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DispatchBulletinPolicy

by The Dainheim of Condain. . 16 reads.

MMS


What is Mana?

Mana is a energy source of which some would call spiritual nature. Mana is found within most living beings, a natural well of power in the body. For those gifted or trained one can learn to change the flow of mana energy in certain directions and manipulate the area around them. While normally only found in living things mana can be extracted and refined into elixirs there are a number of different method to do this for an range of options. Summoning ones mana could be achieved by vocal, body motion, or creation of symbols into a surface.

Mana Enhancements and Weakness:
Feeling the world around you is necessary while controlling mana so how you connect to your surrounds and your inner core important. Certain elements such as Iron, Jade, Obsidian, or Titanium will block ones connection with mana.
Other elements such as Silver, Quarts, Gold, or Copper can be a net positive.
Organic material such from animals or plant life is neutral.

Elixir Overload
Taking mana elixirs heavily one after another in a row will make natural mana flow within the body unstable for a period of time. This could add in the chance of a misfire or an weaker version of the spell when attempting to cast. Taking elixirs daily may also make one become addicted to the consumption of them. This may lead to a lack of one own mana naturally restoring over resting withing the consumption of refined mana.

Role-Play Mechanic:

In order for fairness mana points will be established for each game unit or character. A base unit for mana points will be 100 points per rp rest cycle. An rp rest cycle will be treated like stamina and can be restored by sleeping, mediation, or taking elixir. Special requests for unique roleplay characters leaders to have an enhanced or increased mana points can be granted by role-play moderators. Each spell invoked will use a certain amount of mana from the mana pool of said units or characters. The cost for each spell will be determined by an role-play moderator based on what the magic does and how it functions.

Spell Example:

Spell Title Name: (Air shield)
Spell Defined: "The creation of a small .5m2 air disc produced from the casters open palm. Most light projectiles (under .308) or light weapon swings will be swept slightly to the outer rim of the shield unless if something would to hit dead center of the palm which would then break the shield altogether."
Spell Cost: 15 Points (Given by RP Mod Rum)

The Grand Grimoire:

Fire

Spell Title Name: (Flame Snap)
Spell Defined: "By snapping ones fingers a flame can be produced."
Spell Cost: 5 Points

Spell Title Name: (Liquid Flame)
Spell Defined: "Spell that conjures a blob of liquid flame-like substance from the air. Can be thrown at enemies or used as lighting. Flames usually pass out within an hour."
Spell Cost: 15 Points

Spell Title Name: (Liquid Flame)
Spell Defined: "Spell that conjures a blob of liquid flame-like substance from the air. Can be thrown at enemies or used as lighting. Flames usually pass out within an hour."
Spell Cost: 15 Points

Spell Title Name: (Reign of Shadow)
Spell Defined: "Spell that conjures a blob of liquid flame-like substance from the air. Can be thrown at enemies or used as lighting. Flames usually pass out within an hour."
Spell Cost: 10 Points

Spell Title Name: (Warming touch)
Spell Defined: "Slowly absorbs heat from the surrounding area mostly from sunlight and gives off a warm aura around the caster's personal space. Flame spells heat output will be weaken while this spell is active but will not stop the energy from flame spells as in they can still knock you back but you will be less likely to be burned by weak flame spells."
Spell Cost: 30 Points

Electric

Spell Title Name: (Sense Heartbeats)
Spell Defined: "Zone in on a single beings heartbeats by focusing frequencies to a flat hearing curve for a short time frame. "
Spell Cost: 10 Points

Spell Title Name: (Warp lightning)
Spell Defined: "Casts an 11-metre lightning of mutating energy that rapidly tears the target into pieces."
Spell Cost: 25 Points

Spell Title Name: (Flash)
Spell Defined: "Can temporarily blind a person with a bright flash of light."
Spell Cost: 10 Points

Water

Spell Title Name: (Water blade)
Spell Defined: "Shape water into a super-sharp edge or point for a split-second, enabling a caster to cut through metal, wood and stone this is up to the thickens of the martial being cut."
Spell Cost: 15 Points

Ice

Earth

Spell Title Name: (Stone Throw)
Spell Defined: "A caster can lift fist sized stone into the air and send them flying at a high volatility."
Spell Cost: 5 Points

Spell Title Name: (Turn Soil)
Spell Defined: "A caster can move loose soil off to the side from the targeted area."
Spell Cost: 5 Points

Spell Title Name: (Earth smash)
Spell Defined: "Can easily destroy rocks and boulders with punches and kicks. Does not affect objects not made of earth or weak metals."
Spell Cost: 10 Points

Spell Title Name: (Quicksand)
Spell Defined: "A Caster can turn certain surfaces to quicksand to immobilize an enemy. They can also do the reserve compacting sand together."
Spell Cost: 10 Points

Spell Title Name: (Rock shield)
Spell Defined: "Levitate a slab of rock two feet in front of the caster using the rock as medium sized shield."
Spell Cost: 15 Points

Spell Title Name: (Dust Shake)
Spell Defined: "Create a cloud of dust by disrupting lose soil withing a 30ft area."
Spell Cost: 5 Points

Spell Title Name: (Rock Bullets)
Spell Defined: "A caster can take a rock and break it down to shrapnel-like fragments shooting them off with great speed."
Spell Cost: 20 Points

Spell Title Name: (Seismic Vision)
Spell Defined: "By making direct contact with the earth a user can sense vibrations through the ground."
Spell Cost: 10 Points

Spell Title Name: (Air Slice)
Spell Defined: "A more offensive move this involves a focused, slicing air current that can cut into stone or timber with relative ease. This is frequently conjured with a tool rather than the body, using the narrow profile of the object to create a more focused and precise air movement."
Spell Cost: 10 Points

Spell Title Name: (Diverse Breathing)
Spell Defined: "
The caster is able to filtering the gas environment around them allowing them to procure breathable air using a system of micro Zephyronity around intake areas and Life Magic within the body to filter usable gases and expelling toxic or harmful gases out at a rapid pace. This can be kept up for around an half an hours time or two hours longer if they have access to an extra source of mana. "

Spell Cost: 25 Points

Spell Title Name: (Air boost)
Spell Defined: "
Would produce a gust of air that would shoot the user ten feet in any given direction. If falling at a great speed could be used to reduce half of fall damage."

Spell Cost: 10 Points

Spell Title Name: (Air Suction)
Spell Defined: "
A spell that pulls air in to say ones palm of their hand creating a suction or vacuum if said palm is touching a surface or being able to pull light weight objects closer to them."

Spell Cost: 10 Points

Life

Spell Title Name: (Calming Aura)
Spell Defined: "Can produce a calming effect on a user or target easing them into a more stable state."
Spell Cost: 5 Points

Spell Title Name: (Healing Touch)
Spell Defined: "Can be used on others or oneself to scab over wounds quickly by activating the bodies own Fibroblast. It may make up to five minutes to compete one small wound section. This is a incomplete regeneration as the wound will open up again if agitated. "
Spell Cost: 15 Points

Spell Title Name: (Revivify)
Spell Defined: "Touching a being that's died in the last half hour it can be revived to a living state. This spell can't revive a being that died of old age, and it can't restore missing body parts."
Spell Cost: 65 Points

Spell Title Name: (Bone Reforge)
Spell Defined: "A healing spell that can be used to mend broken bones.
Fractures and cracks will take a day but if it snaps in half it will take a week to be reforge solid."

Spell Cost: 30 Points

Spell Title Name: (Continuous Bond)
Spell Defined: "A channel between sender and receiver. The caster may only perform this spell once upon a recipient and will be tied to said being till the recipient dies normally leaving the caster mentally broken if they survived at all. This is unless the recipient was female and had offspring during that time in which time the bond would pass to the eldest. The caster would be able to sense if the recipient is distressed or other things on a emotional level."
Spell Cost: 100 Points

Spell Title Name: (Joy Blocker)
Spell Defined: "A spell that maybe casted on another which will block the release of pleasure chemical hormones such as dopamine, endorphins, oxytocin, and vasopressin."
Spell Cost: 30 Points

Spell Title Name: (Focus Hearing)
Spell Defined: "Enhances ones hearing for the duration of the spell."
Spell Cost: 5 Points

Death

Spell Title Name: (Hibernation)
Spell Defined: "Being able to put a person to sleep for a set amount of time without aging said person. All functions within the body slowed almost to a stop."
Spell Cost: 70 Points

Spell Title Name: (Equal Temp)
Spell Defined: "Allow ones body temperature to match the environmental temperature around them. This can last up to an hour or less depending on the power required."
Spell Cost: 20 Points

Spell Title Name: (Mana blood rejuvenating)
Spell Defined: "Injecting refined Mana into the blood stream mages can then focus on infusing mana with blood stem cells. This will create blue blood cells which will kills foreign entities and boosting ones immune system for half a year before treatment is required again."
Spell Cost: 25 Points

Spell Title Name: (Blood-feast)
Spell Defined: "Allows the Castor to convert blood into mana through the ingesting blood. The bonus will be stacked onto the next days mana pool of 10points."
Spell Cost: 20 Points

Spell Title Name: (Mana air bubbles)
Spell Defined: "The creation of forming refined Mana into a bubble which can store items in a near perfect condition for a long period of time. The bubble can be warped for objects to enter or be removed but will go back to it's sphere shape. The bubble will become thinner over time and will pop if new refined mana isn't applied."
Spell Cost: 5 Points

Spell Title Name: (Mana Moths)
Spell Defined: "Being able to summon five small moth followers which can be drained for mana usage they will follow the caster till used. Can be used to restore 5 mana apiece."
Spell Cost: 25 Points

Spell Title Name: (Gliding Light Orb Summoning Spell aka Gloss)
Spell Defined: "Summon an orb of light which can follow the caster or stay in a chosen point it will hover up to 15ft into the air and can last 5mins for weak magic users common folk or those trained in summoning arts it can last 5hours. It can shine light around an area within a 15ft radius it can pierce the veil of darkness natural or mystic."
Spell Cost: 25 Points

Spell Title Name: (Summoning Oni)
Spell Defined: "Oni’s being bound to their summoners by the imprinted symbols on the summoners hand. These oni’s carry blades of fire only. They have 3x the strength of a human and double the speed. And can travel only 100m away from their summoners. When their summoners perish they perish also as the bond between them breaks. Usually these Oni’s protect their summoners first. Only one can be summoned at a time per summoner."
Spell Cost: 100 Points

Spell Title Name: (Familiar Raven)
Spell Defined: "Summons a spirit raven to your location till dismissed."
Spell Cost: 30 Points

Spell Title Name: (Mirror Image)
Spell Defined: "Three illusory duplicates of the caster appear nearby. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. If an attack hits a duplicate, the duplicate is destroyed. A creature is unaffected by this spell if it can't see."
Spell Cost: 10 Points

Spell Title Name: (Camouflage)
Spell Defined: "The caster or target becomes blended in with their environment while standing still. If the caster does any sudden movements or attacks and the spell will break. The casters location while camouflage can be detected by any noise or scents they makes."
Spell Cost: 25 Points

Spell Title Name: (Moth illusion)
Spell Defined: "A illusion spell that will be able to disguise ones appearance as a moth the illusion is scaled to the subjects size and will last for a short period of time."
Spell Cost: 10 Points

Spell Title Name: (Mana Vision)
Spell Defined: "The ability to view magical power levels of creatures, beings, people, and items. It can also see leaks within the mana vision field."
Spell Cost: 40 Points

Spell Title Name: (Enlarged projection)
Spell Defined: "Summon a image projection of yourself three times your normal size. The image isn't solid but will appear to be so unless touched or a object goes through it then a ripple effect can be seen on it. "
Spell Cost: 10 Points

Spell Title Name: (Camouflage V2)
Spell Defined: "The caster or target becomes blended in with their environment while moving slowly upon the ground. Tiptoeing if you will. If the caster does any sudden fast movements or attacks and the spell will break. The casters location while camouflage can be detected by any noise or scents they makes."
Spell Cost: 50 Points

Spell Title Name: (Summon outfits)
Spell Defined: "Summon a illusion outfit onto a target. The outfit will take on natural tones of it's surrounding area. The outfit only last four hours before disappearing. It is for cosmetics use only and doesn't offer any protection."
Spell Cost: 20 Points

The Dainheim of Condain

Edited:

RawReport