Magic is perhaps one of the most complicated aspects of approval, but if you are getting a character who uses magic accepted this is probably the most important part to understand. However, if you are making a knight or other such magic-less character then go ahead and skip this section. However, it is still incredibly important to understand the basic magic system here, regardless of whether or not it may seem initially confusing. But, bear with me, I'll try to make it as digestable for you so sit back on your ass and read carefully, chum.
- Magic Name
is obviously self-explanatory. This is what your magic is named. You can name it whatever, just keep it language appropriate. However, the exception to this is if you have the name of your magic refer to 'dragons.' If you are not either A) a Dragonslayer already or B) trying to become one, then you can not have anything in your profile refer to dragons deliberately.
For Tiers there are 3 different 'Tiers' of magic. For the most part, tiers are based on the versatility of your magic as well as what type of magic it is. Certain magic types are tier 1, and others are 3. However, there are some types of magic which can either be Tier 1 or 2 based on certain things. Tiers also determine the rate at which one obtains Technique Points, which are used to level up your techniques.
~ Tier 1 Magics are generally the rarer forms of magic, including lost magic and things of the sort. More complex, versatile, and generally powerful magics belong here. Things such as gravitational control, spatial control, time control, explosion, and also telekinetic magics are inherently tier 1. Tier 1 magics are specialized in their particular form of magic and, unlike the other two tiers, can not learn other forms of magic. Also, they learn technique points at a slower rate but more on that later. Certain magics that appear inherently Tier 2 can also be included as a Tier 1 magic. This often refers to element-based magic which more heavily focus on their element and includes the ability to become their element. For example, compare Gray and Juvia from the series. Gray is able to make his element but he can not become his element, whereas Juvia has the capability to transform into a water or liquid state. Summoning is also a Tier 1 magic.
~ Tier 2 magic typically refers to elemental magic and other such advanced magic, such as non-elemental energy based magic. Something like a magic which involves the ability to create kinetic barriers and blasts and mostly just that would be included as a tier 2 magic.
~ Tier 3 can be as strong as the other tiers, however they feature an inherent weakness. Many of these Tier 3 magics are often the type of magic systems you will see included in the Special Magic System rules, with the notable exception being summoning as I have mentioned before. Take-over magics which rely on their forms and include a restricting global cooldown on transformations are perhaps one of the most versatile magic forms, but the cooldown limits them and therefore makes them tier 3. However, note that there are other forms of take-over magic, one in each tier. Generally, the most common form of ex-quip magic is also tier 3. Various types of item and equipment based magics are also tier 3. Due to their downsides, Tier 3 earns Technique Points at the fastest rate possible.
~ Starting magic is a special case. It's not an actual tier per say, but any character who goes for Dragonslayer magic starts off with what is known as 'Starting/Starter Magic.' This is known as a very weak, bare-bones form of true legendary dragonslayer magic and only includes basic, minor elemental attacks according to the dragon that they are reaching for. For more information on this you should certainly refer to the Dragonslayer Riddle section and their own section of the special magic systems.
Rank refers to what power level your magic is at. Here on FTG, we use a relatively simple mathematical formula to determine your magic rank. The following formula is:
wrote:(Magic Stat/10) + 1 = Magic Rank.
Note that the lowest possible rank is 1 and the highest is 10.
Techs can be initially confusing at first. But starting off, all new characters start with (0/3). This means 0 used/3 maximum. As in, you have used 0 of the 3 technique points you earned, while 3/3 would mean using 3 out of 3. The only exception to this rule are refurbed characters. Like previously stated in the tier explanation, each tier earns technique points at differing rates.
# Tier 1 and Starter Magic:
Technique increase after: 10 Stat Points
# Tier 2:
Technique increase after: 8 Stat Points
# Tier 3:
Technique increase after: 6 Stat Points
Technique points can also be bought at a monthly rate of two per month. As for cost?
# Tier 1: 600k Jewels
# Tier 2: 550k Jewels
# Tier 3: 500k Jewels
are the bread and better of most, if not all mages. The name can be whatever you want. Power level means how many technique points have been put into it and how strong it is. The power level of a tech can not exceed one's magic rank. Type
are clearly self-explanatory, however range can be more complicated if you get down to it. However, starting out, it is recommended that you just shoot for 10 meters for every power level that the magic is. Meaning, if it's a rank 2 tech go for 20 meters if you're unsure of what it should be. Generally speaking, 10 meters per rank is a decent range. Certain attacks can also be touch-based, meaning you have to come in physical contact for it to work. Effect
is obvious. What does your technique do?
Magic Creation, System, and Techniques
- Here is an extensive and comprehensive breakdown of the magic system that we use. You should refer to this for your magic more than this guide.
Special Magic Systems and Pets
- Here is a comprehensive outline and guideline to special magic systems and techniques. It includes Buff and Debuff spells, Dragons and Anti-Dragon magic, Exquip, purchasable pets, Summoning, Take-Over, as well as Archive Magic. As we find more magics which need a specific system and set of guidelines this section can and will increase.