Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    Magia Lumina (DONE)

    Dragofox
    Dragofox

    Quality Badge Level 1- Rising Star- Veteran Level 1- Senior [500]- 1 Year Anniversary- Player 
    Lineage : Eagle Vision
    Position : None
    Posts : 920
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Mentor : Minato Namikaze
    Experience : 150

    Character Sheet
    First Skill: Flame Of Executioner
    Second Skill:
    Third Skill:

    Rejected Magia Lumina (DONE)

    Post by Dragofox 16th December 2014, 8:56 am

    Magic

    Primary Magic: Magia Lumina
    Secondary Magic: N/A yet
    Caster or Holder: Caster
    Description:

    Magia Lumina, or Light Magic, is a form of magic that enables the caster to cast light utilizing spells. While the magic itself bestows light characteristics upon the caster, it also has a wide variety of spells, ranging from defensive spells to brutal offensive spells.

    As stated, such a magic gives the caster light characteristics to benefit him/her with. Whilst there are defensive spells that either reduce or completely shield the caster from damage, there are also manoeuvre spells that involves the enhancement of travel speeds and also offensive spells that involves the blast of beams of light.

    Aura Type:

    N/A yet

    Strengths:

    1. Using a form of Light magic, the caster will have a 20% resistance against light magic of the same rank as the caster him/herself.
    2. Given that some of the spells of this magic enhances the caster’s manoeuvre skills, this will then give the caster the upper hand when fighting using the said skill in battles.
    3. Known to be superior than that of a dark-based magic, this magic works best when used in situations in which any form of darkness is involved due to the earlier fact.

    Weaknesses:

    1. Despite the fact that the spells of this magic travels in a straight line, the opponent can still use the spells for his/her own benefits, the simplest example being redirecting the spell back to its caster by means of reflection and such.
    2. Light, other than travelling in a straight line, it is also noted that light cannot pass through opaque objects, meaning the magic does not supply the caster with spells or abilities that enables him/her to pass through walls. Meaning, the caster or the spell itself can be trapped in a box or such. This, however, does not imply to glass, windows and such as light can pass through such object.
    3. Like how most magic would, this magic is one that knows no allies nor enemies. It hits literally everyone which it could land its damage on, making it hazardous for any reckless usage.

    Lineage:  

    Eagle Vision

    Unique Abilities:

    1. Luminescenta

    When in dark places, the caster’s body will emit light from his/her body, making her glow like a firefly. The light, however, is only enough for the caster to see 2 m diameter, and the radiated light only works as a torch that enlightens the caster’s way when in dark places only.

    2. Fizic de Lumina

          This ability is one that turns the caster’s body to that of light, meaning that the caster’s body is impervious to physical attacks of the caster’s rank. This means that physical means of damaging the caster’s body is futile, and the only way such means would work is to imbue the physical attacks with magic, or to just simply use spells to hurt the caster. When hit physically by an attack of the same rank of the caster, the attacking object may just pass through the caster’s body, for an instance, a thrown rock will just pass through the caster’s body rather than landing on it and leave damage.

    3. Avant de Lumina

     This ability is one that enables flight for the caster. This is due to the characteristics of light that it does not need a flat surface to travel. However, the caster can still be pulled down to the ground by the use of magical means, for instance, any type of gravitational magic. The initial magnitude of the flight speed, the flight’s maximum height and the maximum distance of the flight starts off with 15 km/h, 20 m and 10 m diameter. The values will then be added with 5 points at C-rank, 10 points at B, 5 at A, 15 at S and another 10 at H.

    Name: Flash de Lumina
    Rank: D
    Type: Light, Supportive
    Description:

    The caster snaps his/her fingers, at the same time a flash of light will strike the field, blinding the target. The flash of light will affect 15 m diameter and the blind will take effect on the next one post of the affected target. Whilst blinded, aiming would be futile for the target, which leaves the target with the only option of moving in a random pattern while blinded.

    Strengths:

    1. The blinding effect would make great for a getaway initiative when such strategy is needed.
    2. The blinding effects the target’s movements thoroughly, making it hard for the target to move and hit with precise aiming, mostly making any attack attempts futile for the target while blinded.
    3. The fact that this spell can come unexpected makes it hard for the target to be able to defend him/herself from the spell whenever the caster is about to cast it.

    Weaknesses:

    1. Like how light cannot pass through an opaque object, the spell itself cannot blind those whose eyes are covered with such a material. For instance, the target can simply block his/her view with the hands to avoid getting blinded by the quick flash.
    2. The spell cannot take effects on targets higher than D-rank.
    3. The triggering body part of this spell is the fingers. This means that the target can disable the caster’s fingers in order to render the spell unusable.
    4. The spell has a cooldown of 3 posts, and blinds the target in 1 post.

    Name: Sageata De Lumina
    Rank: D
    Type: Light, Offensive
    Description:

    The caster forms a bow and a set of arrows with light, and with them he/she strikes the target with cut and burn damages. There are a total of 6 arrows, and the bow is as long as ¾ of the caster’s height. The bow can also be used to deal melee damages when needed. The arrows can be broken with a D-ranked non physical attacks each, and the bow can be broken with 2. When shot, the heated arrows each move at a speed of 15 km/h with a maximum range of 25 m diameter before disintegrating. If hit, the arrows may cause minor cuts and minor burns on the target. The bow may cause minor bruises if used to hit the target by melee means. Each of the arrows can cause half a D-rank damage.

    Strengths:

    1. Other than the arrows, the bow itself can be used to inflict damage upon the opponent, thus not making the arrows the only thing that keeps the spell functional.
    2. The arrows cannot be deflected or redirected by any physical means, just like how one cannot touch light
    3. The cuts and burns left by the arrows may cause difficulty in movements for the target.

    Weaknesses:

    1. The arrows cannot hurt any mages C-ranked and above.
    2. The arrows move in a straight line due to being formed from light, therefore they are mostly predictable and can be easily avoided from.
    3. It would be a waste to use this spell when battling a long ranged opponent, as it would leave no damage to such an opponent.
    4. The bow and arrows last 3 posts maximum, cooldown 4 posts.

    Name: Sfera de Lumina
    Rank: D
    Type: Light, Offensive
    Description:[/b

    The caster forms a sphere of light per each post during which the spell is activated, and when the number of spheres reaches the spell’s maximum of five, the caster can release them towards the target, which the spheres will home to. The spheres will explode both upon contact and upon travelling to its maximum reach, which would be 15 m diameter maximum. The spheres each will leave minor burns and minor bruises if hit and explode. The speed in which each of the balls travels is 20 km/h. The diameter in which the explosion of the spheres affect will be 4 m. The total ranked damage for each of the spheres and their respective explosions would be D-rank per set of sphere and explosion.

    Strengths:

    1. Stacking the number of the spheres to the spell’s maximum is not mandatory; the caster can release the balls whenever he/she would want and need to regardless of the number of the spheres already formed by that particular time.
    2. It is a spell that gives the caster chances to deal damage to the opponent without having to try too hard for such a chance.
    3. Unlike light, the spheres does not move in a straight line, rather, they move in the direction where the homed target moves to, which makes them harder to evade.

    Weaknesses:

    1. Whilst it takes 3 of the spheres to break a D-rank shield, it takes all 5 of them to break a C-rank shield.
    2. The spheres can only leave minor bruises on a C-rank, that is, only if all 5 of them hit such ranked target. The spell cannot hurt a B-rank and above mage.
    3. The spheres cannot be deflected, but the fact that they explode upon contact makes it easier for the target to devise a plan to get away from them. For example, throwing a rock towards a sphere to make it explode upon contact with the rock instead of contact with the target him/herself.
    4. The spell lasts 6 posts maximum, cooldown 7 posts.

    Name: Straja de Lumina
    Rank: D
    Type: Light, Defensive
    Description:

    The caster puts his/her hand forward, which from the hand will a circular magic rune appear. From the rune will then a pentagon shaped shield emerge, shielding the caster from any incoming attacks. The shield itself takes 2 D-rank or 1 C-rank damage to break, and that it can stay on the field for a set period of time before disintegrating. The shield can only be used once for a melee hit to the opponent, but it will break if used for such intention. Additionally, the shield can be used to throw like a boomerang to hit a target. It will move in the direction where it was thrown to for 6 m before swaying back to the caster. But if it hits the target during the travel, it will break the moment it hits the target.

    Strengths:

    1. The shield can be used to defend or reduce the total damage taken by the caster from any incoming attacks.
    2. The spell can stay on the field for a set period of time as long as it does not hit its maximum amount of damage it can take, making it a good momentary means of defending.
    3. The fact that the shield can be used like a boomerang makes it a nice mean of getting away from the opponent or creating a diversion whilst the caster devises a plan.

    Weaknesses:

    1. The shield breaks after used once to hit the target by melee means, which makes it very wasteful to be used for such an intention unless when forced to.
    2. The shield cannot withstand attacks B-ranked and above.
    3. The shield, if thrown like a boomerang like how it can be treated like, gives the caster a risk of getting hit by his/her own shield. This is because the target may somehow catch the shield without making it break, then throw it back to the caster for a reverse hit.
    4. The shield can withstand 3 D-rank and 1 C-rank attack maximum, and will last in the field for 3 posts. Cooldown of 4 posts.

    Name: Falcata de Lumina
    Rank: C
    Type: Light,  Offensive
    Description:

    When casted, a magical rune will appear on the user’s arm, from which a blade made up of concentrated light will emerge. Said blade will protrude from the caster’s arm, and to put it easy it would look like as if the caster’s hand from elbow down the middle finger’s tip is replaced with a blade of light. The blade will have the length of 2 metres, and one swing from it could cause both cuts as deep as 5 cm, and first degree burns.
    Additionally, the blade can also take the form of a twin blade, meaning blades will protrude from the caster’s two hands. But this is, of course, at the cost of dividing all the characteristics of a single blade from this spell equally amongst the twin blades. For example, the 2 m length of a single blade of this spell will be divided into 1 m respectively amongst the two twin blades from this spell. The same goes to other values of the blade. 1 slash from the blade is equal to a D-rank damage, and the twin blade will split the damage into half of a D-rank damage.

    Strengths:

    1. Besides causing only cuts, the blade can also cause burns, making the spell one of the most useful to use when in attempt of gaining the upper hand in battles.
    2. The spell is one of the ways for the magic to help the caster when engaged in short ranged battles.
    3. Two swings of this sword can break a D-rank shield, whilst 4 is needed to break a C-rank shield. It can also cut through a D-rank offensive spell at the cost of three quarter of the maximum hit points of the blade itself.

    Weaknesses:

    1. The spell, as stated, is only good for short ranged battles. It becomes utterly useless when used against opponents that fight in a long or mid ranged battles.
    2. The blade has a hit limit, which would be 10. After 10 hits or clashes, the blade will break, rendering the spell useless for the turn.
    3. The swords can only take 2 C-rank damages before they break.
    4. The spell lasts for 8 posts, cooldown for 9 posts. The limit of the hit point of the blade will be 10, and will break if used to attack for 16 times.

    Name: Grindina de Lumina
    Rank: C
    Type: Light, Offensive
    Description:

    Upon casting, two circular rune will appear on the ground, right where the target stands and the other will appear 3 meters above the bottom rune, where their midpoints becomes parallel. The runes will home the target, meaning that wherever the target runs off to, the runes follow. The runes will also make sure that the target stands right on its middle point. The maximum reach of the runes will be 20 m diameter around the caster, and the circular magic runes themselves will has a 5 m diameter. When homing, the maximum speed in which the circular runes can catch up to would be 20 km/h. It is also noted that the bottom circular rune can only appear on the same surface where the caster’s own legs stands. For instance, the bottom circular rune will appear on the same flat ground the caster’s legs are stepping on.

    When appearing, the circular runes will call upon showers of short, thin beams of light that takes the form of raindrops. There will be exactly 30 of the light beams that will cover the 5 m diameter, and each of them travels at the speed of 25 km/h. Hits from the beams may cause minor burns per each drop. 15 is needed to break a D-rank shield, all 30 to break a C-rank shield.

    Additionally, 10 of the light beams is equal to half C-rank damage.

    Strengths:

    1. This is a spell that directs multiple hits in one cast, making it useful for both dealing damage to the opponent and creating openings for planned attacks.
    2. Due to how it works, the spell can also be used to suppress the target’s movements.
    3. Being made up of light that is non-matter, there is no way the beams could be frozen in place, burned away and such. However, the use of shields against the shower can still be done.

    Weaknesses:

    1. The spell has a limit of the distance in which it will continue homing towards the target, meaning if the target steps out of that set parameter, the circular runes will stop moving towards the target, resulting in failure of dealing damage on said target.
    2. The spell cannot leave any effect when shields ranked higher than C-rank is used to defend one against it.
    3. Due to the fact that the bottom rune only appears on the same surface where the caster sets his/her legs on, and also the fact that the top circular rune appears 3 meters above the bottom one makes it futile for the spell to be used when the target is airborne and is above 3 meters from the ground.
    4. The spell has a cooldown of 5 posts.

    Name: Raza Lovitura
    Rank: C
    Type: Light, Offensive
    Description:


    When casted, a circular rune with a diameter of 2 meters will appear vertically facing the direction where the caster’s hand is put towards, making the hand the midpoint of the circle. After appearing, a ray with a diameter of 2 m will be shot from the rune, travelling as fast as 30 km/h in a maximum reach of 30 m away from the caster. The beam will explode whether upon reaching the distance limit or upon contact, affecting a range with diameter of 5 m with explosion. The explosion will cause second degree burns, several minor bruises and a crater. One shot of this ray and it could destroy both D and C-ranked shields. The total ranked damage of the beam plus the following explosion would cause one and a half of a C-rank damage.

    Strengths:

    1. The ray attack is one of the many ways to of course, create distractions or to deal severe damage on the opponent to provide difficulty in movement for the target.
    2. The ray attack can be very useful against all three short, mid and long ranged combatants.
    3. The explosion also affect the fixed area around the contact point, making hitting several targets with one shot easier.

    Weaknesses:

    1. As stated, the explosion also affect a range of area around the contact point, which at one point making it a disadvantage for the caster. This is, when the target is too close with the caster, it might not be wise to use the spell for the explosion can also hurt the caster him/herself.
    2. The ray travels in a straight line, which makes it very easy to dodge for the target.
    3. The ray and its explosion will not be able to leave any effect on shields ranked B-rank and higher.
    4. The spell has a cooldown of 5 posts.


    Last edited by Dragofox on 16th December 2014, 3:40 pm; edited 2 times in total


    _____________________________________________________________________________________

    Magia Lumina (DONE) KFGWJhK
    Aria Beleren
    Aria Beleren

    Cosmic Soul


    Cosmic Soul

    Administrator- Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- S-Rank- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Christmas Event Winner- Hero- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
    Position : None
    Posts : 1840
    Dungeon Tokens : 0
    Age : 36
    Mentor : Memnarch
    Experience : 0

    Character Sheet
    First Skill: Tergiversation Arts
    Second Skill:
    Third Skill:

    Rejected Re: Magia Lumina (DONE)

    Post by Aria Beleren 16th December 2014, 9:28 am

    Please change the radiuses to areas. Other wise you're going to power play this magic.

    Lower straja's threshold toilet two d ranks or one c rank. This is a d rank barrier like spell and will be treated as such.

    Your sword is a spell not a weapon. So if it is hit by a two c rank spells it is going to break. Change that


    This is all I can get to at the moment.


    _____________________________________________________________________________________

    Themes:
    Dragofox
    Dragofox

    Quality Badge Level 1- Rising Star- Veteran Level 1- Senior [500]- 1 Year Anniversary- Player 
    Lineage : Eagle Vision
    Position : None
    Posts : 920
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Mentor : Minato Namikaze
    Experience : 150

    Character Sheet
    First Skill: Flame Of Executioner
    Second Skill:
    Third Skill:

    Rejected Re: Magia Lumina (DONE)

    Post by Dragofox 16th December 2014, 3:39 pm

    edited bump!


    _____________________________________________________________________________________

    Magia Lumina (DONE) KFGWJhK
    Aria Beleren
    Aria Beleren

    Cosmic Soul


    Cosmic Soul

    Administrator- Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- S-Rank- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Christmas Event Winner- Hero- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
    Position : None
    Posts : 1840
    Dungeon Tokens : 0
    Age : 36
    Mentor : Memnarch
    Experience : 0

    Character Sheet
    First Skill: Tergiversation Arts
    Second Skill:
    Third Skill:

    Rejected Re: Magia Lumina (DONE)

    Post by Aria Beleren 16th December 2014, 10:20 pm

    Magia Lumina (DONE) Diameter,%2Bradius,%2Bcircumference

    So let's do some basic math before I start on this so that I can tell you what exactly I am reading here with the "radius and diameter."

    The math is simple, if you are saying "diameter" you are not specifying if your spell is in a straight line. If it is a "circle type spell", then you will be graded with the following formula:

    2/diameter = "radius"
    r^2xπ = "area"

    so when you say diameter you are confusing me. Spells at D rank that have a 2 to 3 meter diameter at D rank are acceptable because that's around 12 to 15 meters in area.

    Now if your spells go in a "straight line" SAY IT GOES IN A STRAIGHT LINE.

    now let's grade.

    Dragofox wrote:
    Magic

    Primary Magic: Magia Lumina
    Secondary Magic: N/A yet
    Caster or Holder: Caster
    Description:

    Magia Lumina, or Light Magic, is a form of magic that enables the caster to cast light utilizing spells. While the magic itself bestows light characteristics upon the caster, it also has a wide variety of spells, ranging from defensive spells to brutal offensive spells.

    As stated, such a magic gives the caster light characteristics to benefit him/her with. Whilst there are defensive spells that either reduce or completely shield the caster from damage, there are also manoeuvre spells that involves the enhancement of travel speeds and also offensive spells that involves the blast of beams of light.

    Aura Type:

    N/A yet

    Strengths:

    1. Using a form of Light magic, the caster will have a 20% resistance against light magic of the same rank as the caster him/herself. Drop this to 15
    2. Given that some of the spells of this magic enhances the caster’s manoeuvre (maneuvering or taking) skills, this will then give the caster the upper hand when fighting using the said skill in battles.
    3. Known to be superior than that of a dark-based magic, this magic works best when used in situations in which any form of darkness is involved due to the earlier fact.

    Weaknesses:

    1. Despite the fact that the spells of this magic travels in a straight line, the opponent can still use the spells for his/her own benefits, the simplest example being redirecting the spell back to its caster by means of reflection and such.
    2. Light, other than travelling in a straight line, it is also noted that light cannot pass through opaque objects, meaning the magic does not supply the caster with spells or abilities that enables him/her to pass through walls. Meaning, the caster or the spell itself can be trapped in a box or such. This, however, does not imply to glass, windows and such as light can pass through such object. When you say "opaque" I don't think of windows, you can remove this if you want.
    3. Like how most magic would, this magic is one that knows no allies nor enemies. It hits literally everyone which it could land its damage on, making it hazardous for any reckless usage.

    Lineage:  

    Eagle Vision

    Unique Abilities:

    1. Luminescenta

    When in dark places, the caster’s body will emit light from his/her body, making her glow like a firefly. The light, however, is only enough for the caster to see 2 m diameter, and the radiated light only works as a torch that enlightens the caster’s way when in dark places only.

    2. Fizic de Lumina

          This ability is one that turns the caster’s body to that of light, meaning that the caster’s body is impervious to physical attacks of the caster’s rank. This means that physical means of damaging the caster’s body is futile, and the only way such means would work is to imbue the physical attacks with magic, or to just simply use spells to hurt the caster. When hit physically by an attack of the same rank of the caster, the attacking object may just pass through the caster’s body, for an instance, a thrown rock will just pass through the caster’s body rather than landing on it and leave damage.

    Alright so this is what I'm going to offer you, since these "elemental bodies" are getting out of hand. Here are the guide lines you're going to follow to have this ability:
    1. You take on all of the weaknesses of light. Meaning that if an object just as big as your actual height hits you. You're no longer light you're back to your physical form. Also if you are "redirected using a mirror" you are out of control until you cancel that ability. Meaning you shoot in that direction until you turn the ability off. However the mirror has to be as big as your character.
    2. Elemental bodies take on an immense amount of concentration since you are human. Meaning that every post at your rank you must pay 5% MP to keep this form going.
    3. Since you are "intangible" it will cost MP to reform your body as you are concentrating your magic in this stage. So if you are to lose an arm in this form, it will cost you 10% mp to reattach that arm. IF you are "beheaded" it's an extra 30% mp to reattach your body.
    4. When taken out of this form, you are not use it for 10 posts.
    5. If it's a character developmental, social thread, and not a job or pvp related thread you may cancel all rules. However this is supposed to be a "spell" for many mages, but since you are dedicated to an element at it's rawest and purest, like Juvia, you must follow these guidelines. Or this is a definite no. No negotiations.


    3. Avant de Lumina

     This ability is one that enables flight for the caster. This is due to the characteristics of light that it does not need a flat surface to travel. However, the caster can still be pulled down to the ground by the use of magical means, for instance, any type of gravitational magic. The initial magnitude of the flight speed, the flight’s maximum height and the maximum distance of the flight starts off with 15 km/h, 20 m and 10 m diameter. The values will then be added with 5 points at C-rank, 10 points at B, 5 at A, 15 at S and another 10 at H. You... Will not be going in a 10m diameter.  You're going in a 78.5 meter area. You are to go in a 10 meter AREA.

    Name: Flash de Lumina
    Rank: D
    Type: Light, Supportive
    Description:

    The caster snaps his/her fingers, at the same time a flash of light will strike the field, blinding the target. The flash of light will affect 15 m diameter and the blind will take effect on the next one post of the affected target. Whilst blinded, aiming would be futile for the target, which leaves the target with the only option of moving in a random pattern while blinded. NOT DIAMETER... Area!

    Strengths:

    1. The blinding effect would make great for a getaway initiative when such strategy is needed.
    2. The blinding effects the target’s movements thoroughly, making it hard for the target to move and hit with precise aiming, mostly making any attack attempts futile for the target while blinded.
    3. The fact that this spell can come unexpected makes it hard for the target to be able to defend him/herself from the spell whenever the caster is about to cast it.

    Weaknesses:

    1. Like how light cannot pass through an opaque object, the spell itself cannot blind those whose eyes are covered with such a material. For instance, the target can simply block his/her view with the hands to avoid getting blinded by the quick flash. Covered in your general weaknesses please take out and put something else in.
    2. The spell cannot take effects on targets higher than D-rank.
    3. The triggering body part of this spell is the fingers. This means that the target can disable the caster’s fingers in order to render the spell unusable.
    4. The spell has a cooldown of 3 posts, and blinds the target in 1 post. Not weakness it's a cooldown and duration.

    Name: Sageata De Lumina
    Rank: D
    Type: Light, Offensive
    Description:

    The caster forms a bow and a set of arrows with light, and with them he/she strikes the target with cut and burn damages. There are a total of 6 arrows, and the bow is as long as ¾ of the caster’s height. The bow can also be used to deal melee damages when needed. The arrows can be broken with a D-ranked non physical attacks each, and the bow can be broken with 2. When shot, the heated arrows each move at a speed of 15 km/h with a maximum range of 25 m diameter before disintegrating. If hit, the arrows may cause minor cuts and minor burns on the target. The bow may cause minor bruises if used to hit the target by melee means. Each of the arrows can cause half a D-rank damage. The arrows go in a straight line. Not a circle. so it's a 25 meter "range."

    Strengths:

    1. Other than the arrows, the bow itself can be used to inflict damage upon the opponent, thus not making the arrows the only thing that keeps the spell functional. I can understand if this is a "cross bow." If it's a regular bow and arrow you will need to specify the looks of the bow to include using it as a "close range weapon."  Other wise you get "Legolas."
    2. The arrows cannot be deflected or redirected by any physical means, just like how one cannot touch light
    3. The cuts and burns left by the arrows may cause difficulty in movements for the target. Burn damage goes to D rank and it's just regular cutting damage above.

    Weaknesses:

    1. The arrows cannot hurt any mages C-ranked and above. Wrong, it can cut a mage and cause a half d rank worth of damage. The burning damage goes to the other half.
    2. The arrows move in a straight line due to being formed from light, therefore they are mostly predictable and can be easily avoided from. Then why do you have a diameter on it?
    3. It would be a waste to use this spell when battling a long ranged opponent, as it would leave no damage to such an opponent. This is really not a weakness. It should be: It would be a waste to use this spell when battling an opponent outside of the range of the weapon, as the arrows would disintegrate.
    4. The bow and arrows last 3 posts maximum, cooldown 4 posts. Not a weakness this is a cooldown.

    Name: Sfera de Lumina
    Rank: D
    Type: Light, Offensive
    Description:

    The caster forms a sphere of light per each post during which the spell is activated, and when the number of spheres reaches the spell’s maximum of five, the caster can release them towards the target, which the spheres will home to. The spheres will explode both upon contact and upon travelling to its maximum reach, which would be 15 m diameter maximum. (Please word this correctly I do not know what you're talking about. Please refer to my initial statement at the beginning of the post.) The spheres each will leave minor burns and minor bruises if hit and explode. The speed in which each of the balls travels is 20 km/h. The diameter in which the explosion of the spheres affect will be 4 m (Please refer to the first statement. Explosion area should be 4 meters). The total ranked damage for each of the spheres and their respective explosions would be D-rank per set of sphere and explosion. No. it is 1/5th D rank.

    Strengths:

    1. Stacking the number of the spheres to the spell’s maximum is not mandatory; the caster can release the balls whenever he/she would want and need to regardless of the number of the spheres already formed by that particular time.
    2. It is a spell that gives the caster chances to deal damage to the opponent without having to try too hard for such a chance.
    3. Unlike light, the spheres does not move in a straight line, rather, they move in the direction where the homed target moves to, which makes them harder to evade. Homing... you said nothing in your description about homing. Homing needs maximum range of 10 meters. On top of that homing is rather hard to decide if it works or not. So you're going to need to pay an extra mp if you're going to make this homing.

    Weaknesses:

    1. Whilst it takes 3 of the spheres to break a D-rank shield, it takes all 5 of them to break a C-rank shield. Nope 1/5th D rank damage. This weakness is out.
    2. The spheres can only leave minor bruises on a C-rank, that is, only if all 5 of them hit such ranked target. The spell cannot hurt a B-rank and above mage. Take this out. Spells cause damage regardless.
    3. The spheres cannot be deflected, but the fact that they explode upon contact makes it easier for the target to devise a plan to get away from them. For example, throwing a rock towards a sphere to make it explode upon contact with the rock instead of contact with the target him/herself.
    You will need to add in the fact that you can't use any other spells during the duration of this spell.
    4. The spell lasts 6 posts maximum, cooldown 7 posts. This is not a weakness it's a duration.

    Name: Straja de Lumina
    Rank: D
    Type: Light, Defensive
    Description:

    The caster puts his/her hand forward, which from the hand will a circular magic rune appear. From the rune will then a pentagon shaped shield emerge, shielding the caster from any incoming attacks. The shield itself takes 2 D-rank or 1 C-rank damage to break, and that it can stay on the field for a set period of time before disintegrating. The shield can only be used once for a melee hit to the opponent, but it will break if used for such intention. Additionally, the shield can be used to throw like a boomerang to hit a target. It will move in the direction where it was thrown to for 6 m before swaying back to the caster. But if it hits the target during the travel, it will break the moment it hits the target.

    Strengths:

    1. The shield can be used to defend or reduce the total damage taken by the caster from any incoming attacks.
    2. The spell can stay on the field for a set period of time as long as it does not hit its maximum amount of damage it can take, making it a good momentary means of defending.
    3. The fact that the shield can be used like a boomerang makes it a nice mean(s) of getting away from the opponent or creating a diversion whilst the caster devises a plan.
    You need to state that this does a D rank's worth of damage.

    Weaknesses:

    1. The shield breaks after used once to hit the target by melee means, which makes it very wasteful to be used for such an intention unless when forced to.
    2. The shield cannot withstand attacks B-ranked and above.
    3. The shield, if thrown like a boomerang like how it can be treated like, gives the caster a risk of getting hit by his/her own shield. This is because the target may somehow catch the shield without making it break, then throw it back to the caster for a reverse hit.
    4. The shield can withstand 3 D-rank and 1 C-rank attack maximum, and will last in the field for 3 posts. Cooldown of 4 posts. 2 D rank dude. No more. No less.

    Name: Falcata de Lumina
    Rank: C
    Type: Light,  Offensive
    Description:

    When casted, a magical rune will appear on the user’s arm, from which a blade made up of concentrated light will emerge. Said blade will protrude from the caster’s arm, and to put it easy it would look like as if the caster’s hand from elbow down the middle finger’s tip is replaced with a blade of light. The blade will have the length of 2 metres, and one swing from it could cause both cuts as deep as 5 cm, and first degree burns.
    Additionally, the blade can also take the form of a twin blade, meaning blades will protrude from the caster’s two hands. But this is, of course, at the cost of dividing all the characteristics of a single blade from this spell equally amongst the twin blades. For example, the 2 m length of a single blade of this spell will be divided into 1 m respectively amongst the two twin blades from this spell. The same goes to other values of the blade. 1 slash from the blade is equal to a D-rank damage, and the twin blade will split the damage into half of a D-rank damage.

    Strengths:

    1. Besides causing only cuts, the blade can also cause burns, making the spell one of the most useful to use when in attempt of gaining the upper hand in battles. Too obvious. Give me more.
    2. The spell is one of the ways for the magic to help the caster when engaged in short ranged battles.
    3. Two swings of this sword can break a D-rank shield, whilst 4 is needed to break a C-rank shield. It can also cut through a D-rank offensive spell at the cost of three quarter of the maximum hit points of the blade itself. The last part makes no sense. You cut a spell in half it's going to go around you. Your threshold for this spell is 2 c ranks to take it out. Meaning that the D rank spell itself would leave you with 3/4ths of a c rank left.

    Weaknesses:

    1. The spell, as stated, is only good for short ranged battles. It becomes utterly useless when used against opponents that fight in a long or mid ranged battles.
    2. The blade has a hit limit, which would be 10. After 10 hits or clashes, the blade will break, rendering the spell useless for the turn. 10 what? physical hits? If that's the case put that there.
    3. The swords can only take 2 C-rank damages before they break. No twins can only take one.
    4. The spell lasts for 8 posts, cooldown for 9 posts. The limit of the hit point of the blade will be 10, and will break if used to attack for 16 times. 1. This is not a weakness. 2 the hit limit needs to be dropped or worded to: if used to attack 10 times the spell goes on cool down. Drop the duration to 5 posts giving you a chance to get 2 hits per posts. cool down is fine.

    Name: Grindina de Lumina
    Rank: C
    Type: Light, Offensive
    Description:

    Upon casting, two circular rune will appear on the ground, right where the target stands and the other will appear 3 meters above the bottom rune, where their midpoints becomes parallel. The runes will home the target, meaning that wherever the target runs off to, the runes follow. The runes will also make sure that the target stands right on its middle point. The maximum reach of the runes will be 20 m diameter around the caster, and the circular magic runes themselves will has a 5 m diameter. Do your math. 20 meter area, 3 meter diameter. When homing, the maximum speed in which the circular runes can catch up to would be 20 km/h. It is also noted that the bottom circular rune can only appear on the same surface where the caster’s own legs stands. For instance, the bottom circular rune will appear on the same flat ground the caster’s legs are stepping on.  What are you saying here? Word this better.

    When appearing, the circular runes will call upon showers of short, thin beams of light that takes the form of raindrops. There will be exactly 30 of the light beams that will cover the 5(3) m diameter, and each of them travels at the speed of 25 km/h. Hits from the beams may cause minor burns per each drop. 15 is needed to break a D-rank shield, all 30 to break a C-rank shield.

    Additionally, 10 of the light beams is equal to half C-rank damage. 15 = 1/2 c rank = 1 D rank.

    Strengths:

    1. This is a spell that directs multiple hits in one cast, making it useful for both dealing damage to the opponent and creating openings for planned attacks.
    2. Due to how it works, the spell can also be used to suppress the target’s movements.
    3. Being made up of light that is non-matter, there is no way the beams could be frozen in place, burned away and such. However, the use of shields against the shower can still be done.

    Weaknesses:

    1. The spell has a limit of the distance in which it will continue homing towards the target, meaning if the target steps out of that set parameter, the circular runes will stop moving towards the target, resulting in failure of dealing damage on said target.
    2. The spell cannot leave any effect when shields ranked higher than C-rank is used to defend one against it.
    3. Due to the fact that the bottom rune only appears on the same surface where the caster sets his/her legs on, and also the fact that the top circular rune appears 3 meters above the bottom one makes it futile for the spell to be used when the target is airborne and is above 3 meters from the ground.
    4. The spell has a cooldown of 5 posts. Not a weakness
    you're not taking into account speed buffs or rank of the person you're chasing here.

    Name: Raza Lovitura
    Rank: C
    Type: Light, Offensive
    Description:


    When casted, a circular rune with a diameter of 2 meters will appear vertically facing the direction where the caster’s hand is put towards, making the hand the midpoint of the circle. After appearing, a ray with a diameter of 2 m will be shot from the rune, travelling as fast as 30 km/h in a maximum reach of 30 m away from the caster. The beam will explode whether upon reaching the distance limit or upon contact, affecting a range with diameter of 5 m with explosion. The explosion will cause second degree burns, several minor bruises and a crater. One shot of this ray and it could destroy both D and C-ranked shields. The total ranked damage of the beam plus the following explosion would cause one and a half of a C-rank damage. If you want to destroy C ranked shields you need a charge of 1 post.

    Strengths:

    1. The ray attack is one of the many ways to of course, create distractions or to deal severe damage on the opponent to provide difficulty in movement for the target.
    2. The ray attack can be very useful against all three short, mid and long ranged combatants.
    3. The explosion also affect the fixed area around the contact point, making hitting several targets with one shot easier.

    Weaknesses:

    1. As stated, the explosion also affect a range of area around the contact point, which at one point making it a disadvantage for the caster. This is, when the target is too close with the caster, it might not be wise to use the spell for the explosion can also hurt the caster him/herself.
    2. The ray travels in a straight line, which makes it very easy to dodge for the target.
    3. The ray and its explosion will not be able to leave any effect on shields ranked B-rank and higher. It doesn't take down B ranked shields is what you're trying to say.
    4. The spell has a cooldown of 5 posts. Not a weakness again. You will also need to insert a charge of 1 post to take down C rank spells and cause severe damage to C rank foes.
    [/b]

    Please complete these edits.

    Magia Lumina (DONE) 504fb10f-f45f-4ad6-bb34-e7bab2a0377d_zps4d0a0f7d


    _____________________________________________________________________________________

    Themes:

      Current date/time is 19th November 2024, 1:29 am