Magic and abilities guide

MAGIC SYSTEM

Our magic system is heavily inspired by DnD and other table-top RP stat systems.

SPECIALTIES Each Magic specializes in a different field. The three fields are Offensive, Defensive, and Supportive. You decide what area you want your Magic to specialize in and gain certain benefits and the ability to choose from a unique pool of abilities.
Offensive Magic Offensive Magic specializes in dealing large amounts of damage to enemies. At character creation, they receive a +5 bonus to their attack stat. Their HP is equal to stamina x10.

Defensive Magic Defensive Magic specializes in mitigating and or avoiding large amounts of damage. At character creation, they receive a +5 bonus to their defense or stamina stat. Their HP is equal to stamina x20.

Supportive Magic Supportive Magic specializes in buffing, debuffing, healing, and supporting themselves and others. At character creation, they receive a +5 bonus to their heal, stamina, or attack stat. Their HP is equal to stamina x15.
You pick from a large list of abilities and describe its look depending on your chosen Magic type. However, the action, damage, effect, and cost for each spell are set in stone, while the aesthetics are left entirely up to the player. To compensate, we have provided a list big enough to cover everything and are open to suggestions for more.

MAGIC ITEMS Holder and Requip items are to be described in their various spells and Magic descriptions. Any accessory, weapon, or armour with magical properties outside of Holder, Requip, or the various Magics that use items as catalysts for summoning, will be presented as event/special mission rewards with their own unique bonuses and effects.

To maximise your creativity, it is recommended that you write up ability descriptions for your characters first and to worry about the stats later.

BASIC ABILITIES

Basic abilities are abilities everyone is capable of doing without making a spell for it. When you make your character, you can choose one basic your character is good at. This makes it enhanced and gives it a bonus. You can choose another one at level 10.

ATTACK A basic attack.
ACTION: Standard.
DAMAGE: 0.5X ATK + Any weapon/item modifier.
EFFECT: N/A
COST: N/A
ENHANCEMENT BONUS: +5 Bonus damage.
GRAPPLE Attempt to grab, wrestle, and or subdue a target.
ACTION: Standard.
DAMAGE: N/A.
EFFECT: Make a roll against the target. Target is Grappled for 1 post on an 11 or higher.
COST: N/A
ENHANCEMENT BONUS: Grapple lasts for 2 posts.
BLOCK Use your natural means of defending to brace yourself for an incoming attack.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Reduces incoming damage by 0.5X your DEF or HEAL (Supportive only) value.
COST: N/A
ENHANCEMENT BONUS: +5 damage reduced.
BOB AND WEAVE The user bolsters their defenses for the turn to defend against oncoming attacks.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Increases your base AC by 25.
COST: 20 MP.
ENHANCEMENT BONUS: MP cost is now 10 MP.
STEALTH The character attempts to hide or conceal themselves through some means.
ACTION: Standard.
DAMAGE: N/A.
EFFECT: When an opponent cannot see you, you gain advantage on all attack rolls. To stealth, roll 1d20. If it beats their Sensing score, you are considered hidden. Any attacks made towards a hidden target are at disadvantage. Hidden status is revoked when you attack, even if it misses, and if you are hit while hidden.
COST: N/A
ENHANCEMENT BONUS: +3 to Stealth rolls.
SENSE Encompasses the individual's ability to sense danger or other anomalies.
ACTION: Free Action.
DAMAGE: N/A.
EFFECT: The number someone attempting to Stealth has to roll higher than to be considered hidden. Passive sensing is 10.
COST: N/A
ENHANCEMENT BONUS: Passive sensing score is now 15.
HOLD BACK The user hold's back against their opponent.
ACTION: Free Action.
DAMAGE: N/A.
EFFECT: Whatever the user is trying to do can be halfed (0.5X). Their statistics, their damage, etc.
COST: N/A
ENHANCEMENT BONUS: Your own statistics, damage, etc, can be lowered to a quarter of their orignal strength. (0.25X)
CRITICAL HIT By chance, you've hit your opponent in a critial spot, have glimpsed a weakness of theirs, etc.
ACTION: Passive.
DAMAGE: N/A.
EFFECT: If you roll a Natural 20, the attack hits regardless of how high the target’s DEF is. We call this a critical hit, and the damage of the attack is doubled. In addition to this, for conditions, duration is also increased by +1 turn. This is a passive everybody has.
COST: N/A
ENHANCEMENT BONUS: You now critical on an 18 and up.


GENERAL ABILITIES

General abilities are types of abilities any specialty type can create.

MAGIC ATTACK A magical attack. If AoE, level +1 = max amount of targets.
ACTION: Standard.
DAMAGE: 1.5X ATK.
EFFECT: N/A.
COST: 10 MP, 20 if AoE.
MAGIC ATTACK + CONDITION A magical attack that may inflict a condition if the magic attack hits successfully. If AoE, level +1 = max amount of targets. You must roll for attack and condition. Your attack must hit in order for the condition to hit. The condition is set in stone when you make the ability.
ACTION: Standard.
DAMAGE: 1.5X ATK.
EFFECT: 1 Condition (3 posts).
COST: 15 MP, 25 if AoE.
CONDITION Any ability that attempts to inflict a condition on a target. If AoE, If AoE, level +1 = max amount of targets. The condition is set in stone when you make the ability.
ACTION: Standard.
DAMAGE: N/A.
EFFECT: 1 Condition (3 posts).
COST: 5 MP, 15 if AoE. 3 uses per thread.
PARRY Any ability that magically fortifies the user's defenses to protect themselves actively against all incoming damage. Can be used preemptively or reactively.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Reduces incoming damage by your full DEF value.
COST: 10 MP. 3 uses per thread.
POWER UP Any self-buffing ability that temporarily increases a stat of choice. The stat is set in stone when you make the ability.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Choose a stat for this ability to buff. Increases that stat of choice by 1.5X (3 posts). Self only.
COST: 10 MP, 2 uses per thread.
TRANSFER Lend a target some of your energy.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Lend an amount of MP of your choice to a target.
COST: Varies. 2 uses per thread.
DISPEL An ability that removes a single condition from a target of the user's choosing.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Removes 1 condition before its effects are applied.
COST: 10 MP. 4 uses per thread.
RESIST An ability that guards against conditions.
ACTION: Free action.
DAMAGE: N/A.
EFFECT: Prevents all conditions from befalling you for that post.
COST: 10 MP. 2 uses per thread.
PLATINUM KEY This allows the user to summon a RPC's - real-player character's - celestial spirit.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Spirit can be summoned for a duration equal to 0.5X STAMINA (i.e - 10 Stamina = 5 post duration).
COST: 5 MP + Spirit's Level. 1 use per thread.
HUMAN SUBORDINATION A limited version of Human Subordination Magic which allows the caster to summon a human real-player charcter to aid them in battle.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: A human can be summoned for a duration equal to 0.5X STAMINA (i.e - 10 Stamina = 5 post duration). They are considered Charmed to the caster. They must be entirely human (not a half-race) and the caster must be of evil alignment.
COST: 5 MP + Human's Level. 1 use per thread.
VANISH Attempt to stealth even if currently in combat. Attempting to stealth still requires a standard action.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Allows you to use the basic ability "Stealth" while in combat. Roll at Advantage (roll two dice and take the highest roll).
COST: 10 MP. 2 uses per thread.
IMPEDE An ability that impedes the target on success.
ACTION: Standard.
DAMAGE: N/A.
EFFECT: The target loses their standard action for the next turn.
COST: 10 MP, 2 uses per thread.
INTERRUPT An ability that interrupts target's action on success.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: The target loses their bonus action for the next turn.
COST: 10 MP, 2 uses per thread.
RALLYING CRY Rally your allies in battle through magical means, increasing their prowess.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Gives a number of allies advantage until their next turn. Maximum amount of targets equal to character's level +1 (i.e - level 5 can target 6 people). Eligibility for purchase is rewarded either through an event reward, or alternatively can be learned at level 15 and higher.
COST: 20 MP. 2 uses per thread.

OFFENSIVE MAGIC ABILITIES

Abilities that can only be created for Offensive Magic.

LEECH Any attack that has the added property of restoring the attacker's health after impact.
ACTION: Standard.
DAMAGE: 1.5X ATK.
EFFECT: X0.25 of damage done (after reductions) restored as HP.
COST: 15 MP. 3 uses per thread.
MAGIC ATTACK+ An enhanced version of Magic Attack.
ACTION: Standard.
DAMAGE: 2.0X ATK.
EFFECT: N/A.
COST: 10 MP.
MAGIC ATTACK + CONDITION+ An enhanced version of Magic Attack + Condition. The condition is set in stone when you make the ability.
ACTION: Standard.
DAMAGE: 2.0X ATK.
EFFECT: 1 condition (3 posts).
COST: 15 MP, 25 if AoE.
HASTE An ability that quickens the caster, allowing them to take more actions in a smaller frame of time.
ACTION: Free Action.
DAMAGE: N/A
EFFECT: This does not require a Bonus or a Standard action to use, but gives you one additional bonus action for the post it is used in.
COST: 5 MP, 2 uses per thread.
SNEAK ATTACK An attack useable only when the user is considered hidden.
ACTION: Standard.
DAMAGE: 2.0X ATK, +3 bonus damage per level.
EFFECT: Revokes hidden status after use.
COST: 10 MP. 2 uses per thread.
REVENGE Challenge an incoming attack with an attack of your own.
ACTION: Free Action.
DAMAGE: Nulls half the damage received from an attack and sends half the damage back to the attacker. No attack roll required.
EFFECT: Can be used after suffering damage from an attack.
COST: 15 MP. 2 uses per thread.
LIMIT BREAK An attack that transcends the user's normal offensive capabilities at the expense of their own bodies. If AoE, level +1 = maximum amount of targets.
ACTION: Standard.
DAMAGE: 2.5X ATK + 10 per 10 HP sacrificed. 10 - 50 HP may be sacrificed. Bonus damage cannot be reduced.
EFFECT: N/A
COST: 15 MP (25 MP if it is an AoE). 2 uses per thread.
BURST By sacrificing a condition they have inflicted, they are capable of dealing immense damage.
ACTION: Standard.
DAMAGE: 2.5X ATK.
EFFECT: N/A.
COST: 20 MP, 2 uses per thread.
DESTROY An ability that, upon use, doubles the effectiveness of existing damaging conditions inflicted on a target for the rest of their duration. Once the DoT is affected, it cannot be affected by Destroy again.
ACTION: Standard.
DAMAGE: N/A.
EFFECT: Damage over time effects 2.0X.
COST: 10 MP. 2 uses per thread.
SIPHON LIFE A special, standalone damage over time condition that can be stacked as normal. It inflicts damage and restores it to the user.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Special DoT condition that heals the user for the damage it deals (after reductions). It does the same damage as the DoT condition.
COST: 5 MP. 3 uses per thread.
IMBUE Imbues the user's basic attacks, allowing them to inflict conditions. The condition is set in stone when you make the ability.
ACTION: Free Action.
DAMAGE: N/A.
EFFECT: Buffs the user's basic attacks and allows them to inflict a condition of choice for that turn.
COST: 5 MP. 3 uses per thread.
CLEAVE Empower the user's basic attacks, allowing them to attack multiple targets at once.
ACTION: Free Action.
DAMAGE: N/A.
EFFECT: Buffs the user's basic attacks and allows them to attack a number of targets equal to their level +1 for that turn.
COST: 5 MP. 6 uses per thread.
LIFE DRAIN Empower the user's basic attacks, allowing them to heal the user on succesful hits.
ACTION: Free Action.
DAMAGE: N/A.
EFFECT: Buffs the user's basic attacks and allows them to heal the user on succesful hits for their damage value (after reductions) for that turn.
COST: 5 MP. 3 uses per thread.
FLURRY Attack with high speed, allowing the user to make an additional attack during their turn.
ACTION: Free Action.
DAMAGE: N/A.
EFFECT: Allows the user to use the Attack basic ability on their bonus action for that turn.
COST: 5 MP. 6 uses per thread.
CHARGE UP An ability that spends a turn charging up for a devastating attack the following turn.
ACTION: Both Standard and Bonus action.
DAMAGE: 3.0X ATK.
EFFECT: Spends the entire turn charging up an attack to deliver a powerful blow the next turn.
COST: 25 MP, 2 uses per thread.

DEFENSIVE MAGIC ABILITIES

Abilities that can only be created for Defensive Magic.

ENHANCED LEECH Any attack that has the added property of restoring the attacker's health after impact.
ACTION: Standard.
DAMAGE: 1.5X ATK.
EFFECT: 1.0X user's DEF or STAM value (their choice) restored as HP.
COST: 15 MP. 3 uses per thread.
GLADIATOR STANCE Assuming a more offensive state, the user becomes more aggressive with their attacks.
ACTION: Free action.
DAMAGE: N/A.
EFFECT: Instead of adding their ATK to their attack roll, they add their DEF value to determine accuracy. However, damage calculation still works through the ATK stat. Lasts for the remainder of the thread.
COST: 10 MP.
SPIKED DEFENSES Mounts a defense that discourages attacks by causing the attacker to suffer damage on successful hits.
ACTION: Bonus.
DAMAGE: 0.5X DEF.
EFFECT: Lasts 3 posts. 2 uses per thread.
COST: 15 MP.
COUNTER Counters attacks after avoiding them successfully.
ACTION: Free Action.
DAMAGE: Deals damage equal to ATK X1.5 to the target. Eligible for use if you avoided an attack launched in the preceding post. No attack roll required.
EFFECT: N/A.
COST: 10 MP. 3 uses per thread.
INTERVENE Any ability that allows the user to step in and take a blow for another individual.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Take all attacks intended for another target. Said attacks still must beat the user's DEF in order to inflict damage.
COST: N/A.
SHIELD Protects oneself with heightened defenses to reduce incoming damage.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Reduce damage by half until your next turn.
COST: 10 MP, 3 uses per thread.
ABSORB An ability that that sacrifices resources in order to provide the user with a buffer that blocks damage until it is depleted.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Acquire a shield equal to MP spent 2.0X.
COST: 10 MP minimum, 50 MP maximum. 2 uses per thread.
ABSOLUTE SHIELD An ability that temporarily completely prevents the user from taking damage or being inflicted with conditions.
ACTION: Standard.
DAMAGE: N/A.
EFFECT: Blocks all incoming damage until the next turn.
COST: 20 MP, 1 use per thread.
SIPHON LIFE+ A special, standalone damage over time condition that can be stacked as normal. It inflicts damage and restores it to the user.
ACTION: Bonus.
DAMAGE: 5 dmg per post
EFFECT: Special DoT condition that heals the user for 2.0X the damage it deals (after reductions).
COST: 5 MP. 3 uses per thread.
LAST STAND An ability that can be used proactively or as a reaction. Endures the next attack even if it were to kill them.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: If an attack were to bring the user under 0 HP, they are instead brought to 1 HP.
COST: 10 MP. Once per thread.
LIMIT BREAK A defensive spell that transcends the user's normal defensive capabilities at the expense of their own bodies. Creates a barrier to weather attacks. If AoE, level +1 = maximum amount of targets.
ACTION: Standard.
DAMAGE: 2.5X DEF + 10 per 10 HP sacrificed. 10 - 50 HP may be sacrificed.
EFFECT: N/A
COST: 15 MP (25 MP if it is an AoE). 2 uses per thread.
PAIN TOLERANCE An ability that can be used reactively to receiving damage. They use an ability that mitigates some of the damage taken.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Roll a d20 on your Bonus Action. On the next two turns after the one you rolled on, you can reduce the percentage of one attack's damage against you by the number x5 (i.e - rolling a 5 means 25% of it is absorbed).
COST: 10 MP. 2 uses per thread.
ELUDE An ability that bolsters the user's defenses to decrease the chances of taking damage.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: For 2 posts, any attack coming the user's way must be rolled at disadvantage.
COST: 15 MP. 2 uses per thread.
TAUNT An ability that forces a designated target, or targets, to attack the user.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Attempt to inflict a special condition called Provoked on a number of targets equal to the user's level +1. While subjected to this, the targets must direct their attacks towards the user. Targets cannot AoE if they are Taunted. Roll this condition at advantage.
COST: 5 MP. 15 for AoE. 5 uses per thread.
BODYGUARD The user performs an ability that allows them to take a portion of damage for another person for a set duration.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Choose a target. You take 25% of the damage this target suffers for them for a duration of 3 posts.
COST: 10 MP. 3 uses per thread.

SUPPORTIVE MAGIC ABILITIES

Abilities that can only be created for Supportive Magic.

HEAL Any spells that treats a target, or multiple targets', injuries. If AoE, maximum targets is equal to the caster's level +1.
ACTION: Standard.
DAMAGE: N/A.
EFFECT: Heals target(s) for Healing 3.0X.
COST: 10 MP, 20 if AoE.
REJUVENATE A small heal-over-time effect that can affect the user or multiple targets. If AoE, level +1 = maximum targets.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Heals target(s) for HEAL 1.0X for 3 posts.
COST: 5 MP, 10 MP if AoE. 3 uses per thread.
DAMAGE CONVERT An attack that converts damage done into healing for those around the user and themselves.
ACTION: Standard.
DAMAGE: ATK 1.5X.
EFFECT: Heals an amount of people equivalent to the user's level +1 for damage done 1.0X.
COST: 15 MP.
BATTLE CLERIC The user uses a spell to bolster their offense, or changes their approach on combat to a more aggressive style.
ACTION: Free action.
DAMAGE: N/A.
EFFECT: Instead of adding their ATK to their attack roll, they add their HEAL value to determine accuracy. However, damage calculation still works through the ATK stat. Lasts for the remainder of the thread.
COST: 10 MP.
COUNTERSPELL This is an ability that negates an attack before they're cast/performed.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Prevents anything with an "attack roll" from resolving so the ability/spell does not happen.
COST: The cost of the spell being negated. 1 use per thread.
FIND WEAKNESS An ability that seeks the weakness of a target to provide a boon to a target of the caster's choice.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Find the target's weakness for an ally (or oneself) of choice. This gives advantage on their next attack.
COST: 15 MP, 2 uses per thread.
SPELLSTEAL An ability that steals a beneficial effect from a target.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Steals a buff currently affecting a target and gives it to the user for its remaining duration.
COST: 15 MP, 1 use per thread.
DISPEL+ An improved version of the Dispel ability.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Removes all conditions before its effects are applied.
COST: 10 MP. 4 uses per thread.
MASS DISPEL An ability that removes conditions from multiple people at once.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Removes all conditions from an amount of targets equal to the user's level +1 before its effects are applied.
COST: 15 MP, 4 uses per thread.
BARRIER Protects a target with some variety of magical defense to prevent damage.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Blocks 3.0x HEAL of incoming damage/conditions for you and other chosen targets until depleted. Your level +1 is the number of targets you can affect.
COST: 10 MP, 15 MP (AoE). 2 uses per thread.
REVIVE Bring back the recently deceased or unconscious.
ACTION: Standard.
DAMAGE: N/A.
EFFECT: Brings back the recently deceased (within 3 posts) or unconscious with an amount of health equal to the caster's Healing 2.0X. The amount of HP restored is always at least 1.
COST: 25 MP. 1 use per thread.
MASS REVIVE Bring back all of the recently deceased or unconscious.
ACTION: Standard.
DAMAGE: N/A.
EFFECT: Brings back the recently deceased (within 3 posts) or unconscious with an amount of health equal to the caster's Healing 2.0X. Maximum targets equal to level 1+. The amount of HP restored is always at least 1.
COST: 40 MP. Once per thread. 1 use per thread.
BUFF Bolster a target's capabilities.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Choose a stat for this ability to buff. It is set in stone after creation. Upon use, adds +10 to this stat of choice for 3 posts.
COST: 10 MP, 2 uses per thread.
DEBUFF An ability that lowers a chosen stat of a target. The stat is chosen at ability creation.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: One of the target's stats (excluding Stamina) is lowered by 10. Considered a "condition." Lasts for 3 posts.
COST: 10 MP, 2 uses per thread.
LIMIT BREAK A healing spell that transcends the user's normal supportive capabilities at the expense of their own bodies. If AoE, level +1 = maximum amount of targets.
ACTION: Standard.
DAMAGE: 3.0X HEAL + 10 per 10 HP sacrificed. 10 - 50 HP may be sacrificed. Bonus healing from sacrificed HP cannot be prevented.
EFFECT: N/A
COST: 15 MP (25 MP if it is an AoE). 2 uses per thread.
SPARE THE DYING An ability that prevents the target from going unconscious regardless of how much damage they took on their turn.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: All incoming damage, should it have reduced the target to 0 HP, will instead reduce them to 1 HP for that turn.
COST: 25 MP, 1 use per thread.
SACRIFICE Sacrifice one's own well-being to heal those around you.
ACTION: Bonus.
DAMAGE: N/A.
EFFECT: Amount of health sacrificed (minimum of 10) multiplied by 3 = amount of health restored. Can be used on multiple people where the amount equals your level +1.
COST: 10 HP minimum.
ULTIMATE SACRIFICE Sacrifice all remaining lifeforce to dramatically heal those around them.
ACTION: Standard or Bonus action.
DAMAGE: N/A.
EFFECT: Completely heals an amount of targets equal to the user's level +1, including their MP. Also restores the recently deceased and resets all ability uses for those affected.
COST: All remaining HP and MP. 1 use per thread.

BATTLE SYSTEM

While we do use a relatively simple system on FTD for combat, if desired, members are able to refrain from using the battle system in their personal mission threads and social threads that do not break out into fights against other members. However, in staff run events and in legitimate fights against other members, the system must be used.

Note: If a stat ends in a decimal, always round up.

STATS

ATTACK – Measures the potency of a character's damaging effects and their accuracy. When you roll 1d20 for your accuracy roll, you get a bonus to the roll depending on how high your attack stat is. The bonus is equal to your ATK stat, i.e - if you rolled a 15, and you have 12 ATK, the roll would be 27 (15 + 12). The damage depends on the ability type used. Even with 0 ATK, the minimum damage you can do is 1.

DEFENSE – Measures the character's ability to avoid/block incoming damage. If an accuracy roll is lower than 10 + your Defense stat, it misses. This value is called your Armor Class, or AC for short. If you have 10 DEF, then your AC is 20 (10 + 10 = 20) and that is the number someone has to equate or beat to hit you. Missing can, within reason, be RP’d however you like (evasion, the attack not getting beyond your armour, eating the element, etc).

HEALING – Measures the potency of healing magic.

STAMINA – Measures a character's endurance.

HEALTH POINTS (HP) – Look at the specialty section to see how your HP is calculated. If a character is reduced to 0 HP, they are unconscious and cannot do anything. In a death-enabled thread/board, if another character dedicates all of their actions towards it, they may kill the character. If a character dies, the killer may take their possessions (outside of their Jewels) once the thread completes. The deceased can make a new character and retain their levels, and also get free ability and stat point respecs.

MAGICAL POWER (MP) — All characters begin with 100 MP. It goes up by +5 per level. MP is regenerated at a rate of 5% of your total per post, and 10% if you do not take any offensive actions that spend MP. Your MP regenerates as soon as you use MP.

This Magic Helper can help.

COMBAT & ACTIONS

When you’re in a battle, you have a standard action and a bonus action. Combat practically entirely revolves around using your standard and bonus action to perform abilities. Standard actions tend to be attacks or other things that may take the character’s full attention, while bonus actions are typically used for defensive, supportive, or misc techniques. Certain abilities may grant you an extra action or bonus action. You can spend your standard action for another bonus action, but not the other way around.

Once a fight starts, it goes by the established posting order. Posting order changes may be made at the combatants' discretion. One person will post describing their actions, and then include their rolls and combat information at the bottom of their post. The second person will reply and roleplay in accordance to whether or not attacks hit, missed, the ailments that may have been inflicted, etc, before roleplaying out their own actions. Remember, roleplaying out what your character does is mandatory. Just because it is a dice-based system doesn’t make it any less in character.

Each person has 48 hours to respond to the other person’s post or attacks that would have hit automatically hit. The level/stats/abilities you enter the fight with are what you have access to during the fight. If someone is skipped twice in a row, their opponent is able to automatically claim the victory as though the target were reduced to 0 HP.

ATTACK ROLLS

To determine if an attack hits, roll a d20 and any bonuses. To roll, just click the "roll" button. Make a note of how much your accuracy will boost your roll. Your accuracy bonus is half of your ATK. Remove it if you have none. If the attack exceeds an opponent’s Defense, it hits and they must reply accordingly (being hit, using something to mitigate it, etc).

ADVANTAGE AND DISADVANTAGE

If a character has advantage they roll two d20s and take the higher number. If they have disadvantage, they roll two d20s and take the lower number.

CONDITIONS

To inflict a status if you're using Magical Attack + Condition, your attack roll has to succeed. You also roll a condition roll. Above 10 and the condition is applied. However, some abilities forgo an attack roll and just roll a condition chance. These aren't technically considered "attacks" since there is no attack roll, meaning some abilities do not work against them. i.e. Counter. Conditions stack when applied, in both duration and damage if applicable. This means if you land with a 3 post condition twice on the same turn, it would last for 6 posts.

BLIND – A blind attacker has disadvantage on all of their own attack rolls. Roll >10 to inflict.

CHARMED – Someone who is charmed cannot attack the charmer in any way, shape or form, but damage breaks the effect. Roll >10 to inflict.

FRIGHTENED – A frightened attacker has their base attack reduced by 5 points vs the source of their fear. They cannot approach that target while they are in view. Roll >10 to inflict.

GRAPPLED – A grappled individual loses their bonus action and 5 points from their base defense. The character should be fastened in place/incapable of moving. Roll >10 to inflict.

DAMAGE OVER TIME (DOT) – 5 damage per post. Cannot be reduced. Stacks up to three times. Always inflicted on a successful condition roll. Roll >10 to inflict.

PETRIFIED – Creature is transformed into a solid inanimate substance. All attack rolls vs the creature have advantage but damage to the creature is reduced by half. Roll >10 to inflict.

STUNNED – Sufferer spends +5 MP per action for the duration. Roll >10 to inflict.

DENY – Target cannot heal or regain MP. Roll >10 to inflict.

FLEEING

Your ability to flee a fight depends on the amount of justification you have to do so. Having more dexterity, having the opponent ailed with a condition that robs them of some relevant sense/capability that would allow them to give chase, etc, are all viable ways of leaving an ongoing thread. Celestial Spirits have the ability to flee at will through their inherent teleport ability.

DURATIONS

For durations, the duration of an ability like Power Up, starts when the move is in use. If you activate Power Up before a fight begins, your duration counter should read (0/3 instead of 1/3). This is because your character has not done anything to warrant the duration countdown truly starting. This changes if a duration starts in response to an opponent. Then it is (1/3).

BATTLE INFO

You’re free to format your template however you like, but make sure to include the following information. The red text is what you change.

[b]HP:[/b] Current HP | [b]MP:[/b] Current MP
[spoiler][b]ATK:[/b] ##
[b]DEF:[/b] ##
[b]AC:[/b] ##
[b]HEAL:[/b] ##
[b]STAM:[/b] ##
[b]Level:[/b] ##

[i]MAGIC.[/i]

[i]Defense[/i]
Attack 1. Hit or miss.
Attack 2. Hit or miss.
Damage received: ??
Conditions: ??

[i]Offense[/i]
Standard Action.
— Attack Roll: roll here
— Condition Roll: roll here
Bonus Action.
— Effect: ??
Potential damage: ##

MP used: ##
MP regenerated: ##

[i]Inventory[/i]
Stuff goes here.[/spoiler]

PROGRESSION

We do not use a rank system on FTD. Instead, we use a level system. Like the canon, the only mage rank that truly exists is S-Class, and that title is obtained through reaching level 20. Instead, you gain Jewels through roleplaying. Once you get enough Jewels, you level up. When you do, you gain points to allocate to your stats as well as other bonuses depending on the level. At level 20, each stat has a cap of 50. At 30, each stat has a cap of 100. Consult the chart below to see the gains.

Going above level 20 requires your character to be a Guild Master of one of our guilds or one of your own design, the latter of which must involve it becoming an official guild with its own membergroup. A Slayer, however, is able to reach level 25.

In addition to the bonuses, your Magical Power also increases by 5 per level. It takes 3000 Jewels to level up. This amount does not change.

You start with one ability, and gain more as you level. Your starting total stat points is 30. Your starting total MP is 100. When you start, you are given a free complimentary Tier 1 non-magical item. See more information at the Item Shop

LEVEL GAINS

level level gains total stat points total MP
1 - 30 100
2 +2 stat points, +1 ability 32 105
3 +2 stat points, +1 ability 34 110
4 +2 stat points, +1 ability 36 115
5 +2 stat points, +1 ability 38 120
6 +3 stat points, +1 ability 41 125
7 +3 stat points, +1 ability 44 130
8 +3 stat points, +1 ability 47 135
9 +3 stat points, +1 ability 50 140
10 +3 stat points, +1 ability 53 145
11 +4 stat points, +1 ability 57 150
12 +4 stat points, +1 ability 61 155
13 +4 stat points, +1 ability 65 160
14 +4 stat points, +1 ability 69 165
15 +4 stat points, +1 ability 73 170
16 +5 stat points, +1 ability 78 175
17 +5 stat points, +1 ability 83 180
18 +5 stat points, +1 ability 88 185
19 +5 stat points, +1 ability 93 190
20 +7 stat points, +1 ability 100 200
21 +10 stat points 110 200
22 +10 stat points, +1 ability 120 200
23 +10 stat points 130 200
24 +10 stat points, +1 ability 140 200
25 +10 stat points, +1 enhancement 150 200
26 +10 stat points, +1 ability 160 200
27 +10 stat points 170 200
28 +10 stat points, +1 ability 180 200
29 +10 stat points 190 200
30 +10 stat points, +1 ability 200 200


Level 20 to 25 would be classified in-universe as S+ Class. In order to obtain this, you must be at level 20 and be in a guild. Level 26 to 30 is considered Ex-class.