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{( Fairy Tail: The Magical Guide )}----- --- -
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The Guide - --- -
Magi Database - --- -
The Roleplay - --- -
Token Exchange --- -
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)Already familiar with the system? Skip to the
System Archive!
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-- Synopsis: - --- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- --- -
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Magic is a wondrous thing, and always comes in one of two forms; Caster or Holder Magic.
Caster Magic draws upon a
Magi's personal
Ethernano to manifest magical effects that represent the distinct
Magic Types found on
Earth, each with its own unique sphere of capability and
Magic Glyph. A
Casting Layer accompanies every spell, projecting a luminous glyph that describes the composition.
--: Casting Layers convey the exact "recipe" of a spell in an archaic script, which a
Magical Scholar may be fluent in, and will always be projected prior to the execution of effect(s) by
( 5 ) seconds.
( ****Note: Casting Potency: +10% x2 Layers, +30% x3 Layers, +50% x4 Layers. )
Holder Magic is simply the act of applying an enchanted item's effect(s), which is exclusively fueled by an in - built
lacrima and does not necessarily require the wielder to be
Magi. This is distinct from
Requip Magic, which conjures a predetermined
Etherious item fueled by
Ethernano, but is very similar.
--: Enchantment Points are prescribed to every
lacrima, so using one in the enchanting process will transfer those over to an item along with its exhaustible "
charge" of
Magic Points; passive recharge.
Enchantment Points may be divided and distributed in any way during the crafting process.
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{( Lacrima Guide )}----- --- -
- ( 20% ) Enchantment Effect Potency: 1 EP.
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- ( 40% ) Enchantment Effect Potency: 2 EP.
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- ( 60% ) Enchantment Effect Potency: 3 EP.
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- ( 80% ) Enchantment Effect Potency: 4 EP.
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- ( 100% ) Enchantment Effect Potency: 5 EP.
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- ( 150% ) Enchantment Effect Potency: 6 EP.
- --: 1 Star Magic Types are considered "
common" in general effect and scarcity, encompassing all of the one - dimensional concepts, elements and magically induced feats. Believed to be the easiest to master.
( ****Note: Canon Magic Types: Fire Magic, Charm Magic, Poison Magic, etc. )
--: 2 Star Magic Types are considered "
exotic" in general effect and scarcity, encompassing all of the two - dimensional concepts, elements and magically induced feats. Regarded as an advanced mastery.
( ****Note: Canon Magic Types: Requip Magic, Maker Magic, Takeover Magic, etc. )
--: 3 Star Magic Types are considered "
forgotten," exceptionally rare remnants from an age long past, encompassing all of the multi - dimensional or otherwise distinguished concepts, elements and feats.
( ****Note: Canon Magic Types: Slayer Magic, Gravity Magic, Weather Magic, etc. )
--: 4 Star Magic Types are considered "
Black Arts" and will only come in the form of adaptive spells acquired from the
Auction House, in parody of canon
Books of Zeref; definitively one - of - a - kind.
( ****Note: Canon Black Arts Spell: Nemesis, from the fourth Book of Zeref. )
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-- Progress: - --- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- --- -
- -- --- -- ---: Development for a
Spell always revolves around the prescribed
Potency, which is affixed to each
Spell Tier, and how it is divided between the desired effects; single - purpose spells are more potent.
This approach maximizes customization but requires consideration and careful wording.
( ****Note: Spells Must Always adhere to their parental Magic Type. )
--: Spell Evolution occurs naturally as a character advances in Magi Class and gains magical insight, turning a previously completed spell into a secondary variation that may produce different effects but is obviously linked to the original. This only applies to spells beneath the character's current caliber.
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5th Tier Spells; available for
D Class Magi.
--: Magical Potency: 20%, without a modifier.
--: Evolution Potency: 35%, without a modifier.
( - Ethernano Consumption: 5 - 50 MP. - )
5th Tier is the most basic form of spell and possesses a Minor Potency, delivering very little in the area of "stopping power but easily adapted into a useful utility at any Magi Class; considered novice.
--: 5th Tier Holder Magic: An
enchanted item of basic material and design, nothing more than a common (
insert ) imbued with one minor effect and a negligible "
charge" of
Magic Points to burn.
Comes with {( 1 )} Enchantment Point and is generally appraised at 2,500 Jewels.
( ****Note: 5th Tier Lacrima required, gains +20% Magic Resistance modifier. )
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4th Tier Spells; available for
C Class Magi.
--: Magical Potency: 40%, without a modifier.
--: Evolution Potency: 55%, without a modifier.
( - Ethernano Consumption: 25 - 100 MP. - )
4th Tier is where personal preferences begin to manifest in a spell, possessing a Middling Potency that can be focused to "improve" one effect or be divided among more; considered apprentice - level.
--: 4th Tier Holder Magic: An
enchanted item of a basic material but improved design, proving to be slightly more effective at what it does. A capacity for one enchantment at
40% or two with
20%.
Comes with {( 2 )} Enchantment Points and is generally appraised at 5,000 Jewels.
( ****Note: 4th Tier Lacrima required, gains +40% Magic Resistance modifier. )
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3rd Tier Spells; available for
B Class Magi.
--: General Potency: 60%, without a modifier.
--: Evolution Potency: 75%, without a modifier.
( - Ethernano Consumption: 50 - 200 MP. - )
3rd Tier spells mark a "halfway" point for most aspiring Magi, often impressive in their own way, possessing a Major Potency that can be harnessed into a "signature" effect; considered adept spell - craft.
--: 3rd Tier Holder Magic: An
enchanted item of quality material and design alike, setting the bar for coveted magical trinkets, possessing a perfect balance in weight and form. Very expensive items.
Comes with {( 3 )} Enchantment Points and is generally appraised at 20,000 Jewels.
( ****Note: 3rd Tier Lacrima required, gains +60% Magic Resistance modifier. )
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2nd Tier Spells; available for
A Class Magi.
--: General Potency: 80%, without a modifier.
--: Evolution Potency: 95%, without a modifier.
( - Ethernano Consumption: 100 - 400 MP. - )
2nd Tier is where a spell will truly becomes formidable, possessing a Greater Potency capable of producing truly impressive effects that will make a Magi stand out in battle; considered expert - level.
--: 2nd Tier Holder Magic: An
enchanted item of quality material and modified design, proving to be much more effective at what it does than a non - enchanted sword, shield, armor, etc. Specialized.
Comes with {( 4 )} Enchantment Points and is generally appraised at 50,000 Jewels.
( ****Note: 2nd Tier Lacrima required, gains +80% Magic Resistance modifier. )
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1st Tier Spells; available for
S Class Magi.
--: General Potency: 100%, without a modifier.
--: Evolution Potency: 125%, without a modifier.
( - Ethernano Consumption: 200 - 800 MP. - )
1st Tier is, by and large, the pinnacle of power for an "ordinary Magi and possesses an Extreme Potency which clearly sets it apart from comparably "average" spell - craft; only attainable for S - Class.
--: 1st Tier Holder Magic: An
enchanted item of magically enhanced material and ingenious design, the likes of which are rarely seen in the modern era and are generally indicative of wealth or status.
Comes with {( 5 )} Enchantment Points and is generally appraised at 75,000 Jewels.
( ****Note: 1st Tier Lacrima required, gains +100% Magic Resistance modifier. )
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Zero Tier Spells; available for
Zero Class Magi.
--: General Potency: 150%, without a modifier.
--: Evolution Potency: 200%, without a modifier.
( - Ethernano Consumption: 500 - 1,500 MP. - )
Zero Tier is in a league of its own, even by comparison to most 1st Tier spells, and can only be attained by a Magi that has truly "mastered" its own respective Magic Type; a Profound Potency.
--: Zero Tier Holder Magic: An
enchanted item of magically enhanced rare materials and exquisite design, typically relics passed down from a previous age of unbelievable magic;
Auction House only.
Comes with {( 6 )} Enchantment Points and is generally appraised at 2,500 Jewels.
( ****Note: Zero Tier Lacrima required, gains +200% Magic Resistance modifier. )
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