~Administrative Council~
Kirito Gekko
Tenjinsai Bushinji
Kuroishi Homura
~Managers~
Kumo
~Moderators~
~Lead Moderators~
Fabled (Bleach)
Aria (Naruto)
~Sub-Moderators~
Bleach
Chaos Kaiz
Naruto
Vacant
One Piece
Kite
Koga Senju
~Support~
Mikoto Kurokei
(Tests & Ranks)
~Content Team~
Himurotaiki
Kirito Gekko
Tenjinsai Bushinji
Kuroishi Homura
~Managers~
Kumo
~Moderators~
~Lead Moderators~
Fabled (Bleach)
Aria (Naruto)
~Sub-Moderators~
Bleach
Chaos Kaiz
Naruto
Vacant
One Piece
Kite
Koga Senju
~Support~
Mikoto Kurokei
(Tests & Ranks)
~Content Team~
Himurotaiki
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Mage Sub-Class Skills and Info
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Mage Sub-Class Skills and Info
Re:zero Magic:
Information:
Magic is made up of four elements; Fire (火 Hi), Water (水 Mizu), Wind (風 Kaze), and Earth (土 Tsuchi). It is further classified into four categories; Fire Mana that represents the destruction and power, Water Mana that represents life and healing, Wind Mana that represents the freedom and speed, and Earth Mana that represents stability and protection. Some incantations for each element are Goa for fire, Huma for water, Fura for wind, Dona for earth.
The strength of spells starts from the original incantation and increases by adding El, Ur, or Al (example: Goa, El Goa, Ur Goa, and Al Goa for fire). An ordinary person is considered to be well off if they are compatible with a single element, however some rare individuals show talent in multiple elements. Incantations are generally used to cast spells, but once the user’s energy manipulation reaches a certain level silent casting becomes possible.
Silent Casting: 3,000 WC to learn
Dual Element: Requires a 20% Randomized Roll
Learning the Magic:
A Mage is someone who has a natural talent for one of the four classic elements. What this means is that this person is able to easily sense and interact with the energy representing it. Elemental Mana’s natural state is formless until a mage directly channels and interacts with it. It is possible for a mage to interact and subtly manipulate this mana naturally, however it is only through a spell that combat effectiveness is achieved.
Tier 1 Energy Manipulation and 750 WC to learn - Basic Element [Goa/Huma/Fura/Dona]
Tier 2 Energy Manipulation and 1,250 to learn - El Spell
Tier 3 Energy Manipulation and 1,750 to learn - Ur Spell
Tier 4 Energy Manipulation and 2,500 learn - Al Spell
Constructs:
The term construct refers to the physical manifestation of the element similar to a puppet. The details of the construct should be determined within reason by the user’s ability to manipulate energy. [Energy Manipulation Skill - Think that at Tier 1 you would have vague shapes while at tier 4 it could be detailed in an exact manner similar to a living being. ] Fire and wind spells can’t achieve the state of a solid meaning that although you can concentrate their energy into a shape, it can’t become a an actual construct.
Small Scale Construct: This refers to any construct 10 meters in size and below. To determine your limit you should think of it as an El spell being able to have 20 1 meter and smaller constructs, 10 2 meter constructs, 6 3 meter constructs, 5 4 meter constructs, 4 5 meter constructs, and so on in that manner. Essentially, spread the meters which the user can control between the constructs.
Large Scale Construct: This refers to any construct larger than 10 meters in size. Similar to the small scale constructs, the total amount of constructs is determined by the amount of meters which the user can control. This means that with the Ur Spell the maximum amount of Large scale constructs is barely 7.
Important: There are limits to the constructs in the El and Ur Spells, but not with the Al spell. Each User must keep in mind that more constructs requires more energy to sustain and will rapidly drain the energy. They are a supplement to the skill at most, and not the main usage for the magic.
Spells:
- ”Fire”:
Goa: Goa is the most basic flame spell. This spell allows the user to concentrate fire mana into their direct surroundings and manipulate it to varying degrees. The strength of the flame is dictated by the user’s Energy Stat and Energy Manipulation Skill. - Range: Melee Range
El Goa: El Goa is a spell which improves the Goa spell to overcome the apparent weakness. The weakness being overcome in this case is naturally the limited range. The only downside is that due to the wider area covered the El Goa spell is more draining than the base Goa spell. Once again, the user’s ability to manipulate energy and the strength of their energy dictate the strength of their spell. - Range: 20 Meters
Ur Goa: Ur Goa takes the ability to control fire mana another step further. Before reaching this level the origin of the mana is still the user, but at this level anywhere within range of the spell becomes a conjuring point by following the user’s will. Another important point is that a new ability becomes available. That is the ability to cause spontaneous combustion, or create explosions. Another notable point is that it is at this point that the flames will naturally transition to a blue appearance. Similar to before, the user’s ability to manipulate energy and the strength of their energy will determine the spell’s strength. Cannot conjure flames directly on a person. Range: - 75 Meters
Al Goa: Al Goa represents the pinnacle of fire mana manipulation as well as the culmination of the user’s experience and skill. This is the fourth and final level of the Goa Spells, and it is at this level that the only limit on the user is their own creativity and the strength of their energy. It is possible to completely control flames to their fullest extent, density, heat, etc.
- ”Wind”:
Fura: Fura is the most basic wind spell. Wind mana is extremely abundant and very quick to gather. The basic utility of this spell is to produce a burst of wind in their immediate surrounding. The limits of this spell are dictated by the user’s ability to manipulate energy and the strength of the user’s energy. - Range: Melee Range
El Fura: El Fura improves greatly upon the base spell allowing for the user to focus the energy into a stream as well as a burst. At this level it becomes possible to produce wind blades by utilizing the two concepts to burst outward in a concentrated manner or in a continuous stream. The most important point being that the strength of the spell is dependent on the user’s ability to manipulate energy as well as the strength of their energy. - Range: 20 Meters
Ur Fura: Ur Fura is a spell which greatly increases the previous range and scale of the previous spell. The scale of the possible attacks has increased that this level to utilize massive amounts of wind mana to produce powerful gusts, wind blades nearly as wide as the total range of the spell, and tornado like attacks within range. Another notable point is that the cutting efficiency of the wind blades has increased greatly. The strength of the spell is dependent on the user’s ability to manipulate energy as well as the strength of their energy. - Range: 75 Meters
Al Fura: Al Fura represents the extremes of what the Fura spell is capable of. Range and scale are only limited by the user’s capabilities. Reaching the level of using the Al spell means that the user can freely manipulate the speed, concentration, and flow of the wind mana. The fact that the strength of the user’s energy and their ability to manipulate energy determines the strength of the attacks remains.
- ”Water”:
- ”Hydrotherapy”:
Hydrotherapy: This is the ability to heal and unique to the water element, however not everyone chooses to learn this ability. This means that all Mages can be Water Mages, but not all Water Mages can heal wounds. The effectiveness of the healing is dependent on the user’s Energy Control and their training in the art to understand the interaction of their energy and the body that they are healing. Healing will never be able to revive the dead.
Tier 1 Healing: At the initial level it is possible for the user to heal flesh wounds and assist the production of blood outside of combat zones. - Requires Tier 1 Energy Manipulation and 500 WC to learn.
Tier 2 Healing: At this level the user will begin familiarizing their self with the healing of bones and tendons outside of combat zones. Healing the flesh and replenishing the blood becomes possible in a combat zone, however that’s under the condition that the user is protected from attacks. - Requires Tier 2 Energy Manipulation and 1,000 WC to learn.
Tier 3 Healing: At this level you have reached an advanced stage and are able to heal the various organs, so long as they haven’t been entirely destroyed. This can only be achieved outside of combat zones. Having progressed the art of healing once more the user is now able to heal bone and tendon injuries in combat zones while protected. - Requires Tier 3 Energy Manipulation and 2,000 WC to learn.
Tier 4 Healing: This can be considered the peak of the Hydrotherapy, and it is after reaching this level that the user clearly understands how to heal basically any physical damage. So long as as the target of the healing hasn’t been damaged beyond repair, a user of this level could heal it. Due to the abundant understanding and experience at this level a user of this level can heal essentially all wounds freely in a combat zone assuming that they are protected from interruption. - Requires Tier 4 Energy Manipulation and 3,000 WC to learn.
Huma: Huma is the most basic water spell that allows for the user to freely manipulate water and ice within their direct surroundings. The limits of what can be achieved with this spell are determined by the User’s ability to manipulate energy and the strength of their energy. - Range Melee Range
El Huma: El Huma takes the Huma spell a step further by expanding the range of the spell and to manipulate more water and ice. Small scale constructs are possible to be created within the range of the spell in order to attack and defend. The detail and strength of the spell is determined by the user’s ability to manipulate energy and the strength of their energy. - Range: 20 Meters
Ur Huma: Ur Huma greatly increase the area which the user can manipulate water mana within. At this level creating multiple constructs small scale constructs of ice or water is possible, or creating a large scale construct. The overall strength, density, coldness, and pressure can clearly be controlled within the area. The overall detail and strength is dictated by the user’s ability to manipulate energy and the strength of the users energy. - Range: 75 Meters
Al Huma: Al Huma is the pinnacle of water mana manipulation, and it is at this level that the user essentially reaches the level of total control. Each aspect of the water and ice that they create can be freely manipulated with the only limiting factor being the user’s ability to manipulate energy and the strength of their energy.
- ”Earth”:
Dona: Dona is a spell to manipulate the earth mana in the user’s immediate surroundings including Spikes, Stones, Defensive Features, etc. The limit of the strength of the spell is determined by the user’s ability to manipulate energy and the strength of the user’s energy. - Range: Melee Range
El Dona: El Dona improves upon the Dona spell to allow the user to manipulate much larger amounts of earth mana to increase the earth and affect the earth in their surrounding in various way. Similar to the water spell, at this level it becomes possible to create small scale constructs. The detail and strength of the spell is limited by the user’s ability to manipulate energy and the strength of the user’s energy. - Range: 20 Meters
Ur Dona: Ur Dona further improves upon the El Spell. The greatest improvement is naturally the range and efficiency with which the user is able to manipulate larger amounts of Earth Mana. Due to these improvements the spell allows for the user to create Large Scale Constructs as well as manipulate metal within the earth through their mana. The detail and strength of the spell are determined by the user’s ability to manipulate energy and the strength of the user’s energy. [It is NOT possible to directly create metal, however it is possible to manipulate metal in the earth. It is impossible to damage and ruin other people’s weapons and armor due to being protected by their energy.] - Range: 75 Meters
Al Dona: This is the pinnacle of Earth Mana control with the User reaching the state of total control. The various aspects of the earth that the user creates can be manipulated and strengthened to the user’s will. This is the level where the user can produce life-like creations through their overwhelming ability to control. The only limitation is the user’s ability to manipulate energy and the strength of the user’s energy.
Kumo- Race : Human (FT)
Class : Genius
Rank : Basic Mage
Power : 5
Strength : 5
Stamina : 5
Speed : 5
Energy : 5
Perception : 5
Energy Speed : 5
Reputation : 0
Age : 27
Location : Paradise
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