These are the magic wielders. Each character carries a spell book equipped with magic they've learned throughout their practice. Note: Wizards must be 30th level and approved by TheRaptor4 and Assasin390000000. |
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Spells:
Spells are to be made using the AotMCProg.
Sorry guys, but there is no simple formula for this one. You will have
to use the program to create your spells. ( The download time shouldn't
be more then a few seconds. If you have problems, please contact TheRaptor4. )
DL for Spells ProgramOr, here is the full version of the AotMC Prog.
DL for AotMC ProgramBecause this file was made in VB, some computers may require another short DL for the matches program to work.
DL for VBRUN60 File
The spells, once made in the program
should have all the information placed into mail and sent to TheRaptor4 and Assasin390000000 for reference. Spells should be given a creative twist
instead of just numbers. For example, a plan 4d45 attack spell could
be called a fireball spell. Use you imagination. This is role playing
after all. Note: All spells are limited to 4d110. Magic users may
create spells between 1d15 and 4d110. There will be no exceptions.
See below for more on Spell Books.
Mana
System:
You start with 10 mana, and get 1
more for every level you obtain including the first. (ie. a 20th level
mage -d40- would have 30 mana. ) Wizards get an extra 10 mana once they
become wizards. Mana is to be spent on spells for each battle. The mana
cost of each spell is calculated on the AotMC Prog under the spells section.
Spell Casting:
When spell casting, wizards will first state the action
casting and the target(s) they intend to hit. The magic user then
states, OOC, the name of the spell, the target number, and how much mana
the spell will cost to cast. After which, the magic user will roll
their AotMC dice. The logic behind this is that characters with 4d will
have to spend mana to create spells of higher level than themselves while
characters with 2d will have to spend mana to bring the target number down.
The roll from the magic user is scored normally, and if (and only
if) the target number is meet or exceeded will the mage cast the spell.
After the spell has been cast, then the magic user must state how
much mana they have left.
Here is a simple example of a spell being cast.:
Darion: ::casts fireball::
Darion: ((Fire Ball, Target
number 3, Mana cost 35 ))
OnlineHost: Darion rolled 2
58-sided dice: 33 12
Darion: ((Score - 4 Spell
Fire Ball effective))
Darion: ((Damage roll for spell
Fire Ball))
OnlineHost: Darion rolled 1
70-sided die: 65
Darion: ((mana left 23))
Now this won't work for all spells, but you get the point.
Spell
Books:
All mages must create a spell book in order to become an AotMC
wizard. This spell book will hold all the spells that a wizard
or mage might ever need. Spell books should be sent to TheRaptor4 and Assasin390000000
to be verified. Once they are verified, then the magic user may
use any of the spell in his/her book during any match until they run
out of mana. If a magic user changes his/her spell book in any
way, then it must be again sent to TheRaptor4 and Assasin390000000 for
verification. All spell books will be kept on record should anyone
question the spell book or should you lose do to any reason.
Here is a sample spell book. This is for starting mages and all the spells cost 40 or less mana. This spell book is to help magic users get started. They may change this spell book in any way they like (spell names, descriptions, even mess with the program a little to make other variations of the same spell). If a magic user changes this spell book in any way or adds their own spells to it, then they must send it to TheRaptor4 and Assasin390000000 for verification. The spell book that is listed here does not have to be verified with AotMC, it already has been. It is only if you change it that you have to verify it.
Enchanted
Items:
Enchanted items are items (i.e. ring, pendent, ect) that are enchanted
with a spell/s. Only wizards may create an enchanted item.
Enchanted items may be used by anyone, but they will have limitations.
All classes, save for wizards and mages, cannot use a spell that is worth
over 40 mana. Items are enchanted with spells that the wizard has
created. There are no limitations to how many spells a wizard may
put into an enchanted item or how many spells are in this item. The
spell must be in the wizard's spell book before it may be placed in an item
and they must have the ability to cast that spell. The cost of the
enchantment will be with XP's of the wizard, not with gold. The formula
for such will be X, the cost of mana the spell is, times 200. This will
then be subtracted from their current XP's and dice will be recalculated as
normal. As wizards can only create enchanted items, the the cost for
them is quite high to discourage wizards from making items too powerful.
When a wizard creates an enchanted item, they must fill out the application
below and send it to TheRaptor4,
Assasin390000000, and their GC for verification. Wizards may give
or sell enchanted items to others, but they must fill out a change of owner
application (below). When an enchanted item is used in combat, it works
just like a spell. The wizard must spend their attack turn to cast the spell.
A target number check is then to be made (the wielder of the item rolls their
AotMC dice, regardless of the dice of the wizard who created the item or who
has used the item in the past). If, and only if, the target roll passes,
then the spell will happen. When a spell is cast that is in an enchanted item,
the caster does not lose the mana for it. Once a spell is cast from an enchanted
item, it cannot be used again until the match is over.
Application for item creation
Your screen name:
Your AotMC XP's:
Amount of mana for the spell:
Amount of XP's spent for making the enchanted item:
Spell, as found in the magic user's spell book.
Copy and past the above application and mail it to TheRaptor4, Assasin390000000,
and your GC(s).
Application for changing
of ownership
Your screen name:
Spell, as found in the magic user's spell book:
Mana of spell:
New owner's screen name:
Copy and paste the above application and mail it to TheRaptor4, Assasin390000000,
and your GC(s).
Elemental
Weapons:
Only members of the HC (high council) in a guild may make these weapons. These
will be unique from all weapons which either a blacksmith or a wizard can
make. These weapons may not have any other enchantment placed on them,
and this includes becoming enhancement by a blacksmith or given a spell
by a wizard. See here, under Unique
Rules, for more. However, those who carry an elemental weapon may have something
else enchanted (such as a ring or a wand), as long as it is used separately
from the elemental attack. In other words, someone maynot cast a spell (as
given by an enchantment) and attack with their elemental weapon. Besides,
this wouldn't work as spells are attacks all their own and have nothing to
do with a weapon a character may hold.