HirokoD Magic Grading posts
Aria BelerenCosmic Soul
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Re: HirokoD Magic Grading posts
If this is completed I can go over this tomorrow.
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Re: HirokoD Magic Grading posts
I think its ready
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Re: HirokoD Magic Grading posts
Sorry it's going to take me longer to grade this than I thought. My sight is not the greatest at the moment I just went through the surgery to fix my sight.
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Re: HirokoD Magic Grading posts
Boopidy. Just for starters, I would urge you to read this. Just because in one or two places it doesn't seem like you have ^^' https://www.fairytail-rp.com/t5786-magic-power-rules-information Other than that, look below!
Seems fine by me! Just tweak the little things and all's fine ^^
HirokoD wrote:Magic
Primary Magic: Magma Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: This magic gives the caster the ability to manipulate magma and created itself. From the manipulation of this, the caster can perform many different powerful attacks as it burns the foe and hits with strong impacts.
This magic works as any elemental magic, and can create and manipulate its element, in this case magma.
Strengths: <<< How about something like your magic is able to incinerate and melt surrounding non-magical, character-ranked earth and metals? Would work imo. Just a small idea from my side.
Another thing would be that this magic is strong against Earth, Metal/Iron and Plant Magic.It deals twice the damage towards them.
• Burning: This magic can easily burn the target, if only touched; the target will be burned and can make some painful damage.
• Liquid: This element is a liquid, meaning it can’t be blocked easily and can shape itself to make it complicated to dodge.
Weaknesses:
• Slowness: Its slow, many of the spells of this magic, are very slow, and that makes it easier to evade
• The cost: Even if the spells don’t need to refresh, the cost to keep them active and activate are really big.
• Many spells are not very precise and not always hits the target.
Abilities/Powers:
Basicly the abilities or powers this magic gives defense, which is a bit higher but the speed isn’t the best stat when using this magic. <<< You can give yourself AND your magic a good amount of a defensive boost, as well as something like this:
- This magic causes burns. D-C Rank spells, 1st-2nd degree burns. B-A Rank spells, 2nd-3rd degree burns and S+ Rank spells 3rd-4th degree burns.
- Rank D magics:
Name: Magma Ball
Rank: D
Type: Offensive
Description: The caster, uses the finger to cast a spell circle where it is made a magma ball, these process lasts for like 2 seconds, and but can’t fire many at a time. After it is made, it’s thrown to the target and when it has contact, it explodes and hits with an explosion of magma with a radio of 1 meter. It has normal gravity making it fall after being shot, and reaches 20 meters if shot straight. <<< The explosions can easily reach a 5 meter radius and melt non-magical earth and metals in the surroundings.
Strengths:
Basic attack: It’s a basic attack that can be performed many times and with a low cost.
Burns: It can burn enemies with contact and can destroy easily many things.
Weaknesses:
Damage: Even if it has a destructive power, the damage caused isn’t very powerful unless it doeas a direct hit.
Speed of shot: When shot to the target, it goes not very fast. The speed is depending on the casters straight, it goes like the doubled speed of a normal ball being thrown.
The duration cooldown: Instant magic. Takes 1 post to cooldown.
Name: Magma Arms
Rank: D
Type: Supportive
Description: It’s the first state of “Magma Body” a powerful spell that can be a very good battle armor. It makes the arms go into a magma state, meaning it turns into lava. The arms gain many abilities and attributes. The magic needs like 5 seconds to complete but has to wait like 5 seconds more to attack. It also gives more straight to the user. This magic only applies in the arms, from the shoulder to the fingers. <<< Instead of giving the time units (5 seconds), state that this magic has a 1 post preparation time.
Strengths: <<< Perhaps you should add that physical attacks deal 50% additional burning damage? Just another idea, seems like it needs to be mentioned somewhere in this spell.
Range: Magma arms can be very elastic and can stretch with a limit of 20 meters. <<< Make those twenty meters 7 meters.
Many ways of use: It clearly has many ways of use; it can stretch to attack the foe and can maybe block easy blocking attacks.
Weaknesses:
Cost: It has to pay each post to keep it activated and can be a big trouble in some time.
Speed: It eliminates some speed in the user, not much, but it can make an important difference in the battle.
Water: It can obviously be solidificated with cold water, which can mean the end of the spell.
The duration cooldown: It has no specific duration; it can be activated until you have no more magic. It has a 1 post cooldown after the magic is deactivated. <<< This will need a 3 post cooldown.
Name: Magma Wall
Rank: D
Type: Defensive
Description: The caster rises his arm parallel to the ground and creates a spell circle, then a magma wall rises from the floor and blocks the enemies attack. After the enemy’s attack impacts in the wall, the wall transforms in rock and it’s then destroyed. If hit by a physic attack, the enemy may get burned and can get stoked in the solid wall. It’s area is 2 x 3 meters and half meter
Strengths:
Block: It can block the power of an enemy’s attack easily and my burn at the moment. <<< It can block the power of 2 D Rank spells as well as 1 C Rank spell. Anything else breaks through it.
Weaknesses:
Upper: It has no sealing, meaning it can’t defend from falling objects.
Liquids: Liquids can easily attack from the right and left part easily.
The duration cooldown: It stays there until its hit and you has a 3 post cooldown.
Name: Magma Clone
Rank: D
Type: Offensive, Defensive
Description: A spell circle is summoned on the floor and then a magma creature, which looks like a person, emerges from the circle ready to battle. This activates immediately. The clone can be as far as he likes, but it must be always summoned in front of the person. The stats of the clone are basically the same as a normal magician. When it is destroyed, it makes a little magma explosion with a radio of half a meter. <<< You can heighten the radius to 3 meters.
Strengths:
Help: It gives you another person/thing to fight with and help you.
Weaknesses: <<< I would suggest that this clone can not use any of your spells and takes C Rank damage or equivalent to destroy.
Cost: you must be paying many MP to keep it active and working. <<< How many? Give me a number. I need a percentage on this. I would suggest standard D Ranked spell cost. So 10% each post.
Concentration: You must be more concentrated and can complicate your situation.
The duration cooldown: It lasts as much as you like if you pay to keep it activated but you can only use it once each topic.
Seems fine by me! Just tweak the little things and all's fine ^^
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Re: HirokoD Magic Grading posts
Hey, I alrady fixed thouse things, i hope it doesnt matter if i used some of youre ideas.
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Re: HirokoD Magic Grading posts
I finished xD
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Re: HirokoD Magic Grading posts
is anyone her?
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Re: HirokoD Magic Grading posts
Seems fine. Approved.
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Re: HirokoD Magic Grading posts
Opened for C-rank edits.
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Re: HirokoD Magic Grading posts
Added C rank spells and signature
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Re: HirokoD Magic Grading posts
Bump
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Re: HirokoD Magic Grading posts
Bumppppppp
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Re: HirokoD Magic Grading posts
Bump?
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Re: HirokoD Magic Grading posts
Bump
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Re: HirokoD Magic Grading posts
Sorry for the wait. Admins might hurt me for this:
You waited so long, you could have amassed enough money for another D Rank spell slot. Have a free D Rank spell slot for your waiting period.
Other than that, here goes.
-On Magma Legs, you say that Magma Arms has a maintenance cost. Please go into your spell Magma Arms and state how high that maintenance cost is.
-The things I said above also apply to Magma Tail
-On Magma Pit, how about he makes the ground in front of him lava? Also, just state that anyone caught in the pit will retain continuous rank damage. This damage will be C, no matter what. That's how our rules actually work. Also, how about anyone who is user-rank or below will become rooted into the floor and can't get out without the use of magic? That would seem valid to me. Just an idea ^^
You waited so long, you could have amassed enough money for another D Rank spell slot. Have a free D Rank spell slot for your waiting period.
Other than that, here goes.
-On Magma Legs, you say that Magma Arms has a maintenance cost. Please go into your spell Magma Arms and state how high that maintenance cost is.
-The things I said above also apply to Magma Tail
-On Magma Pit, how about he makes the ground in front of him lava? Also, just state that anyone caught in the pit will retain continuous rank damage. This damage will be C, no matter what. That's how our rules actually work. Also, how about anyone who is user-rank or below will become rooted into the floor and can't get out without the use of magic? That would seem valid to me. Just an idea ^^
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Re: HirokoD Magic Grading posts
Ready
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Re: HirokoD Magic Grading posts
Alright, on Magma Hands, the regular mp to activate a D Rank spell is 5% of your max mp.
You sacrifice your mp saviness for lengthened durations. So I'd say the cost to maintain Magma Arms (as well as Magma Tail and Magma Legs once activated) will be 2% per post you have them active.
You sacrifice your mp saviness for lengthened durations. So I'd say the cost to maintain Magma Arms (as well as Magma Tail and Magma Legs once activated) will be 2% per post you have them active.
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Re: HirokoD Magic Grading posts
Ready, changed the mantainence cost to 2 mp
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Re: HirokoD Magic Grading posts
The damage on your Sig spell will still always be user rank. Meaning your rank. Which is C. Change that and you're good to go.
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HirokoD Magic Grading posts
Thanks, I think it's done