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daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#1: Mar 30th 2015 at 7:23:40 PM

Hello there!

I'm making this thread for feedback and comments, as well as world building for an upcoming Magical Girl RP.

This RP will take place in a Fantasy World, with various nations which are regularly attacked by gigantic monstrosities product of the Great Enemy, some sort of demonic entity or Dark Lord that since somewhat recently has tried to destroy the living world and the nations within.

To raise to the occasion are the Magical Girls... girls born all around the world, blessed by the dead Great Goddess, who wield powerful magics in their battle to save the world and fight back the menaces of demons. However, there may be some rivalries to be found within... even in this time of troubles, there are nations at war, and each Kingdom greatly values their Magical Girls as local heroes. Thus conflict between Kingdoms may mean conflict between Magical Girls.

Now, this RP will have a more restricted character building process than the usual free form. I will give a very extensive list of potential upgrades as well as a cost to them, and people will have limited points to build up their Magical Girl. Through battles and events, characters may obtain more points to sink into new features and powers they desire to grow in power as Magical Girls.

I will now list the upgrades I have written descriptions for, though there are no associated costs to them at the moment as I must write them all out and sort through them before I can decide such things.

Now complete!


     Attributes 

  • Attributes: The basic attributes of your Magical Girl, which define their basic stats and proficiencies. Each stat has a cap of 5. You get 7 points to distribute among these. 0 points in an attribute represents what a completely average person may have, as well as perhaps a weakness in this area.

    • Physical Fortitude: Strength, stamina, health, raw physical power, all of that is represented in this attribute. The higher it is, the more healthy you are the stronger you hit and more you can take. At 0 points you are completely normal, at 3 points you are superhumanly strong and resilient, capable of punching through rock, at level 5 you have the strength and resilience of a demigod, hurling rocks many times your size and receiving blows and wounds that would take down even monsters.

      • Level 3 Perk - Resistant: Strong enough to shrug off some damage from more powerful attacks as well as nearly completely ignore minor strikes.

      • Level 5 Perk - Determinator: Stalwart and enduring enough to carry on fighting despite most wounds. Unless a finishing blow is dealt or battle ceases, you may keep moving and fighting so long as you're not damaged enough to impede it. Whenever you survive your wounds after the battle when exerting yourself that way is another matter depending on other talents and assistance of your peers.

    • Agility and Dexterity: Speed, reflexes, quick wit and speed of thought. The higher it is, the faster your mind and body can move and react, depending on the means for it to do so.. though it generally gives a bonus to all sorts of movements. At 0 points you are completely normal, at 3 points you are supernaturally quick and attentive, able to catch an arrow in flight easily, at level 5 almost nothing can take you by surprise as your reflexes move at a speed few can match.

      • Level 3 Perk - Supernatural Reflexes: Unless attacked by someone faster, you cannot be surprised and if you are, you have the chance to react at the same time as you are attacked by a new threat.

      • Level 5 Perk - Double Time: Cooldowns mentioned on spells are reduced by half and you may do near twice as many actions when appropriate in combat.

    • Mental Fortitude: Represents intelligence, memory, concentration, logical ability and other such virtues. The higher is it, the more intelligent you become granting you tactical abilities, incredible memory and the capacity to process and understand very complicated subjects. It increases the range and area of effect of abilities by a little as well as other perks. At 0 points you are completely normal, at 3 points you can process information and data at amazing speeds and at level 5 you are a genius without peer, glancing at the logic of the universe with clarity unmatched by any.

      • Level 3 Perk - Twin Concentration: Your keen mind and intellect allow you to concentrate on two things at once with ease.

      • Level 5 Perk - Spellcasting Savant: Your knowledge of the inner workings of Magic allow you to optimize your spells for best use of energy. Reduce the cost of all your Magics by half a core.

    • Spiritual Fortitude: Represents will power, empathy, spiritual awareness and magical energy. The higher it is, the more powerful your spells will be as you become more infused with magical energy, as well as obtaining a greater degree of mental and spiritual fortitude to resist fear and madness. At 0 points you are completely normal, at 3 points you are deeply in touch with the spiritual world, able to understand people and beasts easily, at 5 points you are near enlightened with a deep strength of spirit and great stability.

      • Level 3 Perk - Extra Core: At this level you gain an extra Magical Core to power your magic.

      • Level 5 Perk - Extra Core: At this level you gain an extra Magical Core to power your magic.

     Magical Energy 

  • Energy: Magical Girls are capable of incredible feats of magic and stamina. Their wondrous abilities are the envy and hope of a world on siege by darkness... And all their Magic is powered by their Magical Energy. Magical Energy at the level in which Magical Girls make use of it is measured in an unit called Magical Cores. A core produces continuous Magical Energy which the Magical Girl can use on a variety of spells. On one moment she could be using one Core worth to power a fire ball and once that is done, use it to power her flight without the Core being exhausted. However there are some spells which can be Overcasted to obtain much greater results. Overcasting a spell takes three times as much Magical Energy as they usually do. This tends to be quite expensive Energy wise, however a way to do this is by Overloading a Core. A core can be Overloaded for it to unleash three times as much energy as they usually would in an instant in order to power a spell... however doing this makes the core unusable until the Magical Girl rests for a few hours at the very least... more Overloaded cores may require an entire night of sleep to recover. Additionally, abilities and skills which don't mention a required cost in Energy for them to work require that you have at least one Core functioning to work even if they take no energy. If you Overload all your cores, you lose all those abilities and all magic until you recover at least one Core.

    • Heart of the Girl (0 points): Obtained automatically, every Magical Girl by their very nature as chosen of the Goddess have one Core of Magical Energy.

    • Heart of the Maiden (5 points): Grants the Magical Girl one additional Core.

    • Heart of Flower (10 points): Grants the Magical Girl one additional Core.

    • Heart of the Tree (20 points): Grants the Magical Girl one additional Core.

    • Heart of the Grove (30 points): Grants the Magical Girl one additional Core.

    • Heart of the Forest (50 points): Grants the Magical Girl one additional Core.

    • Energy Ability - Transfer Power (10 points): Grants the Magical Girl the ability to touch a fellow Magical Girl to produce a link of up to 50 meters long in order to use her own Cores for the sake of powering the other Girl's Spells. If the two Girls are linked by another ability, you may use the distance provided by that link in order to grant them Magical Enegy.

     Weapon Masteries 

  • Weapon Masteries: For those who fight against the darkness, weapons are a necessity. Different in form and function, these could go from a broom, a staff, a blade, a chain, spear, gun, gauntlets, shield or any other instrument of war.

    • Weapon - Initiate Weapon (5 points): A weapon of any kind that can be summoned and dismissed at will by the Magical Girl. For this and all levels, weapons which come in pairs of multiples can be bought either individually or together. The overall effects and power of the weapon will depend on this decision. You can either buy twin blades as one weapon and this will have the power and abilities of a single one, or you can buy one weapon and then the other and they each will count as having the power and abilities of one weapon. No abilities of its own, though it can be used as a focus for magical spells, if the weapon is destroyed in battle, the Magical Girl can make it appear again after a few hours. If it lost, she can make it appear by concentrating for a minute. This weapon is magical and in general superior to a normally forged weapon of its kind, its appearance is also up to the Magical Girl to determine in the moment of creation.

    • Weapon - Arms of the Acolyte (10 points): Requires Initiate Weapon, weapon is improved to a greater magical weapon, increasing its effectiveness in direct combat. It's resilience too is improved. Additionally, it gains either an elemental attribute to be used as spells or a quality in its attacks on first rank in that element or a quality such as extra sharpness, the ability to always return when thrown and increased power when flung or the like. If no attribute is picked, it's raw power as a magical weapon will be greater.

    • Weapon - Witch Weapon (20 points): Requires Arms of the Acolyte, a weapon worthy of names and legends, whose might can slay dragons and cleave stone. Its effectiveness and resilience are further improved. It can gain both another elemental attribute or improve the one it has to second level and a weapon quality. If these are forgone, it's sheer magical might is expanded furthermore. By this point the weapon has, to an extend or another, a certain level of sentience, whenever this be a full blown personality and spirit or simple a quiet acknowledgement and affinity for its owner is up to the creator.

    • Weapon Feature - Flying (5 points): Added onto a weapon, allows the weapon to fly, bearing it's owner aloft as a means of transportation up to second level of flight mastery.

    • Weapon Feature - Flying Star (10 points): Requires Weapon Feature - Flying, allows the weapon to fly in great bursts of great speed, suitable for traveling huge stretches of land as explained in Flight Shooting Star mastery. Energy: Core and Half.

    • Weapon Feature - Self Wielding (5 points): Allows the weapon to fight by its own, not benefiting from the wielder's stats, but leaving them free to concentrate on other things.

    • Weapon Feature - Shoot (5 points): Allows the weapon to shoot weak but numerous magical projectiles by itself. Takes Half a Core of Magical Energy. Can be Overcast for a great barrage.

    • Weapon Feature - Barrier (5 points): Allows the weapon to project a barrier or shield equivalent to first level Barrier Mastery. Takes Half a Core of Magical Energy to project a standard barrier, with more power put in you can increase the effectiveness of it. Can be overcast for an impenetrable shield that lasts 1 second.

    • Weapon Feature - Blast (10 points): Requires Arms of the Acolyte, allows the weapon to create a sphere of energy to be shot for a medium sized explosion. Takes One Core of Magical Energy for a shot. Can be Overcast for a powerful explosion.

    • Weapon Feature: Great Beam (10 points): One of the most dazzling of Magical Girl feats, this feature allows a weapon of Witch Weapon level and up to shoot a powerful beam or wave of energy, capable of overwhelming medium level magical defences and cause great damage. Requires at least a minute of time to cast. Can be Overcast for an even more powerful attack, nearly guaranteed to cause damage to any foe, no matter their defences. Costs 2 Cores of Magical Energy.

    • Weapon Feature - Master of Many (5 points): Requires Arms of the Acolyte, allows for one to master the type of the given weapon, giving you the ability to manifest multiple inferior copies of the type of weapon question and wield them at once. Having ranks in telekinesis increases the damage of the swung weapons and the Self Wielding attribute reduces the level of concentration needed to move the weapons. Costs One Core worth of Magical Energy.

     Clothes and Armor 

  • Clothes and Armor: As important as the weapons and magic which the Magical Girls wield is the garb that denotes their status and protects them from the threats they face. The design is up to the Magical Girl and if destroyed or damaged the suit will clean and repair itself in roughly one day.

    • Clothes - Puella's Clothes (0 points): The most basic of clothes, a costume that can be summoned at any moment to clothe the magical girl, providing minimal protection equivalent to roughly thick cloth or normal leather armor.

    • Armor - Magical Robes (5 points): The first level of protection which still leaves the magical girl with full range of motion. Magical runes and wards, special materials and the like create this costume, providing the protection of a full suit of armor in the comfort of cloth for the Magical Girl who uses them.

    • Armor - Armored Robes (10 points): Requires Magical Robes, manifests as a reinforcement to the previous magical cloth, with pieces of metal armor reinforcing the costume furthermore. Greater than a suit of armor, this magical armor allows for protection from both magical and physical threats. However it requires at least one rank in strength to wear properly, otherwise wearing it reduces the speed of the user by one point. The user must have manifested the armor for it to work, however, if they don't want the dip in speed or want to appear less armored, they may stay clad in only Magical Robes and keep the armor unsummoned.

    • Armor - Witch Armor (15 points): Requires Armored Robes. A full suit of magical armor, giving the most protection to every inch of the Magical Girl. The Seal of a warring Knight or someone who cares fully for their defences, this grants great physical and magical protection, as well as guarding from the elements. It, however, requires a strength of 3 to use properly otherwise it reduces the speed of the use by two points. The user must have manifested the armor for it to work, however if they don't want the dip in speed or want to appear less armored, they may stay clad in only Armored Robes of Magical Robes and keep the armor unsummoned.

    • Armor Feature - Alteration (5 points): Allows for the armor to change shape or design in accordance to the wishes of the Magical Girl.

    • Armor Feature - Environment Protection (10 points): Requires Magical Robes or higher. Allows the armor to withstand near extreme environmental hazards, such as great natural cold or heat. It also provides oxygen to the user and seals itself from the outside, protecting from harmful gases, dust, sand and allowing them to breathe in aquatic environments.

    • Armor Feature - Expanded Magical Resistance (10 points): Requires Magical Robes. Increases the Magical Resistance of the armor depending on its level.

    • Armor Feature - Expanded Physical Resistance (10 points): Requires Magical Robes. Increases the Physical Resistance of the armor depending on its level.

    • Armor Feature - Personal Barrier (5 points): Requires Magical Robes. Produces a near invisible barrier around the user, protecting from light harm and reducing a bit the strength of attacks that go through it. Once broken it recharges in 30 seconds, though it requires the user to not be hit again as it charges.

    • Armor Feature - Quick Repair (10 points): Allows the user to channel Magical Energy into repairing their armor or clothes at a quick pace, during battle itself instead of waiting for natural repairs which take a day. Costs One Core of Magical Energy to activate the repairs.

     Warrior Skills 

  • Warrior Skills: While the first image that comes to mind when thinking of a Magical Girl is the epitome of a spellcaster, shooting mighty spells from afar and sealing enemies with their arcane magics, almost as common are those who use their magic to empower themselves and jump right onto the fray, wielding legendary weapons and mixing melee skills and strength with magical might.

    • Knight's Skill (5 points): The Magical Girl is filled with the knowledge of ancient fighters, obtaining the training to use most weapons proficiently as a trained warrior would. Techniques, battle forms and other such knowledge is hers to bear in the battlefield increasing greatly their skill in battle as they become a master at melee or ranged combat depending on their weapons.

    • Hero's Might (10 points): The Magical Girl's skill in battle manoeuvres and fighting styles increases ever more, either through experience or further attunement to spirits of heroes past. They also acquire the ability to infuse their blows with magical energy, drawing upon their magical reserves to increase their might in battle, giving way to blows packing unbelievable strength or blinking speed. Costs One Core worth of Magical Energy to empower their attacks.

    • Legend's Power (15 points): The Magical Girl's skill in battle and handling weapons, weaving through enemies is further increased either through their experience or their communion with the spirit of ancient, lost legends. Without any cost to them, their blows are coated in magical energy and they may expend more of their magical energy to add an additive effect on their physical and dexterity parameters. They gain the ability to use any weapon flawlessly and get a good sense for tactics. They also gain a near precognitive instinct in battle, allowing them to sense the best course of action in a physical engagement. Costs One Core worth of Magical Energy to empower their attacks and parameters, more cores increase the effect.

    • Warrior Skill - Shield Breaking Strike (5 points): Requires Knight's Skill - Gain the ability to prepare a strike to become a Shield Breaking Strike. By expending a certain amount of Magical Energy, your next blow becomes highly more proficient at destroying or penetrating through barriers and armor as chosen by you. Costs One Core.

    • Warrior Skill - Counter (10 points): Requires Knight's Skill - By stopping all motion and applying yourself to time yourself to an incoming attack or aggression by an enemy, you can charge up a devastating counterstrike. If you are attacked while preparing your counterstrike, you can launch a blow against the incoming attack with greatly increased power, either nullifying the incoming attack or breaking through it. Costs as much energy as the strike you're trying to counter.

    • Warrior Skill - Power Attack (5 points): Requires Knight's Skill - Gain the ability to deliver a Power Attack. By sacrificing accuracy an imbuing more power into your next attack, you can deliver a more powerful blow that deals splash damage to nearby enemies. Costs One Core, more energy increases the power.

    • Warrior Skill - Disarming (5 points): Requires Knight's Skill - Gain the ability to disarm an opponent of their weapon if you get in range for it. Succeeds most of the time on opponents with a lower rank in Warrior Skills than you, requires the enemy to have less than half their health to work if dealing with an opponent at the same level of Warrior Skills than you and doesn't work ever on those with a greater Warrior Skill level than you.

     Elemental Masteries 

  • Elemental Masteries: Masteries over each kind of energy and elements present in the world. In each category, you must have the prior masteries before you can buy the next ones. First tier costs Half of a Core of energy to manifest, second tier costs One Core of energy to manifest and third tier cost Two Cores of energy to manifest. You must concentrate to use any kind of Elemental Mastery. Their costs are 5 points for level 1, 10 for level 2 and 15 for level three. Notice that you must have the prior Masteries to get the next one, so the cost in total of a level 3 mastery would be 30, not 15. Additionally, if you wish to make multiple effects of a given mastery you must pay the cost for each. Casting two Level Three Fire Dragon Attacks would cost you 4 Cores, not 2 and two points worth of Concentration.

    • Fire: Element of Fire, providing great damage in a big area of effect due to its nature to spread.

      • Flame Touched: Initial mastery in fire magic, allowing for the summoning and manipulation of flames and heat up to small fire balls and explosions.

      • Flame Blessed: Mid level mastery in fire magic, granting resistance to flames and more versatile control over fire, as well as greater quantities of it to be brought forth. Walls of flame, soldier sized constructs of flames and the like are possible. Can create explosions and jets of fire the size of small buildings.

      • Flame Master: High level mastery in fire magic, granting near immunity to fire and greater control over it. More and bigger flame soldiers can be brought forth, the heat of your flames go up and you can cast impressive and powerful spells bringing forth great explosions and dragon shaped jets of fire to hit your enemies.

    • Lightning: Element of Lightning, providing quick moving spells likely to stagger and paralyse foes as they are hit.

      • Storm Touched: Initial mastery in lightning magic, allowing for the summoning and manipulation of lightning bolts and spheres, as well as shocks of electricity.

      • Storm Blessed: Mid level mastery in lightning magic, granting resistance to lightning and more versatile control over it as well as greater bolts to bear. Concentrations of energy, control over electromagnetism and the like is possible. Capable of calling upon thunder to strike from above.

      • Storm Master: High level mastery in lightning magic, granting near immunity to lightning and greater control over it. Capable of creating fields of lightning around you, the voltage of your attacks goes up and you can cast impressive and powerful spells, shooting powerful concentrations of energy at foes. Allows use of a railgun strike.

    • Ice: Element of Ice, providing solid damage and the slowing of enemies due to the sheer frost. The magic is not only in the frozen ice, but also in the aura of sheer cold around each spell, sapping energy and slowing what they get into contact with.

      • Frost Touched: Initial mastery in ice magic, allowing for the summoning and manipulation of ice shards and cold auras within to slow and sap the energy of foes.

      • Frost Blessed: Mid level mastery in ice magic, granting resistance to frost and more versatile control over it as well as greater shards of ice to bear. Ice constructs, explosive orbs of frost and the ability to summon auras of cold and frozen temperatures around you are possible.

      • Frost Master: High level mastery in ice magic, granting near immunity to ice and cold as well as greater control over it. More and bigger frost soldiers can be brought to bear, the sheer cold of your spells increases, sapping more energy from your targets as well as the size of your ice shards.

     Other Elemental Masteries 

  • Other Elemental Masteries: Ice, Fire and Lightning are considered the basic elemental masteries taken by Magical Girls due to their high effectiveness and energy in battle, however there exist many other elemental affinities with great utility to be listed below. In each category, you must have the prior masteries before you can buy the next ones. First tier costs Half of a Core of energy to manifest, second tier costs One Core of energy to manifest and third tier cost Two Cores of energy to manifest. You must concentrate to use any kind of Elemental Mastery. Their costs are 5 points for level 1, 10 for level 2 and 15 for level three. Notice that you must have the prior Masteries to get the next one, so the cost in total of a level 3 mastery would be 30, not 15. Additionally, if you wish to make multiple effects of a given mastery you must pay the cost for each. Casting two Level Three Wind Blade Attacks would cost you 4 Cores, not 2 and two points worth of Concentration.

    • Wind: Element of Wind, providing great push and deflection in attacks as well as speed for the one controlling them. Allows for the manipulation of gusts and flow of wind as well as high pressure cutting wind.

      • Wind Touched: Initial mastery in wind magic, allowing for the summoning and use of gusts of wind, to deflect projectiles and batter foes around as well as enabling quicker and lighter movement in the user.

      • Wind Blessed: Mid level mastery in wind magic, granting resistance to be battered by the wind and other such magics. Wind constructs and walls are possible to use. Additionally, grants the use of wind blades by using pressurized air to slice as sharp blades would. The strength of the gusts goes up as well as obtaining the ability to create small tornadoes.

      • Wind Master: High level mastery in wind magic, granting near immunity in being affected by enemy winds as well as a natural barrier of air to protect against attacks. Can create powerful tornadoes full of cutting air, more powerful and quick blades of wind as well as powerful gusts to blow away enemies.

    • Water: Element of Water, fluid and versatile granting control of liquids and water in how it moves and to bear against enemies.

      • Water Touched: Initial mastery in water magic, allowing for the summoning and use of a small pond's worth of water, with more water to control if it is naturally present. The user can attack with quick, whip like motions of water, quick shot globes of it and the like. Additionally, allows the user to breathe water.

      • Water Blessed: Mid level mastery in water magic, granting resistance to high pressures exerted by water and strikes by it. Allows the user to create and manipulate greater quantities of water, approaching lake sized amounts, constructs of water and to exert pressure in the water manipulated to make it hard to move within it. Can also create constructs of water and use it for shielding yourself.

      • Water Master: High level mastery in water magic, granting near immunity to high pressure and enemy use of water magic offensively. Allows the user to create and manipulate great amounts of water, the size of a lake or greater, using more powerful water constructs and increased pressure in the water under your control, to crush foes caught by it. Tidal waves are a definite possibility.

    • Earth: Element of Earth, enduring and solid, granting control over earth, soil, metals and crystals.

      • Earth Touched: Initial mastery in Earth magic, allowing the user to control and levitate rocks and patches of dirt, moving sand and the like for a wide variety of purposes. Can also launch them with good kinetic energy for powerful, physical attacks.

      • Earth Blessed: Mid level mastery in earth magic, granting resistance to earth element strikes and an increase in general physical defences. Allows the user to create a bit of soil and rocks out of nowhere and control a greater amount. Also allows the user to manipulate metals and use them in battle. Additionally, the user can burrow into the earth with ease. Flinging great rocks, raising earth constructs and walls is possible.

      • Earth Master: High level mastery in earth magic, granting near immunity to be damaged by earth element strikes and a greater boost to physical defences. Allows the user to create more earth and rocks, granting additional control over metal and now control over sharp and strong crystals. From a small one, you can make it grow and shape it as you will as well as creating powerful earthquakes and bigger control over soil and rock in general.

     Spiritual Masteries 

  • Spiritual Masteries: Beyond Elemental Masteries, there are six others dealing with opposite concepts of Holy and Fell, Life and Death and Light and Dark. First tier costs Half of a Core of energy to manifest, second tier costs One Core of energy to manifest and third tier cost Two Cores of energy to manifest. You must concentrate to use any kind of Elemental Mastery. Their costs are 5 points for level 1, 10 for level 2 and 15 for level three. Notice that you must have the prior Masteries to get the next one, so the cost in total of a level 3 mastery would be 30, not 15. Additionally, if you wish to make multiple effects of a given mastery you must pay the cost for each. Casting two Level Three Light laser Attacks would cost you 4 Cores, not 2 and two points worth of Concentration.

    • Holy: The Element of Belief, Sacredness and the Gods and Great Goddess. The brightness and light it produces is not the element itself, but merely a representation and by-product of its nature. A moral element that is reinforced by spirituality, it's essence comes from the concept of the Great Goddess herself, her love for the world and the like. A bit of this essence is passed down in the scriptures and teachings of the Great Goddess, gathered by the religions of the world. It is present in the places she visited, in the things she touched and made. It is an essence of togetherness, present in civilizations and the living world all joined, a gathering of the many into a bigger one. Highly effective against demons and fell monsters, however deals little damage to normal people and living beings of the world. The light of Holiness grants protection against Fell damage, however if this protection is breached, one who walks the path of Sacredness is to be the most harmed by the power of Fell.

      • Initiate of Brightness: Initial Master in Holy magic, allowing the user to bring forth miracles and sacred attacks manifesting usually in explosions of light, soothing radiance that harm and burn demons and other such manifestations.

      • Blessed Adept: Mid level mastery in Holy magic, granting greater insight in the mysteries of the Great Goddess. Normal people may feel a connection and awe to the user, who may seem to them as glowing, healthier and a thing of awe. Allows access to greater manifestations of the Holy powers, dealing further damage to demons and vanishing their fell power.

      • Sacred Caster: High level mastery in Holy magic, granting near immunity to Holy damage and elevating the user by the grace of the Great Goddess. Their glow and visage seems almost heavenly as they obtain a peace of mind by their connection to the world. Grants access to the greatest holy attacks, great explosions of light, brilliant blades of energy strikes in giant arcs and other such feats.

    • Fell: The opposite of Holy, of the Gods and the Great Goddess. The element and power of demons and the Great Enemy. The most dangerous mastery for Magical Girls to develop, it can grant incredible power, though the risks involved are high enough for this to be discouraged near universally. A power that draws not upon the unity with the Goddess and the links with others, but merely upon the depths of the self, passions, emotions and raw primal instincts. Of one who looks upon the world and existence from within the void and darkness, severed from it. Believed to be related as well the chaos and nothingness before creation. As you ascend in Fell power, you become more and more prone to madness if not careful enough, as well as becoming sensitive to Holy damage.

      • Initiate of Secrets: Initial mastery in Fell magic, allowing the user to bring forth great power from within themselves and the chaos beyond. The appearance of this enchantment varies greatly depending on the user, though the use of this magic tends to bring forth effects which seem alien, wrong or twisted. Fell magic can easily be combined with other magics to greatly increase their power, producing black shards of incredibly cold ice, greenish flames hotter than inferno or dark lightning racing through the skies with sinister intents.

      • Forbidden Delver: Mid level mastery in Fell magic, granting greater Fell power to the user with an increase to overall defences though no resistance to Fell damage. The power of Fell is the power of the Self and another user of Fell is as much an 'Other' as Sacred is. The appearance and aura of the user may begin changing a little as they dig deeper into knowledge and powers of the Forbidden. Depending on the person this may be eerie and disturbing as it may be appealing and alluring... the individuality and strength of personality a true Fell user wields is not to be ignored lightly.

      • Demonic Caster: High level mastery of Fell magic, allowing the user to bring forth the greatest power accessible to Magical Girls, drawing upon their Self and individuality to power their spells. Overall defences are increased furthermore, as the user becomes an essence more detached from the world, standing in denial of being touched by creation. An eerie dark shine comes from the user as they must embrace their truest nature, not hide an inch of their essence to truly draw upon these powers... and either fall into the madness of their obsessions, their emotions multiplied hundredfold and laid bare or to ascend as something else... However, near unheard off are the Magical Girls who don't fall and become demons to be exterminated as well when falling to this level of depravity and selfishness.

    • Light: Element of Light, the brightness and energy. Brings forth radiance, overloads senses, disguises with illusions and burns enemies with lasers and beams of concentrated power. Has synergy with Sacred due to the Light such spells tend to produce.

      • Light Touched: Initial mastery in Light magic, allowing the user to bring forth light and sound of different kinds to bear in battle, shooting searing rays of light against enemies, capable of overloading senses and burn flesh.

      • Light Blessed: Mid level mastery in Light magic, allowing the user further control and power over light, thus having access to more potent lasers and beams. This also allows the user enough control to craft illusions by bending light in the air in order to deceive foes. So long as they don't attack, they can also render themselves invisible. Also grants resistance to Light magic.

      • Light Master: High level mastery in Light magic, allowing the user greater control over Light. The user can now additionally create Hard Light constructs as well as wield greater power in their beams and lasers as well as make more elaborate illusions. They become near immune to Light damage and won't generally be fooled by other Light illusions.

    • Shadow: Element of Shadow, of Darkness and emptiness. Brings forth darkness, muddles the senses, hides the user and things as well as damaging with constructs of darkness rising from the shadows. Tends to have synergy with Fell.

      • Shadow Touched: Initial level of Shadow Mastery, allows the user to hide in shadows and darkness as well as to materialize them, producing constructs which can attack with tentacles, blades or other creations. Also grants resistance to Dark magic.

      • Shadow Blessed: Mid level Shadow Mastery, allows the user further control and power over shadows and darkness, allowing them to dim light and create pockets of shadow around the field from which to draw forth their powers. Additionally, they may meld into shadows fully to then move through them into another shadow so long as they are connected. The creations of shadow become more potent and greater in mass and strength. Also grants near inmunity to shadow damage.

      • Shadow Master: High level Shadow mastery, allowing the user incredible control over shadows and darkness... allowing further movement by moving faster through darkness and shadows. At this level, if they hit an enemy with a shadow attack, they can begin to dull their senses, robbing them of sight or if completely encased, most of their senses unless they free themselves. Shadow constructs become more elaborate and numerous.

    • Life: Element of Life, of movement, change and evolution. Affects living things, granting them power and size, calling or creating upon plants animals and living creatures to assist in combat.

      • Breath of Energy: Initial mastery of Life, allowing for control and creation of plan matter to assist in combat, making them grow in great numbers and size. Animals and other living things get an affinity for the user.

      • Song of Nourishment: Mid level mastery of life, allowing for greater calling and creation of plant matter as well as the creation of creatures to assist in battle temporarily. Allows the user as well to increase the size and ferocity of creatures called, imbuing them with a temporal heightened evolution and change to defend life and the cycle of change. The user can heal from wounds they would have survived anyway faster than usual. Grants resistance to Life damage as the recipients of it are reluctant to attack the user. The heightened evolution can be triggered on the very caster to heighten their physical attributes. A life magic user tends to appear more vibrant, more alive to anyone who looks upon them.

      • Cry of Life: High level mastery of Life, allowing the user to unleash the greatest powers of Life itself. Allows the created plants to awaken as powerful, great treants in battle, animals and creatures can grow to gigantic sizes and develop spines, numerous fangs and other traits to better allow them to engage in battle to defend their lives and the natural order of the world. Grants near immunity to Life damage as near no natural animal or plant affected by such magic will dare touch a Cry of Life Master. The regeneration of the user is also heightened. Their vigor and vibrancy becomes even more noted and an user hardly needs any sleep.

    • Death: Element of Death, of spirits, the beyond and stasis. Calls upon the spirits of those deceased, but also implies lack of movement, of progress, a stillness and preservation of what is death and may no longer grow or change but instead stay encapsulated as it once was.

      • Spirit Whisperer: Initial level mastery of Death, allowing the user to call upon the spirits of the deceased for assistance. Self possession on these spirits to obtain their living skills and experience is possible. User can also raise skeletons and zombies to fight at their side. It is possible to attack with the power of the spirits in rays of energy.

      • Corpse Caller: Mid level mastery of Death, allowing the user to call upon more and stronger spirits, of great warriors and sorcerers of before. They get greater control of the remains of deceased, moving them faster and more naturally... calling upon the magic of stasis to make their bones and skin harder to destroy and change. Their spiritual attacks are also stronger and they can raise stronger undead creatures, even combining corpses to make more resilient monsters.

      • Death Singer: High level mastery of Death, allowing the user to call upon long lost spirits. Should they choose to, they may become a lich or vampiric creature, sustaining themselves with magic and the energy of the living and thus becoming undead. Feats such as combining countless skeletons together into one giant, launching blasts of spirit energy and draining the strength of the living is possible. They may also imbue their creations with the curse of undead and stillness, creating propagating undead by slaying and raising those who die affected by it.

     Magical Disciplines 

  • Magical Disciplines: Beyond the calling of Elemental Masteries there is also a matter of other ways to weave and wield magic in the fight against the Forces of Darkness. In each category, you must have the prior masteries before you can buy the next ones. First tier costs Half of a Core of energy to manifest, second tier costs One Core of energy to manifest and third tier cost Two Cores of energy to manifest. You must concentrate to use any kind of Elemental Mastery. Their costs are 5 points for level 1, 10 for level 2 and 15 for level three. Notice that you must have the prior Masteries to get the next one, so the cost in total of a level 3 mastery would be 30, not 15. Additionally, if you wish to make multiple effects of a given mastery you must pay the cost for each. Casting two Level Three Shields would cost you 4 Cores, not 2 and two points worth of Concentration.

    • Abjuration - Barriers: The study of magic that protects, shields and guards. Users of this magic focus on protecting from magic and wielding the mightiest wards into battle, to absorb more and more damage.

      • Adept of Protection: Grants the user the capability of creating magical shields of various designs and sizes or surround something or someone in a relatively weaker spherical barriers to protect from all directions. The more magical energy invested in the barriers the more they can protect. You can also cast more of them with more energy. Barriers also stop equal level teleporters from moving through them unless they Overcast.

      • Enduring Guardian: Increased skill in creating barriers. You can cast multiple shields with the same energy as you used before for one and you can create a moderately resistant barrier easily enough to require almost no concentration. Additionally, so long as you have any magical energy left you'll have a weak field or energy surrounding you to protect you from damage, which recharges in 30 seconds after last hit once it's broken. You may also do rituals to protect buildings and other static objects, imbuing them with a protective barrier to secure them, such as making a church resist attacks or seal a door closed so that it resists all unwanted attempts to open it. Barriers also stop equal level teleporters from moving through them unless they Overcast. You may allow allied teleporters to move through them as you wish.

      • Stalwart Shielder: The strength, size and number of your barriers increases ever more. You become capable of creating barriers big enough to shield an entire city and by focusing your magic stack powerful barriers in order to protect from all but the mightiest of blows. Your capacity for protection of yourself and others increases even more and your personal protective shield becoming more potent as well. Barriers also stop equal level teleporters from moving through them unless they Overcast. You may allow allied teleporters to move through them as you wish as well as selectively decide what and who can go through your barriers effortlessly and what cannot.

    • Telekinesis: The ability to use magic in order to exert raw force at a distance onto objects and people.

      • Initiate Telekinetic: Can produce a bit further than regular strength regularly in force at a distance of up to fifty meters. Picking up objects is possible as well as producing a somewhat weak wave of force to push or pull people and objects around. With concentration up to three objects can be manipulated at once with this power. While weak manifestations of power tend to be invisible the user can make them visible as a glowing aura... stronger manifestations always are visible and can be struggled against.

      • Adept Telekinetic: Can produce more power up to a distance of 200 meters. Force can be concentrated into lashes, whip like strikes and strong punches. Pushes and pulls become strong enough to deal not insignificant damage. Up to 10 items can be manipulated at once easily. User can also levitate themselves with a bit of concentration. Most manipulations in this level can't be disguised by invisibility, the magical glow of which becoming more pronounced.

      • Force Master: So long as there is line of sight, the user can exert their power kilometres away so long as their magic has time to travel there. Lashes, fists and whips made of raw force become bigger and stronger, capable of easily shattering rock. Pushes and pulls can blow away rooted trees and deal significant damage. Dozens of items can be manipulated with a bit of energy at once. The user becomes capable of levitating themselves with ease and even fly by flinging themselves with their power if they concentrate on it. The user also becomes enveloped in a field of energy up to 50 meters away in which they can sense things within... thus taking the Telekinetic by surprise can become hard. The user can also extend their visible force outwards to feel and detect things outside this range if they concentrate on it.

    • Transformation: The art of altering the shape of the self and others, of taking something and turning it into something else.

      • Altering of the Self: Allows the user to do changes to their appearance up to a certain extend. Humanoids remain humanoids, but one can alter their race and species, alter all physical characteristics and the like at will. Superficial healing is possible. One can also grow gills in order to breathe underwater. Additionally, one can do light alterations on a willing target.

      • Mastery of Shapes: Allows the user to change their form in more significant ways. Shift into larger shapes, monstrous species and the like becomes possible, as well as increasing physical might by altering muscles. Creation of wings and tails becomes possible on the base form. When focusing this magic into an attack it becomes possible to change foes a bit bigger than yourself into other shapes, reduce their size or increase it. The changes are temporary but depend on the might of the one on which the shapechange is used. On bigger enemies it is possible to alter small sections of them, such as changing a great arm into a small, near useless one. You can also permanently alter small objects into other things.

      • Greater Transmutation: Allows the user to the greatest mastery of shape changing. Maintaining concentration and expending power you may shift into great, monstrous shapes, such as dragons, giants, behemoths and more. Your shapeshifting spells on others are more potent and lasting, becoming permanent in regular people who can't resist the power and lasting days even on those who know magic. On great enemies and demons, you can reduce their strength and alter greater parts of them without too much difficulty as well as change even big objects into different ones permanently so long as they aren't magical.

    • Telepathy: Magic dealing with the mind, communication over long distances and affecting emotions and thoughts.

      • Empath: Capable of creating a mental connections among those willing. Requires a touch to activate and then the link can be maintained up to a few miles away. Up to 10 mental links can be made and the Telepath can allow them all to communicate mentally all together no matter noise disturbances or distance up to the limit. Expending energy the Telepath can try to feel the emotional state of a target. Barriers, binding fields and purification of the same level can disrupt or break or block a link. An Overcast can be used to maintain a communication through difficult circumstances. In all levels the link may be used as a conduit for other kinds of magic.

      • Mind Linker: Mind link can now be established out of a distance of fifty meters and the range can span nations. Up to 50 mental links can be made and beyond just managing communications, the Telepath can also, if the recipient is willing, know of their mental and physical status and condition. The Telepath can know the emotional state of those around them unless they shield themselves either with barriers or mental defences. A telepath may expend energy to try and influence the mood of someone, sending them waves of a certain emotion, such as calm, anger, joy and the like. Expending energy to do so, the Telepath can read the surface thoughts of a target, though if they have medium to high mental stats they may notice and try to fight off the intrusion. If the target is asleep or unconscious, however, the Telepath can more easily read surface thoughts and dreams, with Overcasting to look at memories. Barriers, binding fields and purification of the same level can disrupt or break or block a link. An Overcast can be used to maintain a communication through difficult circumstances. The Empath may also attack sorely with mental energy, taking time and aim to overwhelm the mind of the target with emotion, thoughts or simply psychic energy, thus causing both pain and the lose of concentration.

      • Master Telepath: Mind link can now be established up to a kilometer away and the connection can be maintained near regardless of physical distance. Up to five hundred mental links can be maintained, though it requires concentration to channel the words of each member of the link net to their appropriate destination on these circumstances. Those linked receive a bonus to joint efforts as their intentions, feelings and thoughts are more seamlessly delivered. The telepath can now read the surface thoughts and emotions of those around them, as well as feel the presence of minds in a five hundred meter radius of them with concentration unless the owner of such takes appropriate measures to hide them or shield themselves. A telepath of this level can expend energy to deliver emotions and thoughts to others, who depending on their mental fortitude and how foreign these emotions or thoughts are may or may not recognize them as coming from the Telepath. On a helpless opponent, the Telepath can expend energy to look into their memories and thoughts and Overcast to alter something within or give a command. Barriers, binding fields and purification of the same level can disrupt or break or block a link or telepathic attack. An Overcast can be used to maintain a communication through difficult circumstances. The Empath may also attack sorely with mental energy, taking time and aim to overwhelm the mind of the target with emotion, thoughts or simply psychic energy, thus causing both pain and if too extreme the lose of consciousness. In this level the Telepath may expend energy to shoot out a wave of emotion and mental energy to disturb and and wound the minds of people and creatures in a radius of a hundred meters.

    • Divination: Magic which finds things, looks and hears of things at a distance and can even peer into the future.

      • Far Eye: Capable of expending magic to look into events at a distance, even project such images for other to see. Range is of a few miles around, though the Divinator must know of a locale to look at it. Divination and spying is blocked by barriers, purification fields and seals of the same level. The Divinator may also create a drone of some sort to send out for scouting within their range of scrying to look upon places they don't know. The drone is visible and vulnerable to being destroyed and if it passes or a barrier is exerted around it, the signal to it will be lost unless the Divinator Overcasts.

      • Veil Piercer: The Divinator now has a range of action for their scrying that goes beyond the border of a nation. They may try to sense specific people or things, using their magic to divine their location within their range. The product of this divination depends on how familiar they are with what they are looking for, the energy expended and how hidden the thing is. By concentrating and expending energy, the Divinator may try to look into the future... looking at shadows representing the movement of things and people a few seconds in the future. The Divinator now also has a sense for danger that warns them a couple seconds in advance of events that would severely harm or kill them... and if they have someone they have bonded thoroughly with, they may also feel the same for them. They can sense when something harmful or bad happens to those closest to them, such as family and dear friends. By doing a ritual, the Divinator can try to see events further in the future, however the future is ever shifting and only events that affect a lot of people and are near certain to happen can be seen with clarity... however, the appearance of a large demon almost always can be seen given that it meets the criteria.

      • All-Knowing: The Divinator's range of effect for scrying no longer has spatial limits so long as they concentrate on farther away locales. They have increased effectiveness finding people or things based on their familiarity and may overcome lesser means of hiding them depending on the distance. The Divinator now sees shadows of the immediate future without much effort or concentration and may expend energy to increase the clarity of these visions. When they see someone's face, they may see with a bit of effort the most relevant facts about this person, things that would be common knowledge to those the person knows and their general capabilities. You ability to see the future is also expanded, specially when focusing in a particular individual.

    • Binding: Discipline of capturing, binding, restriction, sealing and other impositions, using magic to restrain, slow and steal the freedom of other beings.

      • Adept Chainer: The user can manifest chains, ribbons, rope or other magical bindings to try and strike at an enemy with. The user can manifest up to two such restraints at the same time and the one who becomes captured by them must spend considerable time and effort to come free or be helped free unless they use magic or talents of a level higher to the chains. Unless they Overcast a teleporter whose powers are of the same level may not escape the chains or use their powers to move their location. The bindings can be made tight to harm the one caught within, or before they envelop them, can be used as whips.

      • Oppressor: The user can now manifest four restraints at the same time and their range increases to two hundred meters. The strength of the bindings goes up, requiring more effort on part of the one restrained in order to be set free. Additionally, the user may expend energy to manifest an aura of oppression around them or a point in particular, with a radius of a hundred meters which makes flight difficult, impedes teleportation into the area and slows those moving at supernatural speeds. Additionally, a spiritual being, demon or other enemy that isn't too big can be sealed into a previously prepared receptacle once they are weakened enough, imprisoning them until the item is destroyed or the creature is released by using an Overcast.

      • Master Binder: The user can now manifest six restraints at the same time and their length is increased to restrain bigger targets. The strength of the bindings goes up, requiring Overcasts of the same level in order to escape or a free target of the same level to break. The aura of oppression now works on a radius of four hundred meters and the Binder may have one on their person and once stuck on an object elsewhere. By concentrating, the Binder can slowly make those caught within lose their ability to fly until they are grounded unless they Overcast to fly outside of his area of effect. Teleportation is impossible within the area unless a teleporter of the same rank Overcasts to move away. Now near any being or object, once weakened enough can be imprisoned within an appropriate receptacle if the Binder has them in their restraints and does a proper ritual, Overcasting in the process.

    • Purification: Specialized discipline, based upon doing away with the taint of demonic infestations, their magic and power. Additionally can be used impede and dispel other magics.

      • Cleanser: Can do a ritual and expend their energy to start reversing the taint of demons and lower their power by disrupting the magic they can do. Can also attack by infusing weapons or shooting waves of purity which do almost no damage to regular beings but are effective against demons, similar to Holy Magic.

      • Exorcist: The strength of rituals becomes stronger, able to more quickly reverse the effect of demonic taints and more greatly affecting them. Additionally, the user may produce an aura 200 meters wide which wards away demonic presences and if they choose so, reduce the power of magical abilities used within, disrupting teleportation, scrying and the like within. They may also counter spells they can see by expending the energy it takes to do the spell in question plus a little bit more.

      • Bringer of Purity: The strength of the ritual becomes even greater with purity focused spells and attacks cleaving and dispelling the magic of demons with great effectiveness. The aura of purity may now be increased in size by 400 meters and the user may do a longer ritual to make it lingering on a locale and centered on an item that unless disturbed, will carry it indefinitely. As desired by the caster, the aura can also interfere with other magical effects which the caster decides as they create the aura. The caster can also more skillfully negate magic, expending the same amount of energy as their enemy to negate a spell. Using an Overcast allows the Bringer of Purity to make it so that their aura becomes one of full Anti-Magic for 3 seconds... every spell or magical effect within fizzling out and becoming countered unless they too are an Overcast of High Level in which case they will be weakened but not dispelled.

    • Healing: The practice using magic for cures, mending, bringing back to past states and repairing.

      • Acolyte Soother: Using magical energy you can heal small wounds and work on slowly mending the severity of graver ones. You may also repair small tears and small broken objects.

      • Healer: The effectiveness of your healing increases, allowing you to heal graver wounds quicker. By Overcasting, you may mend a lost limb, though if it was lost, it will need to grow back again over a period of a few days. You may also spend energy to remove illnesses or curses as well as repair medium sized broken objects.

      • Grand Healer: The effectiveness of your healing increases furthermore. You can expend energy to near instantly repair lost limbs and your power to undo curses and illness becomes even more pronounced. By doing a ceremony you can even turn back time on an affected person to undo everything that happened to them before a certain period of time and by a different one, you may restore vitality and turn back years on a willing recipient. By Overcasting, so long as there is anything remaining of someone who recently died, you can completely restore their body and if their soul can be brought back, they resurrect.

    • Regeneration: Magic which acts on your own body, constantly mending damage and heightening the natural process of healing.

      • Passive Regeneration: Increased healing on your own body that costs no magical energy to have active. Reduces the time for normal wounds to close so that they may close within battle if not too deep and heal in a matter of many hours instead of days. Does not cost Magical Energy.

      • Active Regenerator: Capacity to expend magical energy to quickly heal wounds even in the midst of battle. Can Overcast to instantly restore a lost limb.

      • Grand Regeneration: Natural regeneration and active further improved, after receiving a wound this will start closing and healing itself if it's not too dire and if energy is spent on it, it will surely be healed. Brain and heart remain as the weak point, receiving damage there will knock out the magical girl at best as the regeneration tries to fix the damage with all remaining magical energy or will lead to death.

    • Senses and body: Using magical energy can greatly improve the senses and body of a Magical Girl, leading to incredible supernatural feats. These masteries don't usually require one another unless specifically noted.

      • Improved Senses (5 points): A general increase in baseline senses... can hear farther away, eyesight becomes perfect and more clearly able to look at distant things, nose is more keen and the like.

      • Eyes of the World (10 points): Improved eyesight, capable of looking perfectly in nonmagical darkness and in infrared spectrum. User also obtains telescopic vision, able to concentrate in order to look clearly at things miles away... however, this doesn't mean you see everything that far away. Upon focusing on a point you can zoom in to look at specific points in the distance. So if you're looking at a city you couldn't notice everyone moving through it, but if you focus on the entrance to a bar five miles away you can notice when someone enters it.

      • Clairvoyance (10 points): Requires Eyes of the World. Grants the ability to see shadows of events in the future when focusing on a particular thing. Used specially for sniping, concentrating on a particular foe to line up the perfect shot taking into account projectile travel time and movement of the opponent. Countered by the reflexes of the opponent who may try to dodge the shot once it starts going out or block it by other means. However, it highly improves accuracy at high ranges.

      • Tremorsense (5 points): Capacity to feel movements on the earth through touching it directly. Can notice all but the faintest footsteps for near a mile away and farther out if the steps are more heavy. Usually can tell the weight of the one moving and by learning different footsteps the kind of being stepping. Additionally, you grain an incredibly keen sense of touch.

      • Scent Tracker (5 points): Obtain a nose as keen as that of the finest beast, capable of tracking creatures by their scent as well as recognizing them by it.

      • Ears of the Wild (15 points): Obtain incredibly sharp ears capable of picking out sounds miles away so long as you concentrate on them. You do need to hone in on the source of a particular noise in order to make it out. However, you can say, passively concentrate on hearing the voice of your friend and once you hear it far away, take a few seconds to hone in on the source of it to understand what they are saying.

      • Master Taster (10 points): Obtain an incredibly keen palate, capable of picking a drop of poison from an entire barrel of alcohol as well as the faintest spices on a meal. You also gain control of your metabolism, accelerating and decreasing it at will, as well as obtaining the strength of gut to eat raw meat, and all manner of organic matter you wouldn't before.

      • One with the World (15 points): Requires all other Senses and Body Masteries. Obtaining an incredible unity with the world by the means of such enhanced senses. Increases all stats by one point as the Magical Girl becomes near enlightened. Also grants One Core of Magical Energy.

     Transportation and Movement Magic 

  • Transportation and Movement: Magical Skills developed for the sake of improving movement upon the battlefield.

    • Teleportation: Utilizing magic to shift through space to cross distances near instantly. Blinking takes One Core worth of energy to use. Long Range Gates cost Two Cores worth of Energy to use. Battlefield Portals cost One Core worth of Energy to use. Teleporting enemies costs Two Cores.

      • Initiate Hopper (5 points): Spend magic energy to instantly blink up to 50 meters away from your initial position. Each additional shift before a full minute passes cost double the amount of energy. Can be overcast to get a four charges of teleportation to be used within a minute.

      • Adept Jumper (10 points): Range of blinks is extended to 100 meters and the limitation on additional shifts is lessened to a 10 second cooldown before you can do another blink, otherwise the cost of doing so doubles. Can once again be Overcast for five charges of teleportation to be used within a minute. Also allows over an hour the creation of magic gate leading to a location many miles away. Within the battlefield, by concentrating for thirty seconds they can make a small gate leading somewhere within a mile of their actual location. They may also touch a willing ally and move them away up to the range of a blink.

      • Master of Transportation (15 points): Limitation on cooldown for blinks goes away, through the transporter concentrate on blinking and must fully manifest somewhere for at least a second before blinking again. Allows for the construction of permanent magical gates linking two locations indefinitely. By expending magic they may make small gates in only five seconds, lasting a minute or less, that lead up to a mile away and that anyone can go through. They may also prepare a teleportation spell that instantly transports them back to a previously linked location upon receiving a certain amount of damage. Their mastery of teleportation allows them expend more magic to transport even enemy units by touching them or with an increased cost if at a distance. Can Overcast to teleport even really big enemies.

      • Flight: A signature ability of Magical Girls, allows for the ability to negate their bonds to the Earth and lift off into the skies moving by using magical energy.

      • Hovering Flight (5 points): Allows the Magical Girl to hover and fly to a limited extend. Maximum altitude is off 400 hundred meters up and maximum speed is of 50 Km/h. Takes Half a Core of energy to fly at this speed.

      • Adept Flyer (10 points): Allows the Magical Girl greater freedom and speed in flight. Their maximum speed goes up to 200 Km/h and maximum height of flight up to one and a half kilometers. Takes One Core of energy to fly at this speed.

      • Shooting Star (15 points): Eliminates the limit on height a Magical Girl may fly on and additionally allows the Shooting Star method of transportation. While regular speed of flight with full manoeuvrability remains the same, with this level the Magical Girl may concentrate their power into an incredible burst of speed, accelerating them in flight to supersonic speeds and leaving behind a trail of magical energy. Suitable for long range travel and for the most daring and protected very powerful rushing attacks. However, this means of flight requires increased energy, concentration and is not very manoeuvrable. Takes two Cores worth of Magical Energy to move at this speed.

    • General Movement: Skills augmenting other more natural forms of movement.

      • Leaping Movement (5 points): Allows the Magical Girl a great degree of agility and movement in general settings. Allows for a magical girl to jump without difficulty up to a height of a two stories tall building and twice as far, likewise increasing their running speed. Can expend magical energy to gather strength for longer hops. Every Core of Energy used doubles the height and length of the jump.

      • Great Dasher (20 points): Allows the Magical Girl the ability to run incredibly fast, moving up to supersonic speeds though at the cost of manoeuvrability. The faster they go, the less control they have over their movement and more energy it costs. Takes two Cores worth of Energy to go top speed. Requires concentration to move at this speed.

      • Borrowing Speed (5 points): Grants the Magical Girl the ability to burrow on soft ground and create tunnels. Can be taken again to increase the speed of their burrowing and a third time to burrow through rocks.

      • Swimming Speed (5 points): Grants the Magical Girl the ability to hold their breath for up to 10 minutes and swim at great speeds. Can be taken again to increase the speed of their swimming and a third time to grant the ability to breathe water.

     Familiars, Companions and Summons 

  • Summons, Pets, Companions: Even besides the company of other Magical Girls, there are allies and summons that keep them company and even enter the battlefield together with the Magical Girls.

    • Familiar (5 points): The Magical Girl gains a small fairy, magical creature or other familiar to serve as a pet and companion. The Magical Girl may look through the eyes of their familiar and communicate with them telepathically when such communications are available. Besides providing an usually fluffy companion, the assistant or pet can assist in everyday activities and even in spellcasting. By melding with the user they may provide concentration for one spell while the Magical Girl does the other at the cost of slightly increased cost in Magical Energy. Can be bought multiple times for more than one Familiar. Upon receiving damage, the Familiar may be forced into Spirit mode and require rest before they can be summoned again for help. However, if left at the mercy of an enemy, they can receive enough damage to truly die. Whenever a fluffy rabbit like creature, a cute little fairy or a mischievous imp, a Familiar tends to be a precious companion to a Magical Girl.

    • Battle Companion (15 points if stand alone, 10 if upgraded): This option may be bought standalone or as an improvement for a Familiar at a slightly reduced cost. This option may be bought multiple times for multiple companions. This grants the Magical Girl a spirit, warrior or creature fit for being a Battle Companion. Mid level of power with stats and form roughly as decided by the Magical Girl, the summoned familiar is able to fight on par and assist their Magical Girl, though facing a typical Magical Girl alone would be a defensive battle at the very best. Usually a Battle Companion has access to power over an element or discipline of first level aside from their usual combat usefulness and some mobility options as well as the telepathic communication. Like a familiar, if too damaged in battle they can fall into Spirit form to heal their wounds for the next battle, but if left at the mercy of an enemy, they can truly die. Additionally, a Magical Girl can buy this improvement and instead of acquiring a creature or magical soldier, they can invest a regular person with their magic to obtain the same benefits. Whenever it is a magical chimera companion, a heavenly Valkyrie soldier, a flame spitting wolf the size of a horse or a dear friend clad in magical armor and weapons to do battle, Battle Companions stand side to side with their Magical Girls, sometimes fighting as one mind with two bodies unleashing damage on a foe, sometimes as a defender for a casting oriented Magical Girls and sometimes as support for a warrior Magical Girl. Requires One Core Worth of energy to summon and then nothing.

    • Summon Warrior (30 points if standalone, 15 if upgraded): This option may be bought standalone or as an improvement for a Battle Companion at a slightly reduced cost. This option may be bought multiple times for different Summons. This grants the Magical Girl a greater Summon Warrior, usually a giant sized creature of great magical and physical might. The Magical Girl must spend Magical Energy constantly to keep them incarnated on the world, but for this cost they gain command of truly powerful beasts and spirits. If faced alone by a regular Magical Girl they would require their focus and concentration in order to be defeated... woe be the Magical Girl that underestimates them due to their nature as a Summon as their damage output is enough to wound and even defeat a Magical Girl who doesn't pay them attention. Their appearance and distribution of their strength is up to the Magical Girl that summons them. They usually have access to freely use up to level 2 spells of a certain element or discipline, as well as great physical strength and telepathic communication with their Magical Girl. However, the Magical Girl must be somewhat close to their summon in order to continue providing them with energy. If they move more than a kilometer away from them, their link is broken and the Summon Warrior vanishes or reverts to their previous form. Like a Battle Companion, if too damaged in battle they can fall into Spirit form to heal their wounds for the next battle, but if left at the mercy of an enemy, they can truly die. Whenever they are a powerful and mighty dragon, a gigantic burrowing lizard, a mighty Seraph, or an ancient golem of war, Summon Warriors always shape the battlefield around their great presence. Requires Two Cores Worth of Energy to keep materialized.

    • Assistant/Pet Improvement - Humanoid Form (5 points): Grants the Pet or Assistant the ability to turn into a humanoid form with roughly the physical parameters of a regular or fit human.

    • Battle Companion Improvement - Mount (10 points) : Allows the Battle Companion to be used as a mount or to assist in a means of transportation for the user. Generally grants them a magical saddle or other kind of accommodation and an improvement in their speed, be it on land or flying for the Magical Girl to move together with her companion.

    • Summon Warrior Improvement - Permanent Incarnation (20 points) : At a great cost, the Summon Warrior obtains enough energy to not require the magic supply of their Magical Girl, giving them a lot more autonomy.

edited 5th Apr '15 10:24:08 PM by daltar

If I'm sure of something it's that I'm not sure of anything.
Kkutwar The Prince of Foolish Relevations from A Place Beneath both Good & Evil Since: Feb, 2013 Relationship Status: What is this thing you call love?
The Prince of Foolish Relevations
#2: Mar 30th 2015 at 7:44:16 PM

Do magical girls lose power with age, or is it possible for adult women to be casting around such magics? I mostly ask because I want my character to be the daughter of an active Magical Woman. Speaking of magic, what would you suggest for a physically focused Magical Girl (as in Magic Knights and Full Contact Magic).

"The Omniverse is the collection of all possibilities, and all possibilities must eventually come to pass."
Bassetete -♌- Since: Jul, 2011 Relationship Status: In Spades with myself
-♌-
#3: Mar 30th 2015 at 10:36:29 PM

So it's looking like the system would be high point costs for the talents to gate them? As far as I can tell from the system now.

And it's looking like this might be faction based? Just a thought, I feel like factions from the get go sort of inherently weaken the potential for interaction and relationship forming since we're already divided along 'well I can't really talk to this girl cause I kind of have to kill her' lines. Maybe if we started out in a relatively neutral state and the political intrigue and alliances forming occurs around as as the RP progresses? So we can have some time to make friendships that will later be promptly broken, etc.

daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#4: Mar 30th 2015 at 11:09:02 PM

RP is mostly meant for young Magical Girls, though I'm thinking that so long as you keep being a Magical Girl and don't die there gets a point where you stop aging, likely very early twenties or late teens. Dunno if being a Magical Girl would prevent a young lady from becoming pregnant. Still, Magical Girls are pretty rare and chosen at somewhat random so it would be quite unlikely for mother and daughter to both be Magical Girls.

As for Physically focused Magical Girls, get good armor, good weapon, possibly some barriers and regen when I stat those up and perhaps an element.

As for Factions, we won't be starting with Factions, really. I mentioned the nations since it's a big Fantasy setting. It's mostly for flavor at the moment, like if you come from Fracia you may have a bit of a dislike for Grelians and the like. Then again you may not. No reason why the Magical Girls can't be friends. They are citizens of their nations but also transcend them given their power and duties.

If I'm sure of something it's that I'm not sure of anything.
sgtpendulum Since: Dec, 2012 Relationship Status: Baby don't hurt me!
#5: Mar 31st 2015 at 3:23:35 AM

Before I jump in, to those that recognize me, I like to say sorry for ditching multiple RP threads and having poor grammar structure. Turns out, having school, a side project and getting involved in multiple threads is not a good idea. It won't happen again.

With that being said, here's my question: How does one exactly earn points in battle? Would it be like Video Game/Wasteland as in you have to call HQ(or in-world equivalent) to get a promotion and points?

edited 31st Mar '15 4:08:43 AM by sgtpendulum

http://www.last.fm/user/sgtpendulum Yo, check out what I'm listening, it'll be heat, brah :^)
Kkutwar The Prince of Foolish Relevations from A Place Beneath both Good & Evil Since: Feb, 2013 Relationship Status: What is this thing you call love?
The Prince of Foolish Relevations
#6: Mar 31st 2015 at 11:12:57 AM

What about a great-grand aunt then? My idea was that my character grew up in a village that specifically raised obedient women so when a Magical Girl did show up they could easily control her. She herself would begin to reject this upbringing upon getting lost and rescued by a Magical Girl, who I wanted to unknowingly share blood with her (though it also doesn't really matter).

Besides that, is there no Spatial Magic?

"The Omniverse is the collection of all possibilities, and all possibilities must eventually come to pass."
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#7: Mar 31st 2015 at 12:41:16 PM

Wouldn't really work since Magical Girls are a somewhat recent concept, the events that brought about their rise took place at most a couple or few decades ago.

As for Spatial Magic, don't know exactly what you are referring too, but there are more features to come, one of which includes teleportation magic. I'd say there are still... Hmmm about double the features we have right now to go? Gotta check the document.

EDIT: Woops, not even close... Only roughly 14 more mastery paths.

edited 31st Mar '15 12:48:21 PM by daltar

If I'm sure of something it's that I'm not sure of anything.
Daydre That's just how it is on this bitch of an earth from the trash Since: Jun, 2014 Relationship Status: Gone fishin'
That's just how it is on this bitch of an earth
#8: Mar 31st 2015 at 1:11:03 PM

Is it possible for a person to master both Fell and Holy?

off the shits
desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#9: Mar 31st 2015 at 2:07:32 PM

There is much interest. I am waiting to see how the system will shape up.

The voice of thy brother's blood crieth unto me from the ground
KarrinBlue Wielder of the satireKind Abstratus from the Land of Hummingbirds and Lanterns Since: May, 2011 Relationship Status: Drift compatible
Wielder of the satireKind Abstratus
#10: Mar 31st 2015 at 3:18:46 PM

Huh, this looks pretty interesting! About how long would it normally take to get to the highest tier of powers/how hard would it be?

Exist, pursued by bear
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#11: Mar 31st 2015 at 4:32:09 PM

Holy and Fell: I'll say that in this world it is technically possible, however pursuing that is a good recipe to either go mad, explode, go into a coma and more. In game I most likely will not allow anyone to have the third tier in both at the same time. You may have first tier of both but it will be taxing mentally and spiritually and then again, it would be easier to turn off one completely while using the other. Second tier in both and I'll throw hypothetical SAN checks at you regularly.

As for how quick you can get to last tier... Hmmm this is point buy, so if you really like one discipline you may splurge on getting one to third level on character creation right away. Third level is expensive I must say, but if you are determined the points can be used for it. As you beat foes in game, which come in the manner of events on which a big boss appears on the map with his own personal army, you will acquire more points which you can either hoard or expend right away.

However... as a teaser, lets just say that third level isn't necessarily as high as any Mastery can get.

If I'm sure of something it's that I'm not sure of anything.
Bassetete -♌- Since: Jul, 2011 Relationship Status: In Spades with myself
-♌-
#12: Mar 31st 2015 at 4:58:14 PM

Well for now I'll say I'm going to sign up, things look promising so far.

sgtpendulum Since: Dec, 2012 Relationship Status: Baby don't hurt me!
#13: Mar 31st 2015 at 4:59:30 PM

And what about the enemies? What's makes it so that the demons(or whatever it is) are not killable via conventional means and what weakness they have that make them vulnerable to magic girls?

http://www.last.fm/user/sgtpendulum Yo, check out what I'm listening, it'll be heat, brah :^)
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#14: Mar 31st 2015 at 5:08:27 PM

We have High Fantasy kingdoms fighting against demonic Godzillas accompanied by hordes of monsters. Without Magical Girls the survival of these Kingdoms and civilizations would be costly to say the least.

There have been cases of armies using tons of manpower, siege weapons, their fortifications and their own magic to take down some of these attacks, but the whole fight tends to be really hard and cost a lot of lives and resources.

edited 31st Mar '15 5:09:37 PM by daltar

If I'm sure of something it's that I'm not sure of anything.
Daydre That's just how it is on this bitch of an earth from the trash Since: Jun, 2014 Relationship Status: Gone fishin'
That's just how it is on this bitch of an earth
#15: Mar 31st 2015 at 5:13:22 PM

Put me down as interested.

off the shits
sgtpendulum Since: Dec, 2012 Relationship Status: Baby don't hurt me!
#16: Mar 31st 2015 at 5:35:51 PM

Count me in too.

Edit: Wait a min, how does a dead goddess bless the magical girls?

edited 31st Mar '15 5:54:08 PM by sgtpendulum

http://www.last.fm/user/sgtpendulum Yo, check out what I'm listening, it'll be heat, brah :^)
KarrinBlue Wielder of the satireKind Abstratus from the Land of Hummingbirds and Lanterns Since: May, 2011 Relationship Status: Drift compatible
Wielder of the satireKind Abstratus
#17: Mar 31st 2015 at 6:01:43 PM

That's pretty cool! Is the 'you can do it but it might break your brain' thing just for Holy/Fell magic, or is it also with things like Light/Shadow or Fire/Water?

Exist, pursued by bear
CrazyHerodotus The Weird One from Somewhere or Another Since: Dec, 2014 Relationship Status: What is this thing you call love?
The Weird One
#18: Mar 31st 2015 at 7:13:13 PM

I'm interested. I am curious, though. What sort of weapons are allowed for a character? I was thinking of playing a Magical Girl who mainly uses firearms to fight, though more from the age of muskets than the age of Uzis. The challenge of awful technology makes it more fun.

Life's too short, so love the one you got.
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#19: Mar 31st 2015 at 8:28:52 PM

Dead Goddess: She was a very, very powerful Goddess and thus dead means a slightly different thing than for most. Even though she died, her power and a lot of her magic lives on and marks girls to receive her blessing and energy in order to become Magical Girls.

Breaking Minds: It presents itself in the most extreme in Holy and Fell magic since that one has a whole lot to do with the mind and spirit of the user, the forces of the Great Enemy and the Great Goddess and such. It is a big struggle to both try to sever yourself from others while at the same time trying to be one with everyone. They are highly separate and spiritual so the struggle is quite great. These are also the magics which most affect the psyche of the user. In comparison, the other opposite magics don't tend to be quite as taxing... The second most taxing would be Life and Death as you are trying to reconcile vitality, evolution and change with stillness, death and preservation. Both forces are highly contrary so an user of both will struggle quite a bit mentally and physically. Light and Darkness are the next most difficult to reconcile, but these are more accessible if you can see how to balance the act of hiding and exposing, overloading and muddling. However, a weak mind may struggle with this and prefer to just use one for something and then stop and use the other in another situation.

Fire and Ice and other Elemental Masteries are easier to use both together and separate, so it's not a big struggle for a Magical Girl to use both, though it takes some expertise to use them at the same time and not cancel each other.

Muskets: Muskets and early firearms are allowed.

If I'm sure of something it's that I'm not sure of anything.
sgtpendulum Since: Dec, 2012 Relationship Status: Baby don't hurt me!
#20: Mar 31st 2015 at 9:01:28 PM

And how would the girls get 'marked' for blessings?

edited 31st Mar '15 9:12:29 PM by sgtpendulum

http://www.last.fm/user/sgtpendulum Yo, check out what I'm listening, it'll be heat, brah :^)
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#21: Mar 31st 2015 at 9:40:10 PM

Nobody knows exactly how it works and what criteria there is for the picking. Girls all around the world manifest a mark somewhere on their body when they are chosen. Some at birth, some after a certain event, some just one day wake up with it. The mark says they one day will become Magical Girls and at a certain age or moment of need, they obtain their powers.

If I'm sure of something it's that I'm not sure of anything.
sgtpendulum Since: Dec, 2012 Relationship Status: Baby don't hurt me!
#22: Mar 31st 2015 at 10:11:04 PM

And that moment when the girls becomes magical is determined by us roleplayers, right?

Also, is there an organised religion centered around the Goddess? Is it monotheistic or polytheistic?

http://www.last.fm/user/sgtpendulum Yo, check out what I'm listening, it'll be heat, brah :^)
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#23: Mar 31st 2015 at 10:18:15 PM

Many actually. There are many Gods worshiped around the setting, however most acknowledge that the Great Goddess and the Great Enemy predate nearly all of them and are the greatest in power. Some Gods and beliefs may try cloud this knowledge, but most simply accept it and is part of their preaching... and around the globe there are many different organizations with different names for the Great Goddess, each interpreting her teachings in their own ways and handling things as suitable locally.

If I'm sure of something it's that I'm not sure of anything.
sgtpendulum Since: Dec, 2012 Relationship Status: Baby don't hurt me!
#24: Mar 31st 2015 at 10:43:25 PM

That seems interesting, a world with a lot of organised religion. I wonder how would we keep track of them, though.

And how many factions and/or kingdoms are there?

http://www.last.fm/user/sgtpendulum Yo, check out what I'm listening, it'll be heat, brah :^)
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#25: Mar 31st 2015 at 11:55:33 PM

Hmmm not sure right now, planning at least five nations of various sizes, though I'm sure people as they sign up will maybe make up more.

Additionally, NOTE! There are a lot of new Masteries added to the first post, all found under the new Folder of Magical Disciplines. If you all care to look at them, I'll be quite pleased!

If I'm sure of something it's that I'm not sure of anything.

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