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    Dederik's Imperial Regime [C-rank: Ready for Review!]

    Vox Nihili
    Vox Nihili

    The forgotten


    The forgotten

    Player 
    Lineage : Ex Nihilo
    Position : None
    Posts : 251
    Cosmic Coins : 36
    Dungeon Tokens : 0
    Experience : 762.5

    Dederik's Imperial Regime [C-rank: Ready for Review!] Empty Dederik's Imperial Regime [C-rank: Ready for Review!]

    Post by Vox Nihili 13th November 2014, 10:12 pm

    Magic

    Primary Magic: Imperial Regime
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster, Lost Magic
    Description:
    A magic born from the strength of one’s self, forged within those whom have lost everything and been cracked to the core but yet still holds onto that small glimmer of hope no matter how painful. Imperial Regima is such a lost magic, it is not taught or studied like others. Despite what it may seem it is not even inherited or passed on through blood lines. It is a magic forged within one’s soul when everything seems lost and yet they struggled to hold onto the pain instead of letting it go. It is perhaps for this reason that it is so easy for others to take strength in the presence of one who wields this power, and as to why birds and other animals often appear around them.

    In order to master it though requires the cracks to be mended and a unity between body and spirit along with a strong mentality to keep it under control. Constant, almost torturous training is required for both body and mind in order to full bring out the inner power of the Imperial Regime after it first blossoms brightly. The user’s body must be strong and constantly pushed past its limits to allow the magic’s continued growth with no such thing as light training for them as the closer to the threshold they take themselves the greater the training.

    Once they have learned how to harness the power of the Imperial Regime the user is capable of finally exploring the possibilities it offers, of discovering the ferocious onslaught of magical potential within. Drawing forth their power and using their physical might to focus it, mages are capable of bringing their bodies and attacks to new peaks to cause devastation in melee and close range. They are able to let the power flow throughout their body, strengthening it and extending it out to their allies in order to enhance them all, leaving no weak link untouched.

    When enemies are within their grasp or the reach of their weapons, the mage can instead seek to force their magical might upon their enemies and unleash their raging magic in powerful barrages or to hinder their opponent’s abilities, making it easier to stay within striking distance. Be it chains, the pressure of their presence weighing down on others, flight, their inspiring form boosting moral, or close ranged attacks that are unrelenting the Imperial Mage is not one to be trifled with when in the midst of a large scale battle.

    For Dederik he utilizes the benefits of the magic most often in order to enhance his physical body, strikes, and equipment while also allowing it to permanently alter his body into a stronger form while using active spells to make full use of his military background to cause his strikes to create even more devastation. He seeks to use it to enhance his body to the point where he can flutter about the battle field, overwhelming his enemies in close range with the speed to keep up the assault and chase them down. When they do escape he would use bursts of speed to close the distance, or debuff his foes to reduce their chances of escape.
    Innate Abilities:
    Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)

    Strengths:

    • Brutally Offensive: Imperial Regime is a very punishing magic to be on the receiving end of with its specialization on a mixture of speed, devastating strength all packed into a  close ranged package with only medium appearing as the mage’s strength increases. By sacrificing entire areas of magic to account for, it is capable of obtaining great offensive feats that surpass other magic. Some of the powerful ranged attacks he can unleash at higher levels are even capable of being influenced by his strength to greater effect.

    • Imperial Diversity:While Imperial Regime may seem a purely offensive magic, in truth one of its over looked strengths lay in its supplementary spells that are meant to enhance and rejuvenate the user, their allies, or hinder their enemies. Some of its spells or abilities lays in the size or importance of a battle, with the greater that it is the stronger that the future ruler of nations becomes.

    • Flesh Forged Divine:  While the power flows and merges ever more into their body the mage starts to become one with it, granting their body powerful enhancements that grow as their magic strengthens. These enhancements most common form is that of passive abilities, seeking to strengthen the mage and possibly their allies in the face of danger or improving their combat ability. With their heavy focus on offense, lack of defensive spells, and severely limited range their own bodies have grown far stronger than normal to make up for their short comings.



    Weaknesses:

    • The best defense, is an overwhelming offensive: Other magics claim to be a mainly offensive magic, and yet still hold powerful defenses.   Imperial Regime is no such magic, it is incapable of forming any defense spells with the majority of them being offensive or supplementary. When he does seek to improve defense, he must utilize his passives or seek to enhance his body through supportive spells.

    • Long Range: Mages who specialize in long range are one of the biggest weaknesses of this magic, due to the lack of long ranged attacks available to the mage. This forces the user to either rely on their speed and brute force to fight their way to a most likely slippery foe, or depend on others to take care of long distant threats.



    • Distinguished Lineage: Those with Imperial Regime magic do not hold the typical magical and spiritual auras about themselves, instead the auras take a distinguished form that is not likely forgotten once gazed upon. When these auras are viewed black feathers seems to fall down around the mage as massive eagle wings spread out behind them or surround the mage protectively. Within the darkness of the wings tiny stars seem to shine and sparkle like the beautiful night sky, oh so long ago. This causes them to easily be recognized and spotted to those skilled enough to detect the mage’s aura, resulting in them having far more risk when they attempt to go unnoticed.

    • Friendly Fire: While many of the magic’s spells and effects might seek to enhance attacks, there is often little regard in distinguishing friends from allies when the user unleashes the raw offensive might against their opponents. Very capable of having the empowered spells harming an ally if there is a lack in teamwork.

    • Medium Range: The variety of medium ranged spells is lacking for this magic, due to its intense focus on the physical body and close combat. While there may be some, they will never be things to truly fear when compared to some of the things other magic can accomplish aside from raw offensive output.

    Lineage: Conqueror’s Courage Unique Abilities:
    Conqueror's Courage:
    Description: There once was a nameless conqueror who sought to rule the world. However, in his days much land was left unexplored and filled with dangerous creatures man had never faced before. The nameless conqueror was the first to gather a large group of followers and to lead a conquest into those dark lands. Until long ago many people were still unsure about how he managed to convince so many men to follow him. Most believed he had used some form of magic. The only one who ever came back from the conquest was the conqueror's son who explained that all other conquerors had been killed. The conqueror's son eventually joined the military and showed that he possessed the same leader skills as his father, his war cries and morale boosts had resulted in many victories. The descendants of these conquerors today also retain the same abilities as their ancestors. To boost the morale of their companions, and to resist the war-cries of the enemies.
    Usage: Can be used 4 times per thread. A war-cry is an encouraging shout that, in this case, is boosted by magic and does not need big words. The energy released by the war-cry gives the user's companions extra motivation to give their all. After a war-cry the cool-downs of all current Spells that are cooling down is decreased by one ( not including the war-cry itself). The duration is instant. The cool-down is 4 posts. Can only be used 4 times per thread.

    Unique Abilities:



      Here Comes The King:  For every being participating in the overall fight (Including those across plot threads) aside from user the mage gains +10% to their strength and speed with it scaling with the Imperial Mage's rank.Stand Up Be Strong: Themselves and allies in the thread or other plot related threads receive +10% to their speed. This scales according to the mage’s rank.I Was Here: The user's body is altered and grows more resistant to both damaging and debilitating affects with the amount scaling with the user's rank. At its current strength the mage receives 20% less damage from attacks equal to C rank attacks and has the debilitating affects reduced by the same amount. Ex: a 10% debuff becomes a 8% debuff at current rank.
    • Majestic Senses:5% of a mage’s magic is always in the air surrounding them, anchored to them as it grants them the ability to feel and sense things occurring within the area it occupies even if they weren’t normally able to. At its current rank the mage is able to sense anything within 5m around them in an orb with them at the epicenter. This allows them to sense spells or physical objects coming into the area around them, although it does not improve their reaction time. (This results in the mage having 95% magic power at max, rather than 100%)


    D Rank Spells:

    C Rank Spells:


    Last edited by Dederik on 12th January 2015, 6:47 pm; edited 8 times in total
    Aayla
    Aayla

    Knight of Water


    Knight of Water

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Dragon Slayer- A-Rank- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Aspect of Pluto
    Position : None
    Posts : 1634
    Guild : Sabertooth
    Cosmic Coins : 15
    Dungeon Tokens : 0
    Mentor : Hydrianna (Water Dragon), Deniel (Takeover)
    Experience : 8500

    Character Sheet
    First Skill: 3rd Generation Water Dragon Slayer
    Second Skill:
    Third Skill:

    Dederik's Imperial Regime [C-rank: Ready for Review!] Empty Re: Dederik's Imperial Regime [C-rank: Ready for Review!]

    Post by Aayla 29th November 2014, 8:27 pm

    Dederik wrote:Magic

    Primary Magic: Imperial Regime
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster, Lost Magic
    Description:
    A magic born from the strength of one’s self, forged within those whom have lost everything and been cracked to the core but yet still holds onto that small glimmer of hope no matter how painful. Imperial Regima is such a lost magic, it is not taught or studied like others. Despite what it may seem it is not even inherited or passed on through blood lines. It is a magic forged within one’s soul when everything seems lost and yet they struggled to hold onto the pain instead of letting it go. It is perhaps for this reason that it is so easy for others to take strength in the presence of one who wields this power, and as to why birds and other animals often appear around them.

    In order to master it though requires the cracks to be mended and a unity between body and spirit along with a strong mentality to keep it under control. Constant, almost torturous training is required for both body and mind in order to full bring out the inner power of the Imperial Regime after it first blossoms brightly. The user’s body must be strong and constantly pushed past its limits to allow the magic’s continued growth with no such thing as light training for them as the closer to the threshold they take themselves the greater the training.

    Once they have learned how to harness the power of the Imperial Regime the user is capable of finally exploring the possibilities it offers, of discovering the ferocious onslaught of magical potential within. Drawing forth their power and using their physical might to focus it, mages are capable of bringing their bodies and attacks to new peaks to cause devastation in melee and close range. They are able to let the power flow throughout their body, strengthening it and extending it out to their allies in order to enhance them all, leaving no weak link untouched.

    When enemies are within their grasp or the reach of their weapons, the mage can instead seek to force their magical might upon their enemies and unleash their raging magic in powerful barrages or to hinder their opponent’s abilities, making it easier to stay within striking distance. Be it chains, the pressure of their presence weighing down on others, flight, their inspiring form boosting moral, or close ranged attacks that are unrelenting the Imperial Mage is not one to be trifled with when in the midst of a large scale battle.

    For Dederik he utilizes the benefits of the magic most often in order to enhance his physical body, strikes, and equipment while also allowing it to permanently alter his body into a stronger form while using active spells to make full use of his military background to cause his strikes to create even more devastation. He seeks to use it to enhance his body to the point where he can flutter about the battle field, overwhelming his enemies in close range with the speed to keep up the assault and chase them down. When they do escape he would use bursts of speed to close the distance, or debuff his foes to reduce their chances of escape.
    Innate Abilities:
    Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)

    Strengths:

    • Brutally Offensive: Imperial Regime is a very punishing magic to be on the receiving end of with its specialization on a mixture of speed, devastating strength all packed into a  close ranged package with only medium appearing as the mage’s strength increases. By sacrificing entire areas of magic to account for, it is capable of obtaining great offensive feats that surpass other magic. Some of the powerful ranged attacks he can unleash at higher levels are even capable of being influenced by his strength to greater effect.

    • Imperial Diversity:While Imperial Regime may seem a purely offensive magic, in truth one of its over looked strengths lay in its supplementary spells that are meant to enhance and rejuvenate the user, their allies, or hinder their enemies. Some of its spells or abilities lays in the size or importance of a battle, with the greater that it is the stronger that the future ruler of nations becomes.

    • Flesh Forged Divine: While the power flows and merges ever more into their body the mage starts to become one with it, granting their body powerful enhancements that grow as their magic strengthens. These enhancements most common form is that of passive abilities, seeking to strengthen the mage and possibly their allies in the face of danger or improving their combat ability. With their heavy focus on offense, lack of defensive spells, and severely limited range their own bodies have grown far stronger than normal to make up for their short comings.



    Weaknesses:

    • The best defense, is an overwhelming offensive: Other magics claim to be a mainly offensive magic, and yet still hold powerful defenses.   Imperial Regime is no such magic, it is incapable of forming any defense spells with the majority of them being offensive or supplementary. When he does seek to improve defense, he must utilize his passives or seek to enhance his body through supportive spells.

    • Long Range: Mages who specialize in long range are one of the biggest weaknesses of this magic, due to the lack of long ranged attacks available to the mage. This forces the user to either rely on their speed and brute force to fight their way to a most likely slippery foe, or depend on others to take care of long distant threats.



    • Distinguished Lineage: Those with Imperial Regime magic do not hold the typical magical and spiritual auras about themselves, instead the auras take a distinguished form that is not likely forgotten once gazed upon. When these auras are viewed black feathers seems to fall down around the mage as massive eagle wings spread out behind them or surround the mage protectively. Within the darkness of the wings tiny stars seem to shine and sparkle like the beautiful night sky, oh so long ago. This causes them to easily be recognized and spotted to those skilled enough to detect the mage’s aura, resulting in them having far more risk when they attempt to go unnoticed.

    • Friendly Fire: While many of the magic’s spells and effects might seek to enhance attacks, there is often little regard in distinguishing friends from allies when the user unleashes the raw offensive might against their opponents. Very capable of having the empowered spells harming an ally if there is a lack in teamwork.

    • Medium Range: The variety of medium ranged spells is lacking for this magic, due to its intense focus on the physical body and close combat. While there may be some, they will never be things to truly fear when compared to some of the things other magic can accomplish aside from raw offensive output.

    Lineage: Conqueror’s Courage Unique Abilities:
    Conqueror's Courage:
    Description: There once was a nameless conqueror who sought to rule the world. However, in his days much land was left unexplored and filled with dangerous creatures man had never faced before. The nameless conqueror was the first to gather a large group of followers and to lead a conquest into those dark lands. Until long ago many people were still unsure about how he managed to convince so many men to follow him. Most believed he had used some form of magic. The only one who ever came back from the conquest was the conqueror's son who explained that all other conquerors had been killed. The conqueror's son eventually joined the military and showed that he possessed the same leader skills as his father, his war cries and morale boosts had resulted in many victories. The descendants of these conquerors today also retain the same abilities as their ancestors. To boost the morale of their companions, and to resist the war-cries of the enemies.
    Usage: Can be used 4 times per thread. A war-cry is an encouraging shout that, in this case, is boosted by magic and does not need big words. The energy released by the war-cry gives the user's companions extra motivation to give their all. After a war-cry the cool-downs of all current Spells that are cooling down is decreased by one ( not including the war-cry itself). The duration is instant. The cool-down is 4 posts. Can only be used 4 times per thread.

    Unique Abilities:



    • Here Comes The King:  For every being participating in the overall fight (Including those across plot threads) aside from user the mage gains +5% to their strength, durability and speed with it scaling with the Imperial Mage's rank.
      (To balance this out more, please have here comes the king only buff strength and speed.)
    • Stand Up Be Strong: Themselves and allies in the thread or other plot related threads receive +5% to their durability and speed. This scales according to the mage’s rank.
      (Please have stand up be strong only affect speed)
    • I Was Here: As the powers of his magic physically alter his body he receives 10% less damage from all sources and reduce the total strength of debilitating spells by the same amount, scaling with his rank. At his current rank a C rank spell has its damage and debilitating effects reduced by 5%, anything higher ignores it completely.
      (This just needs to be rephrased a bit as its confusing. You receive 10% less dmg from D ranked attacks correct? Also seeing as this isn’t a spell, I would remove anything regarding C rank)


    Spells:
    Name: Donning of the Robe and Crown.
    Rank: D
    Type: Supportive
    Description: The might of the divine gift is brought forth to bear as the air around the caster’s body shimmers ever so slightly as the magical power takes route, infusing with not only the user’s body but also extending it outside of it to manifest. While active this spell essentially increase the benefits provided by all of the magic’s passives and abilities along with while reducing the ability for other attacks to ignore them by 25%. Once the effect ends the mage's speed bonus is reduced for one post by 10%. (Does that mean this spell also gives a speed bonus?)
    (We can’t really have this boosting your abilities and passives. Please have this spell just give a direct buff to endurance for 25%. Does this only affect you? or you and allies? If it also affects allies, please decrease to 15%)
    Strengths:

    • Can’t Touch This:This spell makes it harder for enemies to focus down the user when they have ways of circumventing resistances and other defenses. While Imperial Regime has no true defensive spells, this spell keeps the passive abilities that increase the survivability of the user from being irrelevant by ensuring that they can’t be ignored.

    • When I’m good I’m very good, but when I’m bad I’m better: While the spell lacks variety, it does have tried and true in the form of increasing the mage’s capabilities through the use of enhancing what they gain from their magical abilities.

    • Intimidation:As a way of intimidating someone into submission the glamour effects of the spell can help persuade those weaker willed that it is in their best interests to surrender, for the rest it serves as a lose lose situation. The enemy can either attempt to wait out the duration of the spell if they somehow know what it does, although it gives the user freer reign over attacking. Or the opponent can continue the fight, burning cool downs on a person more resilient to them than before.
      (You really have to simplify all of this. Tell me directly what each strength means. 1- You gain increased durability/endurance. Got it, what else? 2- Your second strength is basically the same as your first strength and we cannot have repeats. 3- I understand what you mean with this strength. A warzone is a mind game, however you are wording it like your spell gets an extra intimidation factor. Please find a way to describe this that doesn’t add an ability to the spell.)

    Weaknesses:

    • Dur/CD:This spell has a duration of three posts and a cool down of four.

    • Variety: In terms of new strengths or variety introduced, this spell is surely lacking as its purpose is merely to enhance and reinforce the magic’s passives and abilities it provides.
      (Again this is not enhancing the passive spells so please change this.)

    • Not all that’s enhanced is good: Once the spell ends the user suffers whiplash from the increased stats, decreasing their total speed bonus by 10%. so 20% becomes 10% for one post.
      (Where did you get a speed bonus from?)

    • Variables:Unlike with other spells, there is a random factor in the spell considering that there can be things that affect how strong, or how weak passives are depending on circumstances. Making the spell less powerful in isolated fights, due to the relative lack of people to fulfill the passives to their fullest potential.
      (Sorry, again this can’t affect passives)

    • Visibility: The spell altering the user's appearance serves as a warning device to their enemies, with smarter ones realizing the potential threat and being more caution until it ends.



    Name: Blessing
    Rank: D
    Type: Offensive
    Description: Infusing their body and weapons with magical energy, the mage enhances its next attack that hits an object to increase its total damage output by 50% while giving giving the air around those affected a shimmering appearance just like pavement on a hot day. This spell is capable of stacking with other abilities to create an even more fearsome of an attack, albeit its reliability revolves entirely around the attack landing for if it misses or is discharged against something strong enough to stop the attack completely than it is useless. As the mage grows stronger and more adapt, they can cast this spell faster and eventually even as a reaction, not even requiring any effort on their end. (This spell needs to state that it deals an extra 0.5 a D-rank in damage. 50% extra is not how we do damage on here. It is by rank of spell. Also this spell can only get easier for the user to use by ranking it up. Spells do not rank with users. I recommend that you increase this to a full D-rank extra of damage though.)
    Strengths:

    • Reactive Casting:As the user grows more experienced and powerful, the amount of time and concentration required to invest in this ability decreases to the point that activating it is no more difficult than a mere thought. Allowing it to be combined with other spells at no loss in time.
      (Drop this because spells do not get better with your rank, you have to rank them up yourself for that.)
    • Hardy Tap:The damage from this spell increases with the strength of the user's attack, ensuring that despite its plain effects it is a useful spell if it can be landed.
      (Make it plain and simple! You deal extra damage)

    • Stacked Deck:This spell is capable of combining its magical enhancements with the enhancements of other spells, allowing a greater damage output.




    _____________________________________________________________________________________

    Dederik's Imperial Regime [C-rank: Ready for Review!] Fc9659f1-c886-4f01-a734-cae0d61afbaf_zpsh3e1k6vj
    Vox Nihili
    Vox Nihili

    The forgotten


    The forgotten

    Player 
    Lineage : Ex Nihilo
    Position : None
    Posts : 251
    Cosmic Coins : 36
    Dungeon Tokens : 0
    Experience : 762.5

    Dederik's Imperial Regime [C-rank: Ready for Review!] Empty Re: Dederik's Imperial Regime [C-rank: Ready for Review!]

    Post by Vox Nihili 29th November 2014, 9:19 pm

    Unique abilities: Adjustments made.

    Donning spell: Made to be a pure endurance buff and did my best on redoing the weaknesses/strengths. If the strengths/weaknesses are unacceptable please provide ones for me, for something as simple as an endurance buff the amount of possibilities for them are horribly low. I had to add in an ability for it to stack with other buffs just to get it to the required 3 strengths. and it does not buff speed, i had to come up with a speed penalty just to fill in for the required four weaknesses. I'm out of ideas for them otherwise.

    Blessing: deleted entirely, intentionally leaving a D rank spell slot unfilled.
    Aayla
    Aayla

    Knight of Water


    Knight of Water

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Dragon Slayer- A-Rank- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Aspect of Pluto
    Position : None
    Posts : 1634
    Guild : Sabertooth
    Cosmic Coins : 15
    Dungeon Tokens : 0
    Mentor : Hydrianna (Water Dragon), Deniel (Takeover)
    Experience : 8500

    Character Sheet
    First Skill: 3rd Generation Water Dragon Slayer
    Second Skill:
    Third Skill:

    Dederik's Imperial Regime [C-rank: Ready for Review!] Empty Re: Dederik's Imperial Regime [C-rank: Ready for Review!]

    Post by Aayla 1st December 2014, 10:40 pm

    Dederik wrote:Magic

    Primary Magic: Imperial Regime
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster, Lost Magic
    Description:
    A magic born from the strength of one’s self, forged within those whom have lost everything and been cracked to the core but yet still holds onto that small glimmer of hope no matter how painful. Imperial Regima is such a lost magic, it is not taught or studied like others. Despite what it may seem it is not even inherited or passed on through blood lines. It is a magic forged within one’s soul when everything seems lost and yet they struggled to hold onto the pain instead of letting it go. It is perhaps for this reason that it is so easy for others to take strength in the presence of one who wields this power, and as to why birds and other animals often appear around them.

    In order to master it though requires the cracks to be mended and a unity between body and spirit along with a strong mentality to keep it under control. Constant, almost torturous training is required for both body and mind in order to full bring out the inner power of the Imperial Regime after it first blossoms brightly. The user’s body must be strong and constantly pushed past its limits to allow the magic’s continued growth with no such thing as light training for them as the closer to the threshold they take themselves the greater the training.

    Once they have learned how to harness the power of the Imperial Regime the user is capable of finally exploring the possibilities it offers, of discovering the ferocious onslaught of magical potential within. Drawing forth their power and using their physical might to focus it, mages are capable of bringing their bodies and attacks to new peaks to cause devastation in melee and close range. They are able to let the power flow throughout their body, strengthening it and extending it out to their allies in order to enhance them all, leaving no weak link untouched.

    When enemies are within their grasp or the reach of their weapons, the mage can instead seek to force their magical might upon their enemies and unleash their raging magic in powerful barrages or to hinder their opponent’s abilities, making it easier to stay within striking distance. Be it chains, the pressure of their presence weighing down on others, flight, their inspiring form boosting moral, or close ranged attacks that are unrelenting the Imperial Mage is not one to be trifled with when in the midst of a large scale battle.

    For Dederik he utilizes the benefits of the magic most often in order to enhance his physical body, strikes, and equipment while also allowing it to permanently alter his body into a stronger form while using active spells to make full use of his military background to cause his strikes to create even more devastation. He seeks to use it to enhance his body to the point where he can flutter about the battle field, overwhelming his enemies in close range with the speed to keep up the assault and chase them down. When they do escape he would use bursts of speed to close the distance, or debuff his foes to reduce their chances of escape.
    Innate Abilities:
    Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)

    Strengths:

    • Brutally Offensive: Imperial Regime is a very punishing magic to be on the receiving end of with its specialization on a mixture of speed, devastating strength all packed into a  close ranged package with only medium appearing as the mage’s strength increases. By sacrificing entire areas of magic to account for, it is capable of obtaining great offensive feats that surpass other magic. Some of the powerful ranged attacks he can unleash at higher levels are even capable of being influenced by his strength to greater effect.

    • Imperial Diversity:While Imperial Regime may seem a purely offensive magic, in truth one of its over looked strengths lay in its supplementary spells that are meant to enhance and rejuvenate the user, their allies, or hinder their enemies. Some of its spells or abilities lays in the size or importance of a battle, with the greater that it is the stronger that the future ruler of nations becomes.

    • Flesh Forged Divine:  While the power flows and merges ever more into their body the mage starts to become one with it, granting their body powerful enhancements that grow as their magic strengthens. These enhancements most common form is that of passive abilities, seeking to strengthen the mage and possibly their allies in the face of danger or improving their combat ability. With their heavy focus on offense, lack of defensive spells, and severely limited range their own bodies have grown far stronger than normal to make up for their short comings.



    Weaknesses:

    • The best defense, is an overwhelming offensive: Other magics claim to be a mainly offensive magic, and yet still hold powerful defenses.   Imperial Regime is no such magic, it is incapable of forming any defense spells with the majority of them being offensive or supplementary. When he does seek to improve defense, he must utilize his passives or seek to enhance his body through supportive spells.

    • Long Range: Mages who specialize in long range are one of the biggest weaknesses of this magic, due to the lack of long ranged attacks available to the mage. This forces the user to either rely on their speed and brute force to fight their way to a most likely slippery foe, or depend on others to take care of long distant threats.



    • Distinguished Lineage: Those with Imperial Regime magic do not hold the typical magical and spiritual auras about themselves, instead the auras take a distinguished form that is not likely forgotten once gazed upon. When these auras are viewed black feathers seems to fall down around the mage as massive eagle wings spread out behind them or surround the mage protectively. Within the darkness of the wings tiny stars seem to shine and sparkle like the beautiful night sky, oh so long ago. This causes them to easily be recognized and spotted to those skilled enough to detect the mage’s aura, resulting in them having far more risk when they attempt to go unnoticed.

    • Friendly Fire: While many of the magic’s spells and effects might seek to enhance attacks, there is often little regard in distinguishing friends from allies when the user unleashes the raw offensive might against their opponents. Very capable of having the empowered spells harming an ally if there is a lack in teamwork.

    • Medium Range: The variety of medium ranged spells is lacking for this magic, due to its intense focus on the physical body and close combat. While there may be some, they will never be things to truly fear when compared to some of the things other magic can accomplish aside from raw offensive output.

    Lineage: Conqueror’s Courage Unique Abilities:
    Conqueror's Courage:
    Description: There once was a nameless conqueror who sought to rule the world. However, in his days much land was left unexplored and filled with dangerous creatures man had never faced before. The nameless conqueror was the first to gather a large group of followers and to lead a conquest into those dark lands. Until long ago many people were still unsure about how he managed to convince so many men to follow him. Most believed he had used some form of magic. The only one who ever came back from the conquest was the conqueror's son who explained that all other conquerors had been killed. The conqueror's son eventually joined the military and showed that he possessed the same leader skills as his father, his war cries and morale boosts had resulted in many victories. The descendants of these conquerors today also retain the same abilities as their ancestors. To boost the morale of their companions, and to resist the war-cries of the enemies.
    Usage: Can be used 4 times per thread. A war-cry is an encouraging shout that, in this case, is boosted by magic and does not need big words. The energy released by the war-cry gives the user's companions extra motivation to give their all. After a war-cry the cool-downs of all current Spells that are cooling down is decreased by one ( not including the war-cry itself). The duration is instant. The cool-down is 4 posts. Can only be used 4 times per thread.

    Unique Abilities:



    • Here Comes The King:  For every being participating in the overall fight (Including those across plot threads) aside from user the mage gains +5% to their strength and speed with it scaling with the Imperial Mage's rank.

    • Stand Up Be Strong: Themselves and allies in the thread or other plot related threads receive +5% to their speed. This scales according to the mage’s rank.

    • I Was Here: The user's body is altered and grows more resistant to both damaging and debilitating affects with the amount scaling with the user's rank. At its current strength the mage receives 10% less damage from attacks equal to D rank attacks and has the debilitating affects reduced by the same amount. Ex: a 10% debuff becomes a 9% debuff at current rank.


    Spells:
    Name: Donning of the Robe and Crown.
    Rank: D
    Type: Supportive
    Description: The might of the divine gift is brought forth to bear as the air around the caster’s body shimmers ever so slightly as the magical power takes route, infusing with not only the user’s body but also extending it outside of it to manifest. While active this spell increases the mage's endurance by 25% and stacks with buffs from other spells. Once the effect ends the mage's speed bonus is reduced for one post by 10%.

    Strengths:

    • Endurance:This spell increases the mage's endurance, making them able to sustain more damage than usual.
    • Stacking: Can be used in conjunction with other spells to further improve the mage's capabilities.
    • Intimidation:The glamorous affects of spell can give the mage a more intimidating aura about them, potentially provoking opponents into seeking to take them down quickly only to use their spells on someone with more endurance or in an attempt to seem more powerful.

    Weaknesses:

    • Dur/CD:This spell has a duration of three posts and a cool down of four.

    • Variety: This spell holds no beneficial affects other than a pure endurance buff, making it a linear spell with no creative ways to apply it.

    • Speed: Once the spell ends the user suffers whiplash from the increased stats, decreasing their total speed bonus by 10%. so 20% becomes 10% for one post.

    • Selfish: Only affects the user.

    • Visibility: The spell altering the user's appearance serves as a warning device to their enemies, with smarter ones realizing the potential threat and being more caution until it ends.




    Name: Blitzkrieg
    Rank: D
    Type:  Supportive
    Description:A powerful strike is meaningless if one can not close the gap quickly enough, this is where Blitzkrieg comes into play. When used this spell enhances the users base speed before percentage buffs and after debuffs, raising it by 25 m/s.(Instead of 25m/s, you grant a 25% boost to yourself During its duration, the user is capable of traveling up to 100m (100m is way too far at D rank, drop this to 20)with the enhancement activated. At any time the user can deactivate it and reactivate it, allowing them to stop the speed boost and reuse it as they see fit. However no matter how many times they do so, while it is active they can not move past the range. Every time that they reactivate it after deactivating it prior to the range they must sacrifice 5m. (use percentage please~ 5%)

    • Mobility:This spell's greatest strength and purpose lays in its mobility, allowing the user to reach their targets who would otherwise vastly out range them.
    • Versatile:As a speed boosting spell it allows a user to use it to rush into a fight or  into cover. (This is the same as the 1st strength technically. Please change this to something else.)
    • Controlled:The user is capable of controlling their directions and when the speed applies, letting them make the most out of it while it lasts. (This is too obvious. Please replace.)


    Weaknesses:

    • Cool Down/Duration:3 duration, 4 cooldown
    • Range: The user can only move a certain distance before the spell ends, unlike other speed boosts that are for a set duration this one revolves entirely on the set range. Making it less effective against opponents at range, due to the potential for them to just flee during it and outrun the distance. (We need an amount that he can travel here or you can drop this and replace it. At most this should take you around 20 meters.)
    • Terrain:Slippery surfaces that suddenly appear or that the user is unaware off can cause them to suddenly lose control of themselves.
    • Penalty: While it can be controlled when the boost is in effect it also costs range on the spell to reactivate it again. Causing every time they end then start it again to lower their remaining range.
    • Static Scaling: This spell does not increase in strength as the user grows stronger such as percentage base boosts.  (We’ve kind of made it a percentage based boost now so… this doesn’t work...)


    Name: Phantom Strike
    Rank: D
    Type:  Offensive
    Description: By infusing their weapon and body with magical power the mage creates a ghostly blue version of themselves and weapons that follows behind their attacks. When the ghostly attack strikes against a target it deals damage equal to half the mage's rank + current strength boost and deals at least D rank damage. (Please remove the part where the spell states that the strength boost is added to the regular damage dealt. This description is meant only to describe this spell, and not the combination that both can provide. Also, please just clarify that this spell deals an extra 0.5D rank damage on top of your own attack.)

    • Scaling: This strike scales with the strength of the mage's body.
    • Second Attack: This attack counts as a second attack, allowing the initial strike to counter spells that negate single attacks to let the ghost version strike true.
    • Damage Type: The ghost weapon's damage type depends on the attack that lands, allowing it to do have the same penetrating potential as a spear or crushing force of a mace depending on what is being used.(I do not get this… you are a melee fighter, how does the damage type of the ghost change? Does the ghost mimic the type of attack you do? If so please clarify. )

    Weaknesses:

    • Range: This spell adds no additional range to an attack, forcing its range to only be affected as far as the mage's body or weapon.
    • Unreliable:In order for this spell to land it relies on a melee strike to connect with the target or the target somehow running into it themselves. Making it a spell whose only use is for increasing the mage's pressure on an enemy, where as if the mage can't strike them than it becomes useless.(Sorry, but this is way too obvious… with any spell you have to successfully hit an opponent...)
    • Obvious: The ghostly strike is obvious when in use due to the all of the user's movements leaving behind a faint image of it. Causing enemies to realize a magical affect is in place before a strike is even made.(So you are saying that the ghostly attack comes later after the attack or it forms just before the attack? Please clarify.)
    • Versatility: The spell adds nothing other than additional damage, making its versatility low where as other spells could have additional side effects on top of damage.
    • Duration/Cooldown: 2 post duration, 3 post cool down.(This is read like a 1 post duration so how is it a 2 post duration? Please clarify this or change to 1 post.)



    _____________________________________________________________________________________

    Dederik's Imperial Regime [C-rank: Ready for Review!] Fc9659f1-c886-4f01-a734-cae0d61afbaf_zpsh3e1k6vj
    Vox Nihili
    Vox Nihili

    The forgotten


    The forgotten

    Player 
    Lineage : Ex Nihilo
    Position : None
    Posts : 251
    Cosmic Coins : 36
    Dungeon Tokens : 0
    Experience : 762.5

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    Post by Vox Nihili 2nd December 2014, 1:13 am

    Blitz: Scrapped the idea
    Phantom Strike: Scrapped the idea

    New spell added based off of first and removed the speed penalty for the first to add a new weakness.
    Aayla
    Aayla

    Knight of Water


    Knight of Water

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Dragon Slayer- A-Rank- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Aspect of Pluto
    Position : None
    Posts : 1634
    Guild : Sabertooth
    Cosmic Coins : 15
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    Mentor : Hydrianna (Water Dragon), Deniel (Takeover)
    Experience : 8500

    Character Sheet
    First Skill: 3rd Generation Water Dragon Slayer
    Second Skill:
    Third Skill:

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    Post by Aayla 2nd December 2014, 5:37 pm

    Dederik wrote:Magic

    Primary Magic: Imperial Regime
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster, Lost Magic
    Description:
    A magic born from the strength of one’s self, forged within those whom have lost everything and been cracked to the core but yet still holds onto that small glimmer of hope no matter how painful. Imperial Regima is such a lost magic, it is not taught or studied like others. Despite what it may seem it is not even inherited or passed on through blood lines. It is a magic forged within one’s soul when everything seems lost and yet they struggled to hold onto the pain instead of letting it go. It is perhaps for this reason that it is so easy for others to take strength in the presence of one who wields this power, and as to why birds and other animals often appear around them.

    In order to master it though requires the cracks to be mended and a unity between body and spirit along with a strong mentality to keep it under control. Constant, almost torturous training is required for both body and mind in order to full bring out the inner power of the Imperial Regime after it first blossoms brightly. The user’s body must be strong and constantly pushed past its limits to allow the magic’s continued growth with no such thing as light training for them as the closer to the threshold they take themselves the greater the training.

    Once they have learned how to harness the power of the Imperial Regime the user is capable of finally exploring the possibilities it offers, of discovering the ferocious onslaught of magical potential within. Drawing forth their power and using their physical might to focus it, mages are capable of bringing their bodies and attacks to new peaks to cause devastation in melee and close range. They are able to let the power flow throughout their body, strengthening it and extending it out to their allies in order to enhance them all, leaving no weak link untouched.

    When enemies are within their grasp or the reach of their weapons, the mage can instead seek to force their magical might upon their enemies and unleash their raging magic in powerful barrages or to hinder their opponent’s abilities, making it easier to stay within striking distance. Be it chains, the pressure of their presence weighing down on others, flight, their inspiring form boosting moral, or close ranged attacks that are unrelenting the Imperial Mage is not one to be trifled with when in the midst of a large scale battle.

    For Dederik he utilizes the benefits of the magic most often in order to enhance his physical body, strikes, and equipment while also allowing it to permanently alter his body into a stronger form while using active spells to make full use of his military background to cause his strikes to create even more devastation. He seeks to use it to enhance his body to the point where he can flutter about the battle field, overwhelming his enemies in close range with the speed to keep up the assault and chase them down. When they do escape he would use bursts of speed to close the distance, or debuff his foes to reduce their chances of escape.
    Innate Abilities:
    Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)

    Strengths:

    • Brutally Offensive: Imperial Regime is a very punishing magic to be on the receiving end of with its specialization on a mixture of speed, devastating strength all packed into a  close ranged package with only medium appearing as the mage’s strength increases. By sacrificing entire areas of magic to account for, it is capable of obtaining great offensive feats that surpass other magic. Some of the powerful ranged attacks he can unleash at higher levels are even capable of being influenced by his strength to greater effect.

    • Imperial Diversity:While Imperial Regime may seem a purely offensive magic, in truth one of its over looked strengths lay in its supplementary spells that are meant to enhance and rejuvenate the user, their allies, or hinder their enemies. Some of its spells or abilities lays in the size or importance of a battle, with the greater that it is the stronger that the future ruler of nations becomes.

    • Flesh Forged Divine:  While the power flows and merges ever more into their body the mage starts to become one with it, granting their body powerful enhancements that grow as their magic strengthens. These enhancements most common form is that of passive abilities, seeking to strengthen the mage and possibly their allies in the face of danger or improving their combat ability. With their heavy focus on offense, lack of defensive spells, and severely limited range their own bodies have grown far stronger than normal to make up for their short comings.



    Weaknesses:

    • The best defense, is an overwhelming offensive: Other magics claim to be a mainly offensive magic, and yet still hold powerful defenses.   Imperial Regime is no such magic, it is incapable of forming any defense spells with the majority of them being offensive or supplementary. When he does seek to improve defense, he must utilize his passives or seek to enhance his body through supportive spells.

    • Long Range: Mages who specialize in long range are one of the biggest weaknesses of this magic, due to the lack of long ranged attacks available to the mage. This forces the user to either rely on their speed and brute force to fight their way to a most likely slippery foe, or depend on others to take care of long distant threats.



    • Distinguished Lineage: Those with Imperial Regime magic do not hold the typical magical and spiritual auras about themselves, instead the auras take a distinguished form that is not likely forgotten once gazed upon. When these auras are viewed black feathers seems to fall down around the mage as massive eagle wings spread out behind them or surround the mage protectively. Within the darkness of the wings tiny stars seem to shine and sparkle like the beautiful night sky, oh so long ago. This causes them to easily be recognized and spotted to those skilled enough to detect the mage’s aura, resulting in them having far more risk when they attempt to go unnoticed.

    • Friendly Fire: While many of the magic’s spells and effects might seek to enhance attacks, there is often little regard in distinguishing friends from allies when the user unleashes the raw offensive might against their opponents. Very capable of having the empowered spells harming an ally if there is a lack in teamwork.

    • Medium Range: The variety of medium ranged spells is lacking for this magic, due to its intense focus on the physical body and close combat. While there may be some, they will never be things to truly fear when compared to some of the things other magic can accomplish aside from raw offensive output.

    Lineage: Conqueror’s Courage Unique Abilities:
    Conqueror's Courage:
    Description: There once was a nameless conqueror who sought to rule the world. However, in his days much land was left unexplored and filled with dangerous creatures man had never faced before. The nameless conqueror was the first to gather a large group of followers and to lead a conquest into those dark lands. Until long ago many people were still unsure about how he managed to convince so many men to follow him. Most believed he had used some form of magic. The only one who ever came back from the conquest was the conqueror's son who explained that all other conquerors had been killed. The conqueror's son eventually joined the military and showed that he possessed the same leader skills as his father, his war cries and morale boosts had resulted in many victories. The descendants of these conquerors today also retain the same abilities as their ancestors. To boost the morale of their companions, and to resist the war-cries of the enemies.
    Usage: Can be used 4 times per thread. A war-cry is an encouraging shout that, in this case, is boosted by magic and does not need big words. The energy released by the war-cry gives the user's companions extra motivation to give their all. After a war-cry the cool-downs of all current Spells that are cooling down is decreased by one ( not including the war-cry itself). The duration is instant. The cool-down is 4 posts. Can only be used 4 times per thread.

    Unique Abilities:



    • Here Comes The King:  For every being participating in the overall fight (Including those across plot threads) aside from user the mage gains +5% to their strength and speed with it scaling with the Imperial Mage's rank.

    • Stand Up Be Strong: Themselves and allies in the thread or other plot related threads receive +5% to their speed. This scales according to the mage’s rank.

    • I Was Here: The user's body is altered and grows more resistant to both damaging and debilitating affects with the amount scaling with the user's rank. At its current strength the mage receives 10% less damage from attacks equal to D rank attacks and has the debilitating affects reduced by the same amount. Ex: a 10% debuff becomes a 9% debuff at current rank.


    Spells:
    Name: Donning of the Robe and Crown.
    Rank: D
    Type: Supportive
    Description: The might of the divine gift is brought forth to bear as the air around the caster’s body shimmers ever so slightly as the magical power takes route, infusing with not only the user’s body but also extending it outside of it to manifest. While active this spell increases the mage's endurance by 25% and stacks with buffs from other spells. (you can increase this to 50%, stating that you would be able to endure half of a D rank of damage)

    Strengths:

    • Endurance:This spell increases the mage's endurance, making them able to sustain more damage than usual.
    • Stacking: Can be used in conjunction with other spells to further improve the mage's capabilities.
    • Intimidation:The glamorous affects of spell can give the mage a more intimidating aura about them, potentially provoking opponents into seeking to take them down quickly only to use their spells on someone with more endurance or in an attempt to seem more powerful.

    Weaknesses:

    • Dur/CD:This spell has a duration of three posts and a cool down of four. (lower this to dur:2 and cool:3)

    • Variety: This spell holds no beneficial affects other than a pure endurance buff, making it a linear spell with no creative ways to apply it.

    • Deactivates: Upon losing consciousness the spell effect ends, causing the user to no longer benefit from the increased endurance to heighten their chances of survival.

    • Selfish: Only affects the user.

    • Visibility: The spell altering the user's appearance serves as a warning device to their enemies, with smarter ones realizing the potential threat and being more caution until it ends.



    Name: Empowered Strikes.
    Rank: D
    Type: Supportive
    Description: A shimmering red aura glows around the user and their weapons. While active this spell increases the mage's Strength by 25% and stacks with buffs from other spells. (also increase this to 50%, giving yourself an extra half a D rank of damage wih your melee strikes)

    Strengths:

    • Strength:This spell increases the mage's strength, making them able to deal more damage than usual.
    • Stacking: Can be used in conjunction with other spells to further improve the mage's capabilities.
    • Instant:This spell has no casting time and is cast instantly.

    Weaknesses:

    • Dur/CD:This spell has a duration of three posts and a cool down of four. (lower this to dur:2 and cool:3)

    • Variety: This spell holds no beneficial affects other than a pure strength buff, making it a linear spell with no creative ways to apply it.

    • Ice: If an offensive ice spell of equal or greater hits the mage it interferes with the magical power enhancing their muscles, canceling it early.

    • Selfish: Only affects the user.

    • Visibility: The spell altering the user's appearance serves as a warning device to their enemies, with smarter ones realizing the potential threat and being more caution until it ends.




    _____________________________________________________________________________________

    Dederik's Imperial Regime [C-rank: Ready for Review!] Fc9659f1-c886-4f01-a734-cae0d61afbaf_zpsh3e1k6vj
    Vox Nihili
    Vox Nihili

    The forgotten


    The forgotten

    Player 
    Lineage : Ex Nihilo
    Position : None
    Posts : 251
    Cosmic Coins : 36
    Dungeon Tokens : 0
    Experience : 762.5

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    Post by Vox Nihili 2nd December 2014, 6:20 pm

    Edits made.


    _____________________________________________________________________________________

    Dederik's Imperial Regime [C-rank: Ready for Review!] 36626_s
    Aayla
    Aayla

    Knight of Water


    Knight of Water

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Dragon Slayer- A-Rank- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Aspect of Pluto
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    First Skill: 3rd Generation Water Dragon Slayer
    Second Skill:
    Third Skill:

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    Post by Aayla 2nd December 2014, 6:32 pm

    Since all you want is two spells...
    Dederik's Imperial Regime [C-rank: Ready for Review!] 663004ed-9eb0-4488-aecc-a5b6ffb230b7_zpsd29ced87


    _____________________________________________________________________________________

    Dederik's Imperial Regime [C-rank: Ready for Review!] Fc9659f1-c886-4f01-a734-cae0d61afbaf_zpsh3e1k6vj
    Kihia
    Kihia

    Pretty as a peach 1


    Pretty as a peach 1

    Administrator- Moderator- Dragon VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Bloodline of the Frozen Armor
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    Mentor : Iarok Kaloka (deceased)
    Experience : 337.5

    Character Sheet
    First Skill: Ice Make Magic
    Second Skill: Crystal Make Magic
    Third Skill:

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    Post by Kihia 7th January 2015, 3:55 pm

    Pre-changes:


    _____________________________________________________________________________________

    Dederik's Imperial Regime [C-rank: Ready for Review!] Kihisi10
    Dederik's Imperial Regime [C-rank: Ready for Review!] 17496c10
    EXP:350/1200



    Themes:
    Vox Nihili
    Vox Nihili

    The forgotten


    The forgotten

    Player 
    Lineage : Ex Nihilo
    Position : None
    Posts : 251
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    Experience : 762.5

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    Post by Vox Nihili 7th January 2015, 4:11 pm

    Bumped! Magic ready for C rankapproval, Kihia's post has the D rank


    _____________________________________________________________________________________

    Dederik's Imperial Regime [C-rank: Ready for Review!] 36626_s
    Akryn
    Akryn

    Quality Badge Level 1- X-Mas Event Participant- 1 Year Anniversary- Player 
    Lineage : Lucifer's Aura
    Position : None
    Posts : 821
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 33
    Mentor : Thorsfell, Gamara, Vishnu, Cytorakk, Botosai
    Experience : 1625

    Character Sheet
    First Skill: Wind Magic
    Second Skill: None
    Third Skill:

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    Post by Akryn 12th January 2015, 6:39 pm

    Name: Get Back Here
    Rank: C
    Type: Offensive
    Description: The mage unleashes a burst of magic power that engulfs everything within a 50m radius of the user while penetrating through obstacles. Anything that the user perceives as an enemy within the area that does not escape in time gets a shimmering outline of a chain attaching themselves to one of Dederik’s arms. The chain can only be broken magic spell C rank or above and can be used to drag them towards the user. Those whom have the highest strength are the one that can use the chains to manipulate their opponents positioning. I’ll need a speed for the initial formation of the chains/area.Gimme a speed. Also this spell requires a limit. I need a definite number of people it can nab
    Strengths:

    •Multiple Bindings:Is capable of binding multiple people.

    •Differentiates: Can tell friend from foe.

    •Magic Spell:The chains can only be broken through the use of magic.


    Weaknesses:
    Duration | Cooldown 3 post duration | 4 post cooldown

    •Double Edge Sword:Just as the spell binds others to him, Dederik is also bound to his opponents without a way to dismiss it at will.

    •Strength: The strongest person strength wise is the one whom is capable of dragging people towards them or into obstacles. However the fact that it targets multiple people makes it a dangerous spell to use due to the threat of the strength of multiple people being able to overpower the user.

    •Range:The chains remain to have a max range of 50m even when the opponent is hit closer. The only way to reduce the range on them once they have been formed is to manually drag the chains back and hold them some way to prevent them from getting loose. Often time this causes the user to be unable to wield a weapon in the hand that is attempting to prevent any slack from appearing.

    •Initial Area:When the spell is cast it spreads out from the location that the user was in. If the mage moves away from the center than only the enemies that are within the predetermined locations that are in chain range are bound to the user. (For example the user casts the spell and moves 25m north. If there was an enemy mage 26m south of the original casting location before the spell reached them, than chains wouldn’t form between them due to the chain being too short.)




    Name: Wave
    Rank: C
    Type: Offense
    Duration: Instant
    Cooldown: 2
    Description: The mage enhances their weapon with a black aura, causing their next melee attack to create a shockwave that extends 15m beyond the weapon, dealing C rank damage. The shockwave travels at 25m/sIs that miles per second? Idk, that seems to fast, especially for that range. That's almost instantaneous. Make it mph instead, still plenty fast
    Strengths:

    •Damage: deals C rank damage

    •Cooldown: Low CD

    •Stacks: Stacks with other damage enhancement spells.


    Weaknesses:

    •Range: Range depends on melee weapon

    •Obvious: obvious aura of magic

    •Speed: not as fast as other spells of its rank

    •Weapon:requires a weapon







    _____________________________________________________________________________________

    Prayne de crabug ahm keike rinedere be-yogt iglo kes gron!


    Akryns battle theme

    Spoiler:


    Dramatic moments

    Spoiler:



    "I came into this world, kicking, screaming, and covered in someone elses blood. I have little issue going out the same way."
    Vox Nihili
    Vox Nihili

    The forgotten


    The forgotten

    Player 
    Lineage : Ex Nihilo
    Position : None
    Posts : 251
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    Experience : 762.5

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    Post by Vox Nihili 12th January 2015, 6:49 pm

    Bump, and m/s is meters per second. It is a unit of measuring speed that a majority of things are done in outside of the usa or for scientific reasons ^^ so I tend to use them from habit.


    _____________________________________________________________________________________

    Dederik's Imperial Regime [C-rank: Ready for Review!] 36626_s
    Akryn
    Akryn

    Quality Badge Level 1- X-Mas Event Participant- 1 Year Anniversary- Player 
    Lineage : Lucifer's Aura
    Position : None
    Posts : 821
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 33
    Mentor : Thorsfell, Gamara, Vishnu, Cytorakk, Botosai
    Experience : 1625

    Character Sheet
    First Skill: Wind Magic
    Second Skill: None
    Third Skill:

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    Post by Akryn 12th January 2015, 6:54 pm

    Approved


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    Prayne de crabug ahm keike rinedere be-yogt iglo kes gron!


    Akryns battle theme

    Spoiler:


    Dramatic moments

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    "I came into this world, kicking, screaming, and covered in someone elses blood. I have little issue going out the same way."

      Current date/time is 21st November 2024, 1:38 pm