Mana System

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Mana System

Post  Rasher on Wed Dec 26, 2012 7:14 am

Mana power

Mana power determines in part the effectiveness of a spell, namely in spell-breaking, the heat of a fireball, the charge of a lightning strike, the force of a wind technique, the hardness of an earth spell, the pressure of the water, ect note that this only applies to magic!

Spell Breaking:
What happens when to magic spells collide?
Ordinarily when a offensive spell collides with a defensive one the outcomes can be the following depending on the mana power stat of the user:
When two spell techniques collide the mana power of the users and the rank of the spell determines the outcome, the user with the higher mana power gains a + to their spell for the purposes of the exchange. possible scenarios include:

-The ranks are exactly the same (example, D rank fireball colliding with D rank earth wall): in this case, since neither has an advantage elementally and they are of equal rank the spells cancel each-other out, neither manages to accomplish their objective, the wall breaks and the fireball is neutralized, this is called a mutual break

-The offensive spell is higher (example, D+ rank fireball colliding with D earth wall): in this case the defensive spell is broken but the offensive spell pushes onward, the fireball punches a hole strait through the earth wall and, though the size and offensive power is reduced still remains on course to hit its target

-The defensive spell is higher (example, D fireball colliding with D+ earth wall): in this case the offensive spell is neutralized, having no affect and the defensive spell remains intact entirely, the fireball collides with the earth wall to no affect and the defense still stands

-The spells are the same rank, but one has an elemental advantage (example, D+ rank fireball and D+ rank water blast collide): despite being equal rank, since the water spell has an elemental advantage over fire the fire spell is broken as if the water spell outranks it, and the fire spell is neutralized with out the water blast being canceled, though at reduced effectiveness

-One spell is higher, but has an elemental disadvantage (example, C rank fireball and D+ water blast collide): since the spell with an elemental advantage is outranked by letter of exactly one rank the spell results in a mutual break (like two same ranked spells)

-One spell is much higher, but has an elemental disadvantage (example, B rank fireball and D+ rank water blast collide): Since the disadvantaged spell is over one letter higher the spell with the elemental advantage is still broken and the disadvantaged spell is still effective

The role mana power stat plays in this:
Spells are not given +'s or -'s in their ranks, that is only given if the caster's mana power outranks that of their opponent's, for example, lets say that mage one, whose mana power is 3 and mage two, whose mana power is 2 are in a battle and mage one's E ranked offensive spell collides with mage two's E ranked defensive spell with no elemental advantages, because mage one's mana power is higher his spell is treated as E+ (for the purposes of this exchange only) and he technically outranks mage two's spell in a contest of mana power, forcing mage two to use more clever methods to battle effectively

Mana power as puppet strength:
The puppet is an in-animate object and thus unable to posses physical strength, however the power of the puppet user's mana is a stand in, if the puppeteer's mana power is Tier 11, then the strength of the puppet is also tier 11, even if the puppeteers own physical strength is far lower


Last edited by Rasher on Sat Jul 11, 2015 6:48 pm; edited 15 times in total
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Re: Mana System

Post  Rasher on Wed Dec 26, 2012 7:15 am

Mana Reserves

Mana reserves account for how many spells of various ranks can be used a thread (or in a day/period with out rest) at a time, the higher tier the reserves of the mage, the greater volume and rank of spells they can cast in a thread.
This dose not include spells marked as cost "negligible" as their mana costs are too slight to matter, such cantrips can be cast for free

Spells and Illusions Per thread or day:
Tier 0
-Negligible, cannot use mana
Tier 1
-E:2
Tier 2
-E:3 D:1
Tier 3
-E:3 D:2
Tier 4
-E:4 D:2
Tier 5
-E:4 D:3 C:1
Tier 6  
-E:5 D:3 C:2
Tier 7
-E:5 D:4 C:2
Tier 8
-E:6 D:4 C:3 B:1
Tier 9
-E:6 D:5 C:3 B:2
Tier 10
-E:7 D:5 C:4 B:2
Tier 11
-E:7 D:6 C:4 B:3 A:1
Tier 12  
-E:8 D:6 C:5 B:3 A:2
Tier 13
-E:8 D:7 C:5 B:4 A:2
Tier 14
-E:9 D:7 C:6 B:4 A:3 S:1
Tier 15
-E:9 D:8 C:6 B:5 A:3 S:2
Tier 16  
-E:10 D:8 C:7 B:5 A:4 S:2
Tier 17
-E:10 D:9 C:7 B:6 A:4 S:3
Tier 18
-E:11 D:9 C:8 B:6 A:5 S:3
Epic Tier
-E:12 D:10 C:9 B:7 A:6 S:4

Uses per thread flexibility:
You can choose to gain an additional use of a higher spell by spending more uses of spell of a lower tier, the exchange rate on this is staggered.
a D rank spell costs two E rank uses, a C rank spell costs three D rank uses, a B rank spell costs four C rank uses, an A rank spell costs five B rank uses and lastly an S rank spell costs 6 A rank uses
You can also choose gain additional uses of spell of lower rank by spending one of your higher rank spell, for example a tier 2 reserves could cast six e rank spell by forgoing their single d rank for the thread.
And yes, that does mean if one REALLY wanted to a mage could cast two-thousand-thirty-six e rank spell in a single thread with tier 18 chakra reserves, which would take just as many posts, so why would anyone want to?


Last edited by Rasher on Sat Jul 11, 2015 5:41 am; edited 11 times in total
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Re: Mana System

Post  Rasher on Wed Dec 26, 2012 8:42 am

Mana Control

Magical struggles:
What happens when two mages are exorcising their mana on the same target? For example two lightning users trying to push a current down a metal object toward one another, or two water style users trying to move the same body of water in different directions. In that situation mana control and not mana power decide who wins out over the other. Another area where mana control determines the winner is when two illusions user's try to catch each-other in an illusion, or when two puppeteers put their strings on the same object.

Mana control vs Willpower in illusions:
mana control, and not power determines the effectiveness of a illusions, and the target's willpower determines their ability to resist
Illusion control is a question of illusionist's mana control vs resistance, the rank of the illusion being used, given a + if the users mana control exceeds that of the enemy is stacked against the victim's resistance, which is the rank of the victims willpower and rank of the targets intelligence averaged together. Once the victim has been caught in the illusion or the illusionary effect has been triggered the following outcomes are posible:
-If the illusion's power is higher than the resistance, for example a illusionist with a control advantage employs a C rank illusion against a target with C rank willpower and C rank intelligence the illusion cannot be broken by normal means (as the combined rank of the illusion is C+ vs the combined resistance of the target is C)
-If the resistance of the victim is higher than the target's control and illusion rank combined the target can resist, meaning they can realize that they are under a illusion and take steps to break out of it, such as the illusion release or using extreme pain to over-ride the illusion, but do not break it automatically and suffer its effects until breaking it
-If the resistance of the target out-ranks the illusion and mana control of the caster by more than two full ranks the target can outright cancel the illusion entirely with a simple arcane gesture
-Use of the illusion release spell adds a full letter grade to the user's resistance for one post, meaning an illusion that out-ranks the target's resistance by two full ranks cannot possibly be dispelled by the target, unless by an archetype's ability

Mana control in medical techniques:
Medical control and not power is required to heal, repairing injuries requires care and finesse, therefor mana control determines the effeteness of medical techniques
-Having a ranked mana control higher than the rank of the medical technique the medic is using allows the technique to become super-effective meaning it has a 100% chance success rate and restores the patient to the full extent of the technique's description
-Having a ranked mana control equal to the rank of a healing technique the medic is using changes nothing about its effectiveness and therefore operates at an unchanged efficiency (success depends on weather or not the medic can safely and accurately perform the technique)
-Having a ranked mana control higher than the rank of the medical technique the medic is using, but under considerable stress and distraction simply negates the distraction for the purposes of the technique (its treated as if the rank of control and spell were equal)
-Having a ranked mana control equal to the rank of the medical technique the medic is using but under considerable stress and distraction (such as extensive pain, illusion, or mental anguish) hinders the medical techniques chances of success, and reduces effectiveness as the medic cannot focus properly, such distractions reduce the healing technique's ability to produce lasting results and/or cause the technique to take longer (a full post maximum) than normal, this is also true if the medic's control is lower than the rank of the technique they are using.

mana control as puppet speed:
The puppet is an in-animate object and thus unable to move with any speed on its own, however the puppet user's mana control is a stand in, if the puppeteer's mana control is Tier 10, then the strength of the puppet is also tier 10, even if the puppeteers own physical speed is far lower
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