Fairy Tail: The Platinum League

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Primary Magic : o One Magic
Posts : 4
Join date : 2015-05-18
Age : 18
Location : Crocus

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Class: Noble
Overall: Ω+

PostSubject: Magic Classifications   Mon Jun 22, 2015 3:15 pm

Theoretically speaking, spells double in terms of power. Therefore, it would require 2 C-rank spells to counter a B-rank spell. In terms of elements, spells that have the elemental advantage will be double in power. Likewise, spells that have the elemental disadvantage will be halved in power. An example of this would be a B-rank fireball. If the fireball clashes against a wooden shield, the fireball's power will be doubled (one rank above). However, if the fireball clashes against a water ball, the fireball's power will be halved (one rank below). To create a spell, you must use the spell template provided below.


Spells are split into 5 different categories: Offensive, Defensive, Supplementary, Detrimental, and Healing. Offensive spells refer to spells that directly harms the opponent. Defensive spells refers to spells that protect from offensive spells. Supplementary spells are supportive spells that enhance or disable a mage. Detrimental spells are spells that indirectly affect the opponent. Healing spells refer to spells that restore a mage from a supplementary or debuff spell.

Spells that do not describe a parameter will automatically assumed to be a default value. The default value is the rank strength, speed, and range. In terms of size, the default value is set at 1 meter.

Spell Breakdown

D: The most basic of spells that demonstrate that you have the ability to do magic. They are usually weak, and basic spells that are generally harmless and do not pose a threat to people. These spells are for beginners to practice.
C: Spells that are considered better than the basics, but are not yet of combat level. They do not do much damage, and are more of entertainment, although they can be used for battle, but they are generally harmless.
B: Slightly more powerful are spells that deal some damage and can hurt others. They tend to do little damage and they are used by inexperienced mage who are still learning the ropes of becoming a mage.
A: Combat level spells that are capable of packing a punch. The stronger spells are capable of knocking somebody out in one blow, and they are the most commonly used in a battle between mages.
S: Powerful spells that not many mages are able to use, these spells are considered to be relatively powerful and are guaranteed to be deadly. A spell of this level can kill a regular person with one blow.
X: Above what 99% of mages can do, these are spells so powerful, they have enough force to destroy a town if left unchecked. Here, every blow is considered to be lethal. Very few mages are capable of using spells of this level.
Z: Only the most legendary of mages are capable of unlocking the power within these level of spells. They are said to be able to wipe out a part of the planet with a single gesture. They are extremely powerful and are not to be taken lightly.
Ω: The highest level of spell that one can cast. With literally no limits to its strength, these spells are considered reserved for the walking deities that roam around the universe.


The characteristics of a spell is determined by its rank. Higher ranked spells tend to be stronger, faster, bigger, and can go farther.

Magic Cost: The cost to cast a spell. Stronger spells have higher costs, but they generally are more effective.

D: 10
C: 20
B: 30
A: 40
S: 200
X: 750
Z: 2,000

Speed: The speed of a spell determines the top speed that it can move at (in meters per second). The faster a spell goes, the earlier it will hit the opponent.

D: 1
C: 5
B: 10
A: 20
S: 30
X: 40
Z: 50

Size: The size of a spell determines how large the spell is. Larger spells are capable of hitting a larger area, and can sometimes even hit multiple people. Size is measured in meters.

D: 1
C: 2
B: 5
A: 10
S: 20
X: 30
Z: 50

Area of Effect (AoE): Area of Effect spells covered a large area and are capable of hitting multiple people. Even though they are effective in that they are large or affect multiple people, they are generally weaker in strength. The effectiveness of an area of effect spell is reduced by one rank. A spell is considered an area of effect spell when either it is larger than 1 meter in radius, or it is capable of affecting more than 1 person.

Range: The range of a spell affects how far away can it go until it is no longer effective. The longer the range, the farther a spell can travel before it is no longer effective. Range is measured in meters.

D: 10
C: 20
B: 30
A: 40
S: 50
X: 75
Z: 100

Cooldown: The cooldown of a spell is the amount of time it takes before the spell can be used again, with the minimum cooldown being 1. The higher the cooldown, the longer a mage must wait before being capable of using a spell again (in posts).

D: 2
C: 3
B: 4
A: 5
S: 9
X: 13
Z: 17

Sustained: Sustained spells are spells that are able to last an indefinite amount of time. They are useful because they can save on mana, but they have a major weakness. Sustained spells are half as effective as regular spells (with the exception of buffs). So if a AA-ranked sustained offensive spell hits somebody, it will do A-rank damage rather than AA-rank.

Multifunction: Spells that have multiple functions, (such as offensive and defense, supplementary and defense), are considered to be multifunctions. They are useful in that you can do multiple things at once. However, they have a drawback of having each function be one rank weaker for every function added. So a Z-rank spell with three functions will have each of the functions have the effectiveness of a A-rank spell. Whereas an Z-rank spell with two functions have the effectiveness of a X-rank.


Offensive spells are your primary form of attacking. They are capable of inflicting damage. There are three main types of damage: Slash, Pierce, and Blunt. Each with its own strengths and weaknesses.

Slash: A basic damage that does not have much special to it. It deals regular damage and creates cuts in people's body. At higher levels, slashing can cut more than just a human body.

Piercing: A form of damage that can pierce through barriers. It is weaker in nature, dealing half as much damage as normal, but it is capable of over penetrating through barriers, splitting the damage between the barrier and the person.

Blunt: A rather crude and forceful form of damage that can smash through shields. Blunt damage deals double damage to shields, but its damage is halved against other types of spells.

Damage: The damage is the amount of health that is taken from a mage when an offensive spell hits. If a mage's health is reduced to 0, he is considered to have lost.

D: 5
C: 10
B: 15
A: 256
S: 512
X: 4,096
Z: 8,536


Defensive spells serve the protect. They prevent the mage from being harmed and can even be used to shield a large area to prevent destruction. There are two types of shields: Barriers, and shields.

Barriers: Barriers are defensive spells that protect a single mage from being harmed by covering the mage in a protective layer. This is considered the most common form of defense.

D: 2
C: 4
B: 8
A: 16
S: 256
X: 592
Z: 1,150

Shield: A shield is a stationary form of defense. It is used to protect from a single spell or to protect a large area. (Note: Shields are affected by the AoE rules so these rules only apply to 1x1 meter shields. Anything bigger goes down a rank.)

D: 4
C: 8
B: 16
A: 32
S: 512
X: 1024
Z: 2048


Buffs: Buffs are spells that enhance the body in a physical manner. These spells allow the mage to do feats considered physically impossible. However, buffs are a limited type of spell. Mages without a physical/support magic are limited to only one buff. If a mage uses more than one buff at the same time, the effectiveness of each buff is halved.

D: 10%
C: 20%
B: 30%
A: 40%
S: 125%
X: 225%
Z: 325%

Detection: Another special type of supplementary. This enables the user to use their eyes or another sense to detect what normally could not be detected by normal human eyes. Depending on their style, mages usually enhance their sight, smell, or hearing.

D: Detect everything within a 1 meter radius
C: Detect everything within a 2 meter radius
B: Detect everything within a 5 meter radius
A: Detect everything within a 10 meter radius
S: Detect everything within a 15 meter radius
X: Detect everything within a 20 meter radius
Z: Detect everything within a 25 meter radius


Healing is a magic primarily for supportive magics. Healing refers to the restoration of a part of a body that is damaged. It may also refer to restoring a mage from a debuff or status effect. With that being said, there are two types of healing. Restore, and recover.

Restore: This is the most common type of restore. It refers to healing injuries. To completely heal an injury of equal rank, it will take two posts. Meaning that restoring heals one rank below per post. However, the healing must be sustained for the additional post for the healing to work. Mages can heal for no more than three posts, otherwise it would be considered regeneration.

D: 1
C: 2
B: 4
A: 8
S: 128
X: 2048
Z: 4096

Recovery: Recovery spells are spells that eliminate the effects of detrimental spells. They can only be used while the detrimental spell is in effect. Not before and not after. Recovery spells can only be used on detrimental spells of equal or lower rank than the spell of the recovery spell.

Ressurection: A forbidden magic. The spell must be at least X-rank before attempting to perform Resurrection. There is only requirement of Resurrection. The Resurrection must be done within the same topic of when the deceased person passed away.
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