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 Magical Experience System for Trainers

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Tuujaimaa




Posts : 835
Join date : 2010-04-20
Age : 30
Location : Englishland.

Magical Experience System for Trainers Empty
PostSubject: Magical Experience System for Trainers   Magical Experience System for Trainers I_icon_minitimeFri Dec 23, 2011 12:47 am

Magic

In the world of Atren, magic has existed for as long as people have. All trainers are somewhat “basically” skilled in magic, able to access two basic spells:

Wall [3]

The mage uses a physical motion to create a wall of energy, 5 feet tall and 2 feet wide, that can take two instances of damage before shattering.

Counterspell [2]

The mage unravels the energy of an opponent's magic before it can succeed, expending a use of the spell but nullifying its effects. Counterspell has a three exchange cooldown.

Wall Rules

Wall spells have specific positional requirements. They must be placed closer to you or your Natrelmon than to an enemy, and must be positioned within ten feet or you or your Natrelmon.

Walls, being made purely of magic, are only at maximum effectiveness when blocking magic--that is, trainer spells or Natrelmon moves. Walls will shatter in a single hit from a physical effect (not including uses of magic such as earth magic) unless the mage in question is an Abjurer, in which case their walls are as strong physically as they are magically.

The Usage of Magic and the Magical Experience System

In Natrelmon, trainers will be able to level up their Magic skill much like Natrelmon level up. This experience system is more based around interactions with a band of traveling Magicians that will rotate between cities every week.

In order to use Magic effectively, individuals must unlock the Schools of Magic by talking to the Magicians and doing favour(s) for them. This will induct you into that School of Magic, and you will be able to level it up.

Each individual, innately, has forty spell slots. Each Rank of a school requires one spell slot, and ranks higher than 1 require the previous rank.

Pairs of the elemental schools are naturally opposed to one another, and without some extenuating circumstance, cannot be used together above Rank V. The pairs are as follows:

Searsinging and Frostweaving
Earthwarding and Windspeaking
Stormcalling and Mistshaping

Additionally, Invocation and Abjuration are paired--they are not opposed, per se, but if you are using both they must be leveled equally.

In order to level Magic up, you have two options:

You may roleplay practicing the spells and will gain experience at a rate of: [Characters Typed/Current Level of Magic in Active School].

Or you may gain magic experience in a single school by engaging in Natrelmon battles or magical trainer duels. Whenever your Natrelmon gains experience from a battle, if you used any magic during that battle, you may gain the same amount of experience in that spell school.


Rank I - 800
Rank II - 6400
Rank III - 21600
Rank IV - 51200
Rank V- 100000
Rank VI - 172800
Rank VII - 274400
Rank VIII - 409600
Rank IX - 583200
Rank X - 800000
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