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Fandom Bravely Null: Combat, Magic, and Classes

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InsaneAsylum

The Chocobo Champion
Combat Rules

1. All fights must have their outcome decided beforehand.
2. The rule of cool is what matters, but it should still be realistic. This isn’t Naruto.
3. Don’t auto-hit, power-play, or any of that annoying shit.
4. If you can’t decide on an outcome I’ll decide myself. :)

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Magic

When a human is born, they begin their lives with a set amount of natural magic power. This amount never changes as they grow. However, they can learn to use the amount they’re born with more efficiently, allowing even those born with very little magic to become mages. However, most mages must focus their efforts into learning one branch of their desired magic.

The way to gauge the power of magic is relatively simple. The longer it takes to cast a spell, the more powerful it is. However, casting a spell requires deep concentration, which can easily be interrupted.

When choose what you want your character to specialize in, you have a few options in how you do it. You can either choose one branch of magic to have access to advanced spells in, or you can choose two branches, but only begin with basic and intermediate spells for both branches. Either way, you will have opportunities to increase your characters knowledge of magic throughout the rp.

Branches of Magic

Black Magic:
Fire - Fire magic is all about destroying things. Mages that wan’t to see a big boom use fire magic. Advanced Fire magic allows for use of lightning spells.
Water - Water magic has more uses than pure destruction. But can be just as dangerous as fire magic. Advanced water magic can be used to cast ice spells.
Wind - Wind magic isn’t as powerful as the other types of magic in terms of raw strength, but it’s ability to be casted so quickly and precisely is what makes it so excellent. Advanced wind magic consists of spells that show the hidden destructive might of wind magic.
Dark - Mages who practice dark magic aren’t generally looked upon fondly. Dark magic is rare, and difficult to master. This type of magic rarely deals direct damage to its targets, but inflicts them with harmful effects instead. Advanced dark magic consists of 'life-stealing' and terrible curses.

White Magic:
Healing - The most valued magic in Lunacresta. Being able to repair the bodies of others and oneself is invaluable. Almost any wound can be healed if the mage is skilled enough. Advanced healing magic consists of wide area healing and bringing the dead back to life. Some deaths, however, cannot be reversed.
Enhancement - The most variable branch of magic. Enhancement magic allows the mage to strengthen either an allies body, or an allies equipment. A sword can be given an elemental increase in power, or a shield can be made sturdier. Advanced enhancement magic allows one to enhance the abilities or equipment of a group of individuals. All enhancement spells have to be actively maintained by the caster. This magic is what allows you to pull of that anime shit.
Light - This form of magic is considered Holy in the West. It can purge individuals of sickness and magical inflictions, as well as form defensive barriers to protect others or themselves. Advanced light magic allows for the purging of undead.

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Classes

Primary Classes
Knight
- Knight: Warriors from the west who like to be up close and personal when they fight. They can focus on offense, defense, or a mixture of both.
Samurai
- Samurai: Warriors from the east who make up the frontline forces. They can focus on offense, defense, or a mixture of both.
Barbarian
- Barbarian: Warriors from the north known for their amazing strength. They can focus on offense, defense, or a mixture of both.
Archer
- Archer: Archers decided they didn’t want to get stabbed. They use a ranged weapon of some sort, like a bow or crossbow.
Black Mage
- Black Mage: Mages from the west who practice any form of offensive magic. They cast their magic with magical tomes, which can increase the power of spells at the cost of speed and efficiency.
Onmyoji
- Onmyoji: Mages from the east who practice any form of offensive magic. They cast their magic with various seals, which increase casting speed and efficiency at the cost of a small amount of power.
Wizard/Witch
Wizard/Witch: Mages from the north who practice any form of offensive magic. They weave their spells in their air or on surfaces to give them extreme versatility on the types of spells they can cast at the cost of efficiency.
White Mage
- White Mage: Mages from the west who use any form of support magic. They use tomes to increase the effectiveness of their magic at the cost of speed and efficiency.
Shrine Keeper
- Shrine Keeper: Mages from the East who use any form of support magic. They use seals to increase the speed and efficiency of their spells at the cost of a bit of power.
Thief
- Thief: Although technically not a warrior of any type, thieves can be incredibly useful scouts and spies. Their best attribute is often their speed and smarts.
Ninja
- Ninja: Like thieves, ninja are great at scouting and spying on enemies. They’re fast and intelligent, but should avoid direct combat.
Hunter
- Hunter: Like ninjas and thieves, hunters are swift and stealthy. They should avoid direct combat, but are great spies and scouts.
Alchemist
- Alchemist: There are many kinds of potions and concoctions that can be made using the various plants and animal parts on Lunacresta. Alchemists use these parts to create concoctions with all sorts of effects.


Extra Classes
Red Mage
- Red Mage: The red made is your swiss army knife of the classes. They can use both offensive and support magic, and can often use a weapon as well. Unfortunately, they aren’t very excellent at any one skill.
Paladin
- Paladin: A knight who uses white magic along white magic to support others in addition to their combat abilities.
Dark Knight
- Dark Knight: A warrior that alternates between dark magic and and physical attacks. An extremely rare sight to see.
???
- ? ? ?: If you have an idea that doesn’t fit within any of other class, you can run it by us GMs and we’ll discuss it. If we think it’s worthy, we’ll add it to the list!
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Styles of Magic

Each kingdom possess their own style of magic. Each has their own pros and cons. The three styles of magic are listed below.

Tomes: Used by the Rivienne Kingdom, tomes are an excellent way to use magic. Tomes themselves often have varying amounts of magic within them, allowing for the user to make their spells more powerful that they could otherwise. The drawbacks are that using spells from a tome takes a longer time than the other styles. Tomes often times contain unique spells of their own, and can prove to be very powerful.

Paper Tags: Used by the Clans of Feurey, paper tags are a swift way to cast spells. Each tag has a spell on it, and by using the tag, one can quickly cast a spell. However, increasing the amount of tags used at once will create a more powerful spell at the cost of some speed. Overall tags are a fast method to use magic, but aren’t quite as potent. Nonetheless, an adept tag user will always be ready to cast a spell without delay and no need for page flipping or weaving.

Weaving: In the Kingdom of Ventin, mages weave their spells. They can weave it into the air, they can weave it into the ground, or they could weave it into one’s body. Each spell has their own symbol, and the stronger spells always take larger and more elaborate symbols to cast. What makes these symbols so great is that once written out, the user can transfer the symbols onto a surface to be used later. Doing this permanently takes a portion of ones magic until the spell is cast. To activate one of these spells, the conditions usually vary. Some symbols are meant to be traps, and will activate by touch. Others may require external magic to activate. Overall, weaving is the most versatile form of magic, but it is the most inefficient.​
 
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