if 20% is subtracted 100%.<<< The fact that they have boosted physique already is enough imo. If you take this out, I'll be quite thankful.
    ^
    |_ The question way above about the physical stat boosts per rank are about this. If you do get a physical boost with each rank, I will gladly take this out, since, op O.o. Though if there is no boost, I will simply modify it, so it equals the stats it should have at a certain rank/ to make it fair against other mages.


    (Cost for upgrading a certain amount can be determined by a admin to prevent overpoweredness xD) <<< As said, I'd say a puppet's stats are dependant on its rank, upgrading won't be in order as ultimately your souls determine a puppet's strength, not the puppet itself.

    I can change this so you can only get a 60 or 80% boost all together with this, but at that point the puppet would be a Legendary Item/Weapon/Armor. I think this possibly could be discussed unless the physical boost each rank for the magic user is true, then I will more likely remove this entirely.






    I believe that should be all... I hope...
    Grizzly
    Grizzly

    Planeswalker


    Planeswalker

    X-Mas Event Participant- Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 703
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 135

    Character Sheet
    First Skill: Barrier Magic
    Second Skill:
    Third Skill:

    Alexander Enderson's Magic Empty Re: Alexander Enderson's Magic

    Post by Grizzly 6th March 2014, 10:58 am

    Holy hell Alex, I understand this magic now. FINALLY! This stuff has made it MUCH clearer to me. Thanks for making it so easy for a mod! I really appreciate it ~ You're great to work with, I hand you that. Sorry I took so long for the reply btw. But anywho, I'm left with only a few specific questions. You removed all my sense of uncertainty for this magic. I have a quite clear image of the technicalities of this magic now. Unless I'm a total doofus, it's really balanced as of now and not really abusable!

    Thanks for clarifying so much. But one or two questions left...

    - Souls fly around the area right? So to use your spells, you just grab souls that happen to be passing by? That would be totally acceptable, this is just for my clarification, because that's how I understand your combat would work without weidling any souls of dead animals at first.

    - You would start at 0 souls, I'd assume? So basically, before having killed a monster, you would have 0 souls, right? But to use your spells, you can just use souls "that are flying around the area", meaning you could use those without having to collect souls. I'd allow that.

    - Are you going to keep a soul count in your posts? meaning stating how many souls you have? I believe that would be necessary each post as well.

    To technicalities:

    - You are going to write down the stats of your unique puppets, right? Meaning you'd carry them in posts or your siggy, with you? That would make stuff easier for people, I'd assume.

    - I would like you to add a 1% Magic Reduction for every soul you control every 2 posts. That should be feasible. Meaning when you control an entire army, you'll be able to do it, but not for long. This doesn't have to be raised for unique souls. That'd be a necessary addition to prevent you from spawning an army without a continuous drawback. I would advise you to perhaps create spells that rejuvenate your Magic Power. But the Magic Reduction is definitely necessary for a permanent control magic like yours. The Magic Strings without Magic Power are good as well.

    - Please change the number of souls to:

    D Rank: 10 Souls
    C Rank: 15 Souls
    B Rank: 20 Souls
    A Rank: 30 Souls
    S Rank: 40 Souls
    H Rank: 60 Souls

    That should be feasible. As you're probably aiming to constantly recycle souls with your spells, that amount should be feasible. I hope it's ok and I'm not undermining you with this.

    That's all for now. Compared to my first post, this is really minor xD Thanks again!


    _____________________________________________________________________________________

    Lyserg - Grizz - Sinbad

    Character
    Evilalex
    Evilalex

    1 Year Anniversary- Player 
    Lineage : Rage of the Soul Thorn
    Position : None
    Posts : 17
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 0

    Alexander Enderson's Magic Empty Re: Alexander Enderson's Magic

    Post by Evilalex 14th March 2014, 10:19 am

    - Souls fly around the area right? So to use your spells, you just grab souls that happen to be passing by? That would be totally acceptable, this is just for my clarification, because that's how I understand your combat would work without weidling any souls of dead animals at first.

    In a way yes but very close to the user because of Soul Magnet. Best way I can describe Soul Magnet is putting a light in a moth filled room, they'll head towards it even if they get burned. If souls did indeed pass by, I couldn't do anything unless they came to me because of Soul Magnet. Hence why one of my weaknesses is souls themselves, it's hard for my character to start off that and when hes out, most of his magic is useless. Though I will explain what I will start with in the next question.

    - You would start at 0 souls, I'd assume? So basically, before having killed a monster, you would have 0 souls, right? But to use your spells, you can just use souls "that are flying around the area", meaning you could use those without having to collect souls. I'd allow that.

    Actually, I will start with 1 unique soul, and possibly 2 lesser souls for lore reasons. I'd like to keep the soul thing to a limited number just to make it a little more balanced, especially since I start out with one unique soul. I'm probably going to reduce the top number of unique souls from 5 to 3 at rank H.

    - Are you going to keep a soul count in your posts? meaning stating how many souls you have? I believe that would be necessary each post as well.

    Yea, I was going to do that. If I didn't I would easily lose count, especially with all the different ranks.





    - You are going to write down the stats of your unique puppets, right? Meaning you'd carry them in posts or your siggy, with you? That would make stuff easier for people, I'd assume.

    Yea, I will write down the stats in my sig in a spoiler for each unique soul/ puppet.

    - I would like you to add a 1% Magic Reduction for every soul you control every 2 posts. That should be feasible. Meaning when you control an entire army, you'll be able to do it, but not for long. This doesn't have to be raised for unique souls. That'd be a necessary addition to prevent you from spawning an army without a continuous drawback. I would advise you to perhaps create spells that rejuvenate your Magic Power. But the Magic Reduction is definitely necessary for a permanent control magic like yours. The Magic Strings without Magic Power are good as well.

    Oh frig... I may need another table fffffffffffff... I was trying to aim the magic reduction around that since that's around the amount you gain every 2 posts, hence they will cancel. Though where I might need a new table for is the constant reduction in magic energy based on rank, like below.

    Rank D= only 2 Rank D puppets without loss (2% drain each post, with natural magic energy regen means they cancel at that rank)
    Rank C= only 4 Rank D puppets without loss
    Rank B= only 8 Rank D puppets without loss

    Like that, since I doubt the magic drain for a rank D puppet would be 1% every 2 posts with a rank H. Oh, and if I messed up the numbers for natural magic energy regeneration every 10 posts, please tell me, cause that's mostly what I am basing it on xD.

    Also when you say "create spells that rejuvenate your Magic Power." do you mean using spells to increase my magic energy? Or is magic power something else O.o, or is it the same XD. If it is the same, isn't that like Dragon Slayers then?

    - Please change the number of souls to:

    D Rank: 10 Souls
    C Rank: 15 Souls
    B Rank: 20 Souls
    A Rank: 30 Souls
    S Rank: 40 Souls
    H Rank: 60 Souls


    Should be done...

    That should be feasible. As you're probably aiming to constantly recycle souls with your spells, that amount should be feasible. I hope it's ok and I'm not undermining you with this.

    I actually wasn't planning to O.o. Though if I did the soul would come back one rank lower than the one I used to make it more fair. And your not undermining me XD.


    Well I believe that was everything
    Aria Beleren
    Aria Beleren

    Cosmic Soul


    Cosmic Soul

    Administrator- Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- S-Rank- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Christmas Event Winner- Hero- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
    Position : None
    Posts : 1840
    Dungeon Tokens : 0
    Age : 36
    Mentor : Memnarch
    Experience : 0

    Character Sheet
    First Skill: Tergiversation Arts
    Second Skill:
    Third Skill:

    Alexander Enderson's Magic Empty Re: Alexander Enderson's Magic

    Post by Aria Beleren 16th March 2014, 2:51 pm

    Approved


    _____________________________________________________________________________________

    Themes:

      Current date/time is 5th November 2024, 9:38 am