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Post by HIKO on Nov 29, 2017 16:32:00 GMT -5
[attr="class","uttempbase"] [attr="class","uttemptop"] [attr="class","uttemptitle"]UNTAINTED GUIDE [attr="class","fa fa-star-o"] [attr="class","uttemptxt"] Here is a guide to aid those in creating a their character's magic. Following this guide will make for an easy breezy accepting! 01. Abusing your power is a no no. If you are abusing your power or using it in an entirely different way than written, interpreted, or anticipated, you will be asked to revise said spell and/or magic. If the problem persists, you will face removal or banning. 02. Always allow room for other characters to evade and perceive your magic or spell. Spells without these two factors will automatically be placed on hold. 03. Again. Just because a power is listed on the superpowerwiki doesn't mean it is applicable here. Not all powers are applicable in an rp setting. And you will be asked to change your magic if it is not. 04. You are allowed to develop your character discovering their magic through role play. Discovering new skills or spells are eas. To do so, you must show activity as well as actual character growth. And no, this not achieved via one to three training threads. Actual growth takes time and effort. And it will be to staff's discretion whether or not your character has worked for the development you're trying to achieve. There is a quick and simple way to obtain new spells and/or general magic that everyone capable. - CLASSES/EVENTS: Here on the site we all grow together, rank up together, and learn new spells and/or abilities together. Instead of spamming missions or purchasing a variety of abilities to get ahead of someone. We have a system where, though you can get ahead of others, all you simply have to do is post within a CLASS THREAD or PARTICIPATE IN EVENTS/MINI-EVENTS.
- CLASSROOM LESSONS: Each school has staff members who teach different skills and/or lessons within their class. Some of those classes, or rather all of them, may involve a lesson specifically geared toward, say, Red Fountain students. Each thread will be tagged with the letter [L], which is short for LESSON. And by posting whatever amount of requirements needed to earn the reward, or whatever the objective for that class thread is, you are to do so/follow the rules of that class thread in order to earn the reward. The reward itself can be a magical item and/or new spell or ability for your character.
05. Auto-hit powers are not allowed. Ever. We also do not include cool-downs and duration. depending upon the ability as we run on an honor system, on our site. So be mindful of that when creating your magic. As well as when you are afflicted by them. We follow the honor code here. However, if a system needs to be put in place, one will be created heavily for those who enjoy abusing leniency. 06. THEME, when working on your powers a theme is what one specializes in. Such as Ice, Fire, Time, Sound, Dream, it is basically the specialization of your character and the purpose of their theme. A theme is unique and can be literally anything, as long as it makes sense, and will go under the Title, which should be what helps guide you in making your theme and abilities. The theme itself cannot be created unless you know what your fairy or witch will specialize, will they be known as the Witch of Hellfire? Witch of Ice? Witch of Snowstorms? Or will your fairy be known as the Fairy of the Shining Sun, Moon and Stars? Perhaps the Fairy of the Rivers; thus enticing the theme itself is water based abilities? Or perhaps the Fairy of Earth or Gaia, thus encompassing earth based abilities? It's all up to you to figure that! Just be careful when choosing! [attr="class","uttempcreds"]MADE FOR UNTAINTED FLAME [Googlefont=Muli|Ubuntu] [newclass=.uttempbase]width:420px;background:url(https://i.imgbox.com/HnKcCtxV.png);padding:20px;border:#ccc solid 1px;[/newclass] [newclass=.uttemptop]background-color:#fcfcfc;color:#2e2e2e;text-align:justify;padding:10px;margin-top:-10px;border:#bbb solid 1px;[/newclass] [newclass=.uttemptitle]text-align:justify;padding:2px;margin:-10px 30px;margin-bottom:-30px;border-bottom:#aaa solid 1px;font:bold 16px Calibri;letter-spacing:3px;[/newclass] [newclass=.uttemptxt]text-align:justify;padding:2px;margin:30px 30px;margin-bottom:-20px;font-family:muli;font-size:10px;border-left:#aaa solid 1px;padding-left:15px;line-height:12px;[/newclass] [newclass=.uttemptxt b]font:bold 11px Calibri;color:#8b0000;[/newclass] [newclass=.uttemptxt a]font:bold 7.5px Calibri;color:#f64646!important;letter-spacing:2px;[/newclass] [newclass=.uttempsubbar]width:342px;height:1px;background-color:#f8f8f8;padding:20px;color:#fafafa;border:#aaa solid 1px;margin-left:5px;margin-bottom:-35px;margin-top:15px;[/newclass] [newclass=.uttempsubtitle]width:300px;background-color:#f8f8f8;font-size:10pt;margin-top:-8px;text-align:left;font-family:Ubuntu;text-transform:uppercase;letter-spacing:2px;color:#2d2d2d;[/newclass] [newclass=.uttempcreds]width:200px;padding:2px;background:#fdfdfd;border:1px solid #aaa;font-family:Ubuntu;font-size:6pt;color:#040404;text-transform:uppercase;letter-spacing:1.5px;margin-top:-18px;[/newclass]
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Post by HIKO on Nov 29, 2017 16:32:34 GMT -5
[attr="class","uttempbase"] [attr="class","uttemptop"] [attr="class","uttemptitle"]UNTAINTED GUIDE [attr="class","fa fa-star-o"] [attr="class","uttemptxt"] 07. CHARACTER RANK, each character rank is different. By different I mean that each individual, based on what you've decided to create your character as ( i.e Winx, Specialist, Magus, or Witch). Below you will find that each race of character can start off with a different arsenal during their ability creation: STARTER ABILITIES: Based upon what you are and have decided to start your first character as. You are granted an option to help make your choice of creation more easier. Below you will find what race/faction your character is capable of starting off with in their arsenal: WINX: The base form of a fairy and the first stage/beginning of their career toward becoming a Guardian Fairy. A fairy is allowed to start off with the following: three free abilities. SPECIALIST: The beginning stage of a specialist as well as the first stage/beginning of their career toward becoming a Paladin. A specialist is allowed to start off with the following: two pre-made weapons as found below: - Name of Item: Short Sword
Type: Offensive Description: By wielding a hilt without the blade, the user shall pour their mana into the bladeless hilt. In doing so the user will create an energized blade made out of their mana, with the color of their choice resembling their natural aura, in order to create the blade's length that which is normally 6 to 12 inches long. - Name of Item: Chakram
Type: Offensive Description: A throwing weapon. It is circular in shape with a sharpened outer edge and ranges in size from approximately 5 to 11 inches in diameter. There is no blade, but only a mere hilt and can only conjured through the implication of a user's mana pouring into the hilt; thus calling forth an energized circular blade of the users choice in color. - Name of Item: Naginata
Type: Offensive Description: At first it is no more than a small stick that is, at most, 2 feet long. But with a specific grip upon the stick, it will outstretch into the height of a bo-staff, which is approximately 6 feet long. And as usual you will need to pour mana into the six foot long pole in order to summon forth a blade that is no longer than 15 inches long. - Name of Item: Tiger Claws
Type: Offensive/Defensive Description: It is a claw-like weapon designed to fit over the knuckles. It's rest form are but a simple pair of soft, black gloves. It consists of three blades affixed to a glove when charged with mana, and is designed to slash through, or be utilized, to fend ones self from oncoming projectiles. The blades can only be conjured through the implement of ones own mana and essentially possess a blade no longer than 9 inches long. - Name of Item: Cross Shuriken
Type: Offensive/Defensive Description: By wielding bracelet of the user's choosing of color. The bracelet itself can be removed in order to, through the implantation of mana, create a four energized, bladed-edged throwing weapon that is large enough to compress itself into a shield-form to guard the user's top-half portion; only to then uncondense itself into an attack form capable of being used within close-ranged combat or as a throwing weapon. Range: 65 feet. NOTE: This weapon will count as two in itself, unless those who choose this pre-made weapon can only choose: Throwing Knives, Ray Gun, Round Shield or Gauntlets as their secondary free weapon! - Name of Item: Gauntlets
Type: Offensive Description: Adorning a pair of normal gloves. A white ball will be placed upon the center of the gloves back. With but a simple grip and implant of mana, the user will then manifest a pair of mighty; transparently colored gauntlets that will envelop their entire forearm. These guards can act as shields for oncoming attacks and projectiles; though will come to shatter should they be used too much to guard magical attacks for they were not created to take on such a task. - Name of Item: Throwing Knives [ 15 ]
Type: Offensive Description: Fifteen bladeless hilts will be given to those who so take this as a weapon. When utilizing these knives all that one must do is input mana into the hilt itself in order to create, or rather foster, a blade of the users mana. The length of the blade itself is no more than 12 inches long. These knives can be used for close combat or act as a projectiles in the hands of the right user. - Name of Item: Semiautomatic Ray Gun
Type: Offensive Description: In the shape of a Semiautomatic Pistol, these are normally given to their main line of defense when in war. A single handgun that, rather than utilizing bullets, will utilize ones own mana as ammo. Capable of firing no more than six rounds before needing a one duration to cool-down before reloading with the ability to fire six more rounds. The bullets themselves deal, at best, blunt damage to humans; whereas for creatures it deals quite the heavy piercing damage. - Name of Item: Long Bow
Type: Offensive Description: The inactive state is but a mere bangle, like the Cross Shuriken, and through the extension of one's own arm. The user will manifest a bow made out of pure energy, of the user's choice in color matching their aura, in order to fire off energized arrows toward those deemed their enemies. Dealing blunt damage to humans, but piercing damage toward those whom are monsters and the like. - Name of Item: Hexagonal Shield
Type: Defensive Description: By adorning a signature Red Fountain red bangle. This bangle is capable of manifesting a wall made out of hexagonal shapes that are the color red. The wall itself can only guard, at best, no more than one's top half or lower half. Never both; therefore, it is best to be placed in between. The wall is no larger than five to six feet, with an added width of two feet. Range: 3 to 5 feet. - Name of Item: Greatsword
Type: Offensive Description: A Claymore by some, it is a mighty sword that normally requires two hands in order to be used. Depending upon a users height, and weight, it can only take all but one hand. The handle itself is no longer than 13 inches; the blade, once mana has been poured into, is no more than 42 inches long with a weight 5.5lbs. It takes only the most dedicated and skilled of men to wield this weaponry and can easily cleave a monster in two. - Name of Item: Whip
Type: Offensive Description: While not in use, only the whip's handle is visible. The whip possesses a simple, cylindrical form with a red central part and dark red edges. When the weapon is being used, a jet of flowing mana is created from the handle, which remains compact, and twists and moves as if it were an actual whip. The size of the whip can vary, depending on the user. Range: 8 to 15 feet. MAGUS: The beginning stage of a magus as well as the first stage/beginning of their career toward becoming a Paladin. A magus is allowed to start off with the following: one pre-made weapon and two pre-made general themed spells found below: - GENERAL THEME: Due to the fact a Magus has yet to reach their specialization or type of magic yet, their type will be stated as General; whereas their rank will be Magus instead of General. General theme is the magic that is taught to all students whom attend a magical school. It is the basics of magic that any may be taught to those who attend one of three well-known magic schools; such as Cloud Tower, Alfea, or Red Fountain. This is the beginning stage for all who have yet to utilize or hone their own respective abilities, excluding supplementary spells being portal creations and what have you. Those said specific abilities, being general to everyone though, are most likely being referred to battle magic.
- Name: Goldbond
Type: Utility Rank: General Description: Goldbond is a spell that restricts the movement of the enemy. By touching the ground the user is capable of sending their mana through surface itself, with a surge of transparent colored energy, toward their intended target. The target, if caught, is wrapped from head to feet in a yellow, cloth-like energy that can temporarily ensnare and halt the opponent. If the target is experienced with spells or possesses great physical strength, it is possible for the bonds to be broken. Range: 15 to 25 feet. - Name: Promoveo Obex
Type: Offensive Rank: General Description: A basic spell that creates a sphere of orange energy. Although basic, this spell is highly versatile and can be made to float around on its own or to be held in the hand of the caster. This spell can also be used offensively to shoot a jet of fire at opponents or to disorient the opponents by temporarily blinding them. At best, if hit with the fire aspect of the spell, the user receives more of a light burn and blunt damage. Range: 25 to 40 feet. - Name: Plumagota
Type: Supplementary, Utility Rank: General Description: "Featherdrop," is the name of the ability in English. It is a spell used to slow down fast falling objects by enshrouding them within a yellow bubble of energy. But this can also be utilized upon those who are, too, falling from high places. Range: --- - Name: Levantar Burbuja
Type: Supplementary, Utility Rank: General Description: A spell that allows the caster to create a blue bubble around an object and then lift it into the air. Though, if to be used against an opponent, the user must release a sphere of aquatic blue color. Traversing toward their opponent and, if hit, ensnaring them within a bubble cage of pure water. The spell is useful for moving heavy objects or for isolating people. This bubble, however, can be popped easily by attacks from outside or, if within, enough magical energy must be exerted in order to get out. Be it through that method or the usage of ones most powerful spell. Either way the victim will lose quite a bit of stamina from trying to escape. Range: 25 to 40 feet. - Name: Trapcage
Type: Utility, Supplementary Rank: General Description: By touching the opponent, or releasing a light electrical surge of energy, the user will encase their target in an energy of orange coloring at first only to then be swept into an electrical sphere cage. Trapped inside of the cage the user has the choice to teleport or injure the individual with light-shocking pain capable of inducing the target, should they be within the cage for too long, into a coma soon after. This spell is normally used upon those who are in need of punishment or to send an ally and/or friend off somewhere. Range: 10 to 15 feet. - Name: Slipstream
Type: Supplementary Rank: General Description: An ability that will create an afterimage in the users wake in order to escape or retreat from battle. It can only be used twice per thread and the user has the choice to use it within battle to get five feet closer to their opponent, or approximately twenty-five feet from an opponent. If one goes over the limit they will endure a great shock to their body, paralyzing them for quite a bit. Range: Self, 5 to 25 feet. - Name: Auraburst
Type: Offensive Rank: General Incantation: "Bloom forth the road ahead, open o soul; cry out, o heart; push forth, o hand I call out to you, Tetrabiblos!" Description: A magic that requires an incantation; the more one continues to chant, the more the spell will become effective. By sending out an electrical pulsation of ones own aura. A bursting wave will embed those with a powerful blunt blast. By increasing the duration and reciting the incantation repetitively , the spell will grow in power even more; though should one be hit or lose focus of the chant, the spell will be disrupted. Range: 20 feet, +10 feet for duration charge. - Name: Ironhand
Type: Utility, Offensive Rank: General Description: A spell that coats the caster's hand in a metallic casing that can be used for protection or to amplify a punch. When manifested, this spell emits a white sheen to showcase the activation. Range: Self - Name: Sunlock
Type: Utility, Supplementary Rank: General Description: A surge of several, orange colored tendrils will manifest from the user's palm; shrouding the hand of another and binding them from utilizing any magic for a duration, at best two post, before dissipating. Though it is a catch-22, the caster is, too, unable to utilize any magic for the time that this ability is active. Range: 10 to 15 feet. - Name: Honorguard
Type: Defensive Rank: General Description: The power to invoke a barrier before the user and their allies; capable of halting a array of oncoming physical and magical attacks. The user must pour mana repetitively into the spell or else it'll be taken down the second after it has been active past two duration. If hit with a powerful spell, the shield may shatter like broken glass. Range: Self, allies. - Name: Everheal
Type: Supplementary Rank: General Description: A basic healing spell used to provide first aid. Depending on the injury itself, if it isn't life-threatening or severe, it can be mended to reduce the pain and swelling. Full recovery is a tricky subject, but it's enough to allow one to continue fighting for this is a spell meant to be used as first aid. Range: Allies, self.
WITCH: The base form of a witch and the first stage/beginning of their career toward becoming an Ancestral Witch. A witch is allowed to start off with the following: two free abilities and one created magical item or an additional free ability.
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Post by HIKO on Nov 29, 2017 16:41:55 GMT -5
[attr="class","uttempbase"] [attr="class","uttemptop"] [attr="class","uttemptitle"]UNTAINTED GUIDE [attr="class","fa fa-star-o"] [attr="class","uttemptxt"]08. In the factions thread, one is capable of seeing their limits and abilities. Abilities that encompass a mass of traits within them that are doing too much or don't make sense are discouraged as well. The scope of your magic's versatility needs to relate with the theme of your overall Witch/Fairy/Magus. Also, if you choose a broad ability with a plethora of subcategories, do not try to stuff all of them in the description on one go. It won't work, I promise you. If the word "Absolute" is in the power you're looking at? Try again.
09. The following magics are restricted and/or banned. This list is subject to change, be added, and edited at staff discretion:
• NECROMANCY ( I am willing to allow a Witch or Wizard of Necromancy, but a Fairy would not be allowed due to it not making any sense. ) • "ABSOLUTE" --- • TIME CONTROL/MANIPULATION ( A fairy, wizard or witch of time are allowed, but are incapable of controlling or manipulating others times or time itself.) • WISH GRANTING/FULFILLMENT [attr="class","uttempcreds"]MADE FOR UNTAINTED FLAME [Googlefont=Muli|Ubuntu] [newclass=.uttempbase]width:420px;background:url(https://i.imgbox.com/HnKcCtxV.png);padding:20px;border:#ccc solid 1px;[/newclass] [newclass=.uttemptop]background-color:#fcfcfc;color:#2e2e2e;text-align:justify;padding:10px;margin-top:-10px;border:#bbb solid 1px;[/newclass] [newclass=.uttemptitle]text-align:justify;padding:2px;margin:-10px 30px;margin-bottom:-30px;border-bottom:#aaa solid 1px;font:bold 16px Calibri;letter-spacing:3px;[/newclass] [newclass=.uttemptxt]text-align:justify;padding:2px;margin:30px 30px;margin-bottom:-20px;font-family:muli;font-size:10px;border-left:#aaa solid 1px;padding-left:15px;line-height:12px;[/newclass] [newclass=.uttemptxt b]font:bold 11px Calibri;color:#8b0000;[/newclass] [newclass=.uttemptxt a]font:bold 7.5px Calibri;color:#f64646!important;letter-spacing:2px;[/newclass] [newclass=.uttempsubbar]width:342px;height:1px;background-color:#f8f8f8;padding:20px;color:#fafafa;border:#aaa solid 1px;margin-left:5px;margin-bottom:-35px;margin-top:15px;[/newclass] [newclass=.uttempsubtitle]width:300px;background-color:#f8f8f8;font-size:10pt;margin-top:-8px;text-align:left;font-family:Ubuntu;text-transform:uppercase;letter-spacing:2px;color:#2d2d2d;[/newclass] [newclass=.uttempcreds]width:200px;padding:2px;background:#fdfdfd;border:1px solid #aaa;font-family:Ubuntu;font-size:6pt;color:#040404;text-transform:uppercase;letter-spacing:1.5px;margin-top:-18px;[/newclass]
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