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Post by swiftyuki on Aug 8, 2018 0:43:55 GMT -8
- When making a spell or patent, you need to be clear on what it is and how to use it.
- Difficulty requires a certain amount of words to learn (Generic base spells and constructs are exempt)
- If a spell is closed, the ways to learn it are limited to the creator of that spell.
- Requested spells and patents are made in the Spellbooks Forum, approved ones are to be added into Inkbound Spellbooks after being learned and mastered.
- Don't close off generic spells. That's just not cool. Typically, unique spells or those with an affinity of 6-10 would be acceptable to privatize.
- Spells that are requested will need to get trained with a specific word count (seen below) before being able to be used.
- Spells can be trained in bulk.
- Elemental alignment will limit the strength of spells you can use.
- Unless stated that a spell is being cast at a different affinity level, it will be assumed that all spells will be cast at their base level. This indicates for higher or lower than base affinity casting, it needs to be stated.
Additionally, mages can train with other characters, NPC or PC in a group training. The word count is totaled between all parties training and they can play out a scene together where all words accumulated for that will count for all spells and affinities trained up. Excess words left over can be used to shorten another training, either solo or group. Patenting/Spell Word Count
Affinity - Word Count 1 - 100 2 - 200 3 - 300 4 - 400 5 - 500 6 - 600 7 - 700 8 - 800 9 - 900 10 - 1000
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Post by swiftyuki on Jan 6, 2021 21:47:10 GMT -8
Hybrid Spells Hybrid magic utilises two or more elements either by one person or multiple. However, they do not apply to all elemental combinations and will cost quadruple the mana of the base affinity compared to a single elemental spell. Some hybrid elements will use more than two, which is best used with teammates for the sake of elemental flexibility and mana reserves. These attacks will also deal extra damage on elements they are strong against. Hybrid spells can break into being a single elemental spell if one element overpowers another by 3+ affinity or if the source of another element is cut off. This will also weaken the spell back to the single casting element's if it is not a spawn. If used with a partner, these spells need to be trained with all cooperating characters. These are likely done through group trainings rather than alone due to being used with other people. Some elements may be composed of opposing elements like Eclipse style spells. These are known to be equally effective on either element but also renders the caster weak to the same kinds of damages on either end. Currently Known Hybrid Elements - Elemental Makeup
Plasma - Lightning/Fire Magma - Earth/Fire Glass - Earth (Sand)/Fire Eclipse - Dark/Light
Meteormancy - Wind/Lightning/Water The Hybrid Elements table will be updated when a new hybrid emerges and its elemental makeup is known. Consult the Elemental Effectiveness Table for further information on elemental strengths and weaknesses.
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