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Fairy Tail: Sins of Edolas

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Nearly 300 years after Fairy Tail's comeback in the Wizarding Games, Earthland calls for new heroes 

Tags: Fairy Tail, Earthland, Magic, Celestial Spirits, adventure 

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Vivi vampire
Captain

PostPosted: Tue Jul 15, 2014 9:29 pm
In case you missed any of the "how-to"s or Guild bonuses, everything is compiled here for your convenience.
 
PostPosted: Tue Jul 15, 2014 9:30 pm
GUILD BONUSES
Wizards who join a guild gain bonuses to their character and mission completions. Being in a guild offers its protection and boosts the members to achieve.


Fairy Tail
- Team Work : working with a team gains the character an additional 50AP in any job and keeps the total Jewel reward rather than only a portion.
- Magic Buster : When the character's magic falls below 1/2, 100 points are gained back and added to the total magic pool for the duration of the fight.



Blue Pegasus
- Suave : market places offer the members of blue pegasus a 50% discount on everything.
- Spell Library : 2 extra spell slots are instantly given to all members of blue pegasus in addition to their starting number (for as long as they are in the guild)



Mermaid Heel
- Girl Power : triple damage is dealt in magical attack or twice as much in physical damage IF the opponent is male.
- Suave : market places offer the members of mermaid heel a 50% discount on everything



Saber Tooth
- Power Boost : Magic spells increase their power/damage by 1 rank, but cost their original rank toll in magic
- HP UP : members have 100 extra hit points for as long as they're in the guild



Lamia Scale
- Quick Study : the word requirement for learning new spells is reduced by 1/2
- Close Call : the character can negate 1 magical attack the same or 1 rank higher than the spell they use to counter it at no cost (can only be done once per fight)



Quatro Cerberus
- Wild 4 : physical hits deal triple damage for as long as the character is in the guild
- Fast 4 : Mission requirements for completion are reduced by 1/2



Raven Tail
- Low Cost : magic cost for spells is reduced to half the normal toll for as long as the character is in the guild
- Bent Teamwork : Unison Raids are mastered in half the time and deal double damage



Phantom Lord
- HP UP : members have 100 extra hit points for as long as they're in the guild.
- Team Work : working with a team gains the character an additional 50AP in any job and keeps the total Jewel reward rather than only a portion.



Cait Shelter
- Close Call : the character can negate 1 magical attack the same or 1 rank higher than the spell they use to counter it at no cost (can only be done once per fight)
- Magic Buster : When the character's magic falls below 1/2, 100 points are gained back and added to the total magic pool for the duration of the fight.



Twilight Ogre
- Bent Teamwork : Unison Raids are mastered in half the time and deal double damage.
- Quick Study : the word requirement for learning new spells is reduced by 1/2






Southern Wolves
- Power Boost : Magic spells increase their power/damage by 1 rank, but cost their original rank toll in magic
- Sinister Plots : Spells of the same type are not negated by the opposing wizard.


Ghoul Spirit
- Low Cost : magic cost for spells is reduced to half the normal toll for as long as the character is in the guild
- Feeling Bad : Armor or defensive support spells are ignored by 10 points.


Crime Sorcière
- HP UP : members have 100 extra hit points for as long as they're in the guild.
- Magic Buster : When the character's magic falls below 1/2, 100 points are gained back and added to the total magic pool for the duration of the fight.
 

Vivi vampire
Captain


Vivi vampire
Captain

PostPosted: Tue Jul 15, 2014 9:32 pm
What is Magic?
Magic is the physical embodiment of the spirit. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms magic as a product of the connection. Only ten percent of the world's population is able to use Magic, which is noted to keep a balance between ordinary people and those with magic. It takes an enormous amount of concentration and mental ability to use magic. Magic users can learn multiple styles of Magic, but it is noteworthy that many users have natural affinities for their own magic style.

To utilize magic, a wizard must use Magic Power. Magic Power is the source of power for all wizards, it is composed of Eternano. Every wizard has a container inside their body that determines the limits of their Magic Power. In the case that it becomes empty, Eternano comes from the atmosphere and enters the wizards body and after a while, their Magic Power is returned to normal. However, recent studies has identified another part of the wizards' Magic container that isn't used normally and contains their dormant power called Second Origin. If the power within this second container is reached, then the wizard in question, will receive an enormous boost in Magic Power.

Every Magic has it's own set of rules that must never be broken, that is a taboo. Different taboos that are broken have different effects on the users body, but in the end, the fate of everyone who breaks a taboo is to disappear and die.
A taboo must be followed and if you break this taboo your rpc will die no matter what 2 posts after they committed the taboo




What do the ranks mean?
Spell Ranks are equated to the level of difficulty to learn and the amount of damage dealt. In order of weakest to strongest: C, B, A, S

C-Rank spells are starting spells every mage is able to learn and use. Upon profile making, every wizard has 2 C-Rank spells to start. C-Rank spells deal out the least amount of damage (see below) and are the most abundant in any type of magic. Thus, they cost a lot less in magic.

S-Ranked spells can only be attained once the character reaches S-rank in their guild. But once learned, the spell remains with them. S-Rank spells deal out the most amount of damage (see below) and are the fewest count in any type of magic. Thus, they are the most costly in terms of magic.

S-Rank: 80 cost ; 400 damage
A-Rank: 60 cost ; 275 damage
B-Rank: 40 cost ; 150 damage
C-Rank: 20 cost ; 75 damage

Unless specified otherwise, these are typically how magic is distributed in spells.

Every magic spell you use will have a rank that rank will cost you Magic Points and once you reach zero points you have no magic left and cannot move to well or use magic for at least 5 posts while you recover at 20 points a post after you reach 0 while your in battle only.

You must have the name of the magic spells you can use listed in your profile to use them.
You must train your magic at least once before you can use it in a fight.

Custom Magic & Spells must be approved before using them.
Custom spells must relate to your magic and cannot deviate from there basic usage. Example a fre magic user can make fire spells but not lava based spells or heated rock spells.




What About Unison Raids?
A Unison Raid is a spell made possible by two wizards adjoining two spells into one. A Unison Raid is possible when the two wizards join in compatible magics (e.g. Fire and Wind, Water and Ice...)
However, it is important to note that the two persons involved must not only have compatible magics, but must also have a very close relationship. A raid will not work with strangers.

- Only S-Rank spells can block a Unison Raid
- When creating a unison raid making the attack god like will get it taken away
- You do not need a custom mods approval to approve a unison raid
- You must practice the Unison Raid at least 2 times with a minimum of 200 words each person before you can do it.


Learning new spells
To learn a spell, a wizard will look through a town or guild (if accessible) library to find the mention of the spell (cannon or custom). From there, the wizard will head to a training ground --every guild has one-- and practice mastery of the spell:

C-Rank : 100 words of training
B-Rank : 200 words of training
A-Rank : 300 words of training
S-Rank : 400 words of training


Concept for Magic Ranking and Damage credited to Celestial Fairies Neo
 
PostPosted: Tue Jul 15, 2014 9:33 pm
How Ranking Works


Mage Rank:
The most basic level of wizards, mage ranks typically start off with C-Rank level spells. After mastering several C-Rank spells, this level wizard can move on to master A-Rank and B-Rank spells and cannot master an S-rank spell before ranking up to S-Class themselves. All mage-rank wizards start off with the possibility to master 8 spells, additional slots must be earned (See Wizard Bonus Thread) either from enough jobs completed or from ranking up. In addition, all wizards at this level have 500 hit points to start.

S-Rank:
The next stage up for a wizard, and considered to be some of the most elite in a guild. They make up the minority in a guild and are the few able to take on highly dangerous jobs. In order to earn the potential of being an S-Rank candidate a mage must have 25 jobs completed, and 5,000 AP. It's a long road, but with a pay out: the character (after being deemed S-Rank by their guild master) now has the capability of mastering 12 spells--additional slots must be earned (See Wizard Bonus Thread) either from enough jobs completed or from ranking up--or gains 4 extra slots, doubles their hit points to 1000, and has the option of learning a misc. spell.

However, please note that (should your character transfer guilds) their rank will not follow. S-rank and Ace classes are at the Guild Master's discretion.


Guild Ace:
Simply put: the guild ace is the most powerful wizard in their respective guild--nearly rivaling that of their Guild Master! This rank is gained only after a character makes S-Rank, completes 50 jobs, and earns 20,000 AP. The pay off for all that hard work is another 4 magic slots that can be put to any magic in the wizard's hold, An addition 500 hit points (totaling 1500), and the option for a second magic as well as 1 more misc. spell.

Like the S-Rank, the rank of Ace will not carry over should a character transfer guilds.


Master:
The head hancho of every guild, a master ranked wizard is one of the strongest wizards in all of Fiore without question! After completing 100 jobs and earning 70,000 AP, a master commands total respect among magic users. The rank is not official until the character is able to claim leadership of the guild in which they have ranked up.
Once at a master rank, the character gains yet another 4 magic slots to add to any of their magics, a total of 2000 hit points, and the option of a third magic!


Wizard Saint:
{For the time being, there are no wizard saint positions open. This option and its details will be available after the initial ARC of the guild has closed.}







With each new rank up, another 500 points are given to the character to add additional items to their profile with each new rank. You've earned a bit of a reward for making from a mage! However, the options to spend remain the same...

Please place a beside what it is you have added to let the mods know what it is you added to prevent any cheat-god-mode. Please report the additions to your guild update thread(s)

500 Points: Increase magic pool by 100 points
400 Points: Gain 1 normal weapon with no lacrima slots from the weapon stores
400 Points: Gain a Gold Key of an available zodiac or A-Rank Hold Item
300 Points: Gain 3 more spells to your magic to use
300 Points: Gain 1 more Familiar
300 Points: Gain 1 more Celestial Key (silver)
200 Points: Gain 200 AP & 200,000 Jewel
100 Points: Gain 1 extra spell to you profile
100 Points: Increase spell capacity by 1 (spell not included)
50 Points: Gain 50 AP & 50,000 Jewel (Max Times can buy 4)
50 Points: Gain 1 blank star extra for STATS


Credit for the ranking system to CFN, our sister guild
 

Vivi vampire
Captain


Vivi vampire
Captain

PostPosted: Tue Jul 15, 2014 9:34 pm
Magic Classes Explained


Why are some magics singled out? Why do they get their own thread?
Some ideas of magic (e.g. Celestial Magic) are so large that they cannot be fit properly into one of the other classes. The reason being is typically that there are too many components to the magic to fit into one post.

Why are magics divided into classifications (hold, caster, ect.)?
The amount of magic types there are makes it hard to find one specific one if they were compiled into one post. The division is to better find, organize, and understand how types of magic are used.

What is the difference between Holder Magic, Caster Magic, and Misc. Magic?
Caster magic is magic that can be used without external aide, or without items needed. This type of magic either support the wizard or makes an offensive attack using magika alone.

Holder magic is just the opposite in which external aide (an item) is needed to perform magic. However, the one greatest benefit of hold magic is the flexibility in spells.
Requip magic, for example, is capable of changing weaponry and armor and (at times) an accompanying element or attribute.
Ring magic in its essence is a spell kept within the item, thus a great array of common magic can be used by this class of wizard.

However, the disadvantage to the holder magic, and great advantage of caster magic, is the hold item. If the holder item (e.g. a celestial key) is taken or lost, the holder wizard is left unable to perform their magic.

Misc. Spells are spells that do not have a category, but can be learned by most any wizard (if they have earned a misc. spell slot). Things such as a sleep spell don't tend to get a whole dedicated set, and so are often left out in RPs.


What is Custom and Cannon Magic?
Cannon magics are types that have made a debut in the Fairy Tail series. These are magics that are familiar and already have their own spells and rules. These types can also be found when looking up Fairy Tail magic.

Custom magic is an original design magic. This sort of magic hasn't made an appearance in the series, but is a creation by someone in the guild. This type of magic has its own rules and spells to add to the expending world of magic.

Custom spells can be made for custom and cannon magic types. Custom spells are ideas to add into a magic that is compatible.
 
PostPosted: Tue Jul 15, 2014 9:36 pm
Character Stats!



What is AP?
When you complete a job or contest of some sort, your character gets noticed. AP, or Admiration Points, are the reputation each character and their guild has earned by completing jobs, events, or contests in the world. This allows you to rank up, buy items and more. AP is used to also make your rpc more well known in the guilds. In short, it's an acknowledgement of you character's (and like-wise, you guild's) popularity and level. To gain certain items, a level of AP is required to show the character can handle it. To rank up, a certain amount of AP has to be gained by the character to prove their worth to their guild master.

AP stays with your character for as long as they're around. Buying items or collecting bonuses that require a level of AP does not take from your character's AP.
Think of it like how high you need to be to get on a certain ride, or how old you have to be to engage in certain activities. Your height and age never leave you, and your character's AP will never leave them!

To earn AP, participate in the guilds jobs system, contests, events, arc's and more, that's all there is to it!




Personal Character Stats
Strength : Strength determines how strong the character is in physical combat. Each filled star "★" equates to an additional 25 points of damage dealt in all physical areas (Light, Medium, Heavy). {Note: the heavier the damage, the less accurate the hit}

Defense : Defense determines how much the character can withstand against physical combat. Damage done is reduced by 10 points for every "★" of defense a character has.

Agility : Agility is how fast the character can move, and can affect certain magics.

Flexibility : Flexibility represents how fast the character can dodge an attack, and affects some spells.

Accuracy : Accuracy is how well you can land a hit, whether magical or physical.

Magic Resistance : Shows how resilient the character is to magical attacks. Every 2 "★" points drops the damage by 1 rank (or half if C-Rank)

Magic Power : For each filled star "★", Spells do an additional 10 points of damage.

Synthesis : For each filled star "★", unison raids do an additional 20 points of damage.

Weaponry Skills : This shows how well the character can handle a weapon. Every filled star "★" gains the user an extra 20 to all damage areas when using a weapon (Light, Medium, Heavy). {NOTE: the heavier the damage, the less accurate the hit}

Intelligence : Intelligence shows how much the character understands. Learning spells of any rank is reduced by half every "★★" points.

Thus, if an A-rank spell is used on a character with 2 "★" points of magic resistance, the damage is decreased to that of a B-rank spell.
If a basic level of physical damage is done to a character with "★" points in their defense, the damage is dropped by 10 points. (would have caused 60 damage points now only does 50).



As you character ranks up, they will get an additional "★" points to distribute to their Stats with each rank: S, Ace, Master...
Or can win them by earning enough AP




Original Credit for these concepts goes to Celestial Fairies Neo
 

Vivi vampire
Captain


Vivi vampire
Captain

PostPosted: Tue Jul 15, 2014 9:37 pm
Additional Damage Effects Explained

In this part certain elements will have after effects these after effects will last a period of posts or can be changed if you have the correct magic to do so they are...


Burns:
Occurs ONLY after fire damage has been taken you will suffer from 40 damage every post till the fight is done. This can be treated with anything cold to negate effects.

Poisoned:
Occurs after ingesting in ONLY toxic type attacks every post you will suffer 40 damage till the fight is done. This can be treated by a healing spell.

Paralyzed:
Occurs ONLY after being hit by an electric attack for 2 posts you cannot move your body well you may still move but slower and harder to react. This effect cannot be cured early.

Frozen:
This effect occurs after any type of cold damage is dealt your body is hard to move and freezing cold making you slower and lasts for 5 posts. To treat this any warm spell can be applied to negate it.

Sleep
When a sleep effect is active, the target is put into a powerless slumber for 2 posts. Without a cure spell from a ally, the target with the sleep status inflicted cannot wake any sooner.

Blind:
Occurs ONLY after a light based attack is fired off and opponent is looking at the direction the spell is used in making them unable to see at all for 1 post. The only way to cure this is to close your eyes and let the post pass.

Deaf:
Occurs ONLY after a sound based attack is launched that targets the ear in an attempt to make some one unable to hear, this lasts for only 5 posts. You cannot cure this effect.

Bleed:
Occurs when stabbed, sliced, or any other type of skin puncture the effect will continue until you cover the wound or heal the area of damage. This will do 50 damage to you per turn if untreated.  
PostPosted: Wed Jul 16, 2014 6:46 pm
Lost Magic Ommitions


Why do Slayer and Lost Magic users have to forfeit a second magic when they reach Ace-Rank?
The simplest way to explain is that it's a precaution to over-powered characters. While drafting up the guild lay out and rules, the initial crew and captain agreed that--because of how powerful and exclusive the magic already is--that delaying a gained magic (and thus limiting the total) would be a fair compromise to the character's power and privilege of having a Lost Magic. This allows other characters who weren't able to claim a lost magic to have the chance to catch up in terms of power.

Why can there only be 2 of any lost magic?
We tried adding more unusual and powerful magics to our "Lost" list to give ample pickings to any members who wanted a character with a rare magic.
However, it is a first-come first-serve; and it is limited that ANY member only have 1 character with a lost or slayer magic type. As stated before, it was decided that this was a fair way to try and limit power monopolies within the guild.
 

Vivi vampire
Captain


Vivi vampire
Captain

PostPosted: Fri Jul 18, 2014 8:54 pm
Expansion


How do guild masters buy new parts to their guild?
Guild masters pay 1million jewel from their own pocket to buy a new section of their guild--be it a merchandise stand, diner, vineyard, garage, ect. .
Even if the ownership of a guild (let's use Fairy Tail as an example) changes, the bought sections will remain.


How do we buy a home thread in town?
It is possible for a guild wizard of a legal guild to buy a home in their residing town. To get a town home, you must:
Be in a legal guild
Have completed 20 missions in that guild
Have 20,000 AP
Pay 500,000 Jewel

For all your hard work: You gain a 1 bedroom town home! Hooray!


How do I buy my own guild after I get enough AP?
From your character, 5million Jewel is needed (and the required amount of AP)
However, 2500 gaia gold is needed to buy your subforum.

The standard threads will be put in, but no perk threads. Additional threads must still be bought.
However! You do get to pick your guild bonuses and name your guild--even dictate if its gender restricted!
 
PostPosted: Sun Jul 27, 2014 12:53 pm
Special Thanks

A special thank you to our sister guild: Celestial Fairies Neo
Whom, without, this guild would be no where near as organized, clear, or close to opening sweatdrop

Credit for STATS, ranking, added effects, and lay out attributed to CFN
 

Vivi vampire
Captain

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