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 •

    Great Green Arc

    Alice K
    Alice K

    Player 
    Lineage : Knight of Spirits
    Position : None
    Posts : 15
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Great Green Arc   Empty Great Green Arc

    Post by Alice K 14th January 2015, 8:52 pm

    Magic

    Primary Magic: Great Green Arc
    Secondary Magic: locked until B ranking
    Caster or Holder: caster/lost
    Description: Great Green Arc is an incredibly rare and new magic that has formed through a combination of Green Magic, and Great Tree arc. The magic takes aspects of both, as well as creating new abilities unseen from its predecessors. This magic gives someone the ability to control nature itself, able to accelerator the growth of all plant based matter, even the most miniscule, as well as manipulate properties of them to suit the user's needs. The user can affect preexisting plant based matter or grow plants from their own body or around them with their mana, and can even use their magic to create new types of plants. The user can form any plant or plant based matter in an instant and manipulate any part of it, such as a tree's roots or branches, or a flower's petals. The user can manipulate the shape of plant based matter at will such as forming it into fists or whips for offense, or a shield for defense. The user is able to also use their magic to become one with nature, and meld in with any organic plant based matter around them to hide their presence from even the most gifted of sensors. This magic has great power in stopping desertification and deforestation, and can change the world and area in an instant.

    Though the magic boosts great value from forming any type of organic plant based matter, its real power comes from the earth itself, and it is closely related to that of earth based magic. A user of Great Green Arc is able to condense the power of the earth into any plant based matter around them or that they create for a number of effects. Those with this ability have shown the power to make organic plant based matter incredibly explosive, able to cause large scale and powerful explosions, such as making leafs into tiny explosive bombs, or forming roots that explode on impact. Unlike it's predecessor, great tree arc, the user is able to harness the earth's power to heal others as well, growing fruit that can heal wounds, or stop fatigue, or making leafs that will ease pain by being rubbed on a wound. The user is even able to heal themselves just by drawing power from the earth itself without the need to form organic matter first.  All of the power of the earth is at the user's fingertips, and they are able to harness it at will, and are even able to drain the magic power from huge islands.
    Strengths:

    • Mother Nature- User is able to grow any kind of plant matter on or around themselves, as well as control preexisting plant matter to grow or form into anything the user wills, and even create new kinds of plants for specific services. User is able to meld with all flora and soil, and travel through the underground roots and organic matter below the earth at speeds of 20 m/s to appear in any plant matter or soil around.

      Gift of the earth- User is able to make plants take on explosive or healing properties making them incredibly dangerous and helpful.

      Water the plants- Plants love water, and the plants formed by Great Green Arc are no different, All water magic that is less than or one rank higher than a Great Green Arc spell will be adsorbed and its power will be added to the spell.

      Plants need light- Similar to water magic, plants enjoy light and it helps them to grow. Any light magic based spell that is less than or one rank higher than to the power of a Greet Green Arc spell will be absorbed and its power will be added to the spell.

      Conquers wind- Because of the essences of earth magic in Great Green arc Wind magic is less effective causing wind spells of equal rank to be deflected.


    Weaknesses:

    • Fire- Plant matter is very combustible if a fire spell is equal to or stronger than a Great Green arc spell than it will enhance the fire and make it grow.

      Complicated and rare- Because of the complicated melding of two preexisting magics, someone with this magic can not learn a secondary magic until B rank.

      Earth Slayers- Because of the magic's earth elements, slayers that are a higher rank than the user can devour their magic if it is a spell of B ranking or lower, as it is only somewhat based on the earth elemental magic.

      collateral damage- Because of the wide range of this magic the user can find it hard to differentiate friend or for, and the range of their explosions make it difficult to use this magic while in a team.

      Limited healing- The user can only draw so much power from the earth at a time, and can only heal one person at time, to start healing another the user must stop healing someone else. This makes it unhelpful if the user is focused healing themselves.

      Poison- Poison slayers are lethal to plants, because of this all Poison based spells used by a slayer will be considered one rank higher against plants made by Great Green Arc.




    Lineage: Knight of Spirits
    Description: One of the Seven Knights of King Kuroryu, this Knight could summon ethereal spirits to aid him in battle offense. He was said to be extremely proficient with his equipment as they were powered with spirits.
    Ability: Allows the user to increase offense and defense capabilities upon activation. Acts as a passive throughout the period of activation. Activating too long will result in body paralysis. As another passive, without activation, the user is adept with using equipment.
    Usage: Upon activation of the lineage, the user gains 50% offense OR defense (never both) capabilities. However, after 5 posts one of the arms of the user will be paralyzed, after 8 posts from the initial activation, both arms will be paralyzed, and after 10 posts from the initial activation of the lineage the user will be completely paralyzed. The paralysis will last 3 posts. This lineage can only be activated once in a thread.

    Unique Abilities:
    Badger- Because of her bond with the earth Camille is able to passively sense the vibrations made around her, allowing her to sense objects, people, and any other aspects of the environment around her in a 30 meter radius. Even if there is no movement around Camille can create her own vibrations to sense to detect objects around her. This abilities give her incredibly enhanced senses, even greater than that of a slayer.  

    Atlas- Camille is able to passively absorb power from the earth to heal her own injuries, or transfer the power to someone she touches to heal theirs. This ability allows her to passively heal 5% of her health per post as long as some part of her is touching the ground. If she stands still and doesn't move she can focus and channel more of the power increasing it to 15%, though she will have a cool down of 2 posts after absorbing that much power from the earth each time she does that. Any percent over that will require a spell to heal.  

    Humbaba's Blessing- This passive ability allows Camille to manipulate all aspects of plant matter, and even cause the underground roots of trees to grow up and erupt from the ground. The user is able to cause it to grow and shrink as well as sharpen into blades, or manipulate it to entangle, trick, and attack a foe in a 40 meter diameter around her. Because she is not using a spell to do this the plants can only have d rank offenses or defenses, and will not be able to do much damage.  

    D rank Spells:

    List of Spell Fusions: None yet

    template:


    Last edited by Alice K on 18th January 2015, 8:26 pm; edited 2 times in total
    Alice K
    Alice K

    Player 
    Lineage : Knight of Spirits
    Position : None
    Posts : 15
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Great Green Arc   Empty Re: Great Green Arc

    Post by Alice K 17th January 2015, 8:44 am

    bump for completion


    _____________________________________________________________________________________

    Great Green Arc   Camille_zps767b16f6
    Hikachu
    Hikachu

    Grand Duelist


    Grand Duelist

    Administrator- Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- Legal Guild Ace- S-Rank- A-Rank- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Rainbow- 1 Year Anniversary- Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 3494
    Guild : ɢᴀʀᴏᴜ ᴋɴɪɢʜᴛs
    Cosmic Coins : 6
    Dungeon Tokens : 0
    Age : 26
    Experience : 212.5

    Character Sheet
    First Skill: ❅ ᴀʀᴄᴛɪᴄ ɴᴇᴍᴇsɪs
    Second Skill: ヽ(*≧ω≦)ノ
    Third Skill:

    Great Green Arc   Empty Re: Great Green Arc

    Post by Hikachu 18th January 2015, 3:24 am

    Hiya. Hika here. I'll be reviewing your application.
    Alice K wrote:Magic

    Primary Magic: Great Green Arc
    Secondary Magic: locked until B ranking
    Caster or Holder: caster/lost
    Description: Great Green Arc is an incredibly rare and new magic that has formed through a combination of Green Magic, and Great Tree arc. The magic takes aspects of both, as well as creating new abilities unseen from its predecessors. This magic gives someone the ability to control nature itself, able to accelerator the growth of all plant based matter, even the most miniscule, as well as manipulate properties of them to suit the user's needs. The user can affect preexisting plant based matter or grow plants from their own body or around them with their mana, and can even use their magic to create new types of plants. The user can form any plant or plant based matter in an instant and manipulate any part of it, such as a tree's roots or branches, or a flower's petals. The user can manipulate the shape of plant based matter at will such as forming it into fists or whips for offense, or a shield for defense. The user is able to also use their magic to become one with nature, and meld in with any organic plant based matter around them to hide their presence from even the most gifted of sensors. This magic has great power in stopping desertification and deforestation, and can change the world and area in an instant.

    Though the magic boosts great value from forming any type of organic plant based matter, its real power comes from the earth itself, and it is closely related to that of earth based magic. A user of Great Green Arc is able to condense the power of the earth into any plant based matter around them or that they create for a number of effects. Those with this ability have shown the power to make organic plant based matter incredibly explosive, able to cause large scale and powerful explosions, such as making leafs into tiny explosive bombs, or forming roots that explode on impact. Unlike it's predecessor, great tree arc, the user is able to harness the earth's power to heal others as well, growing fruit that can heal wounds, or stop fatigue, or making leafs that will ease pain by being rubbed on a wound. The user is even able to heal themselves just by drawing power from the earth itself without the need to form organic matter first.  All of the power of the earth is at the user's fingertips, and they are able to harness it at will, and are even able to drain the magic power from huge islands.
    Strengths:

    • Mother Nature- User is able to grow any kind of plant matter on or around themselves, as well as control preexisting plant matter to grow or form into anything the user wills, and even create new kinds of plants for specific services. User is able to meld with all flora and soil, and travel through the underground roots and organic matter below the earth at great speeds to appear in any plant matter or soil around. (Please state the speed here. I'd say about 20 m/s. Don't worry, the speed will increase as you rank up.)

      Gift of the earth- User is able to make plants take on explosive or healing properties making them incredibly dangerous and helpful.

      Water the plants- Plants love water, and the plants formed by Great Green Arc are no different, All water magic that is less than or one rank higher than a Great Green Arc spell will be adsorbed and its power will be added to the spell.

      Plants need light- Similar to water magic, plants enjoy light and it helps them to grow. Any light magic based spell that is less than or one rank higher than to the power of a Greet Green Arc spell will be absorbed and its power will be added to the spell.

      Conquers wind- Because of the essences of earth magic in Great Green arc Wind magic is less effective causing wind spells of equal rank to be deflected.


    Weaknesses:

    • Fire- Plant matter is very combustible if a fire spell is equal to or stronger than a Great Green arc spell than it will enhance the fire and make it grow.

      Complicated and rare- Because of the complicated melding of two preexisting magics, someone with this magic can not learn a secondary magic until B rank.

      Earth Slayers- Because of the magic's earth elements, slayers that are a higher rank than the user can devour their magic if it is a spell of B ranking or lower, as it is only somewhat based on the earth elemental magic.

      collateral damage- Because of the wide range of this magic the user can find it hard to differentiate friend or for, and the range of their explosions make it difficult to use this magic while in a team.

      Limited healing- The user can only draw so much power from the earth at a time, and can only heal one person at time, to start healing another the user must stop healing someone else. This makes it unhelpful if the user is focused healing themselves.

      Poison- Poison slayers are lethal to plants, because of this all Poison based spells used by a slayer will be considered one rank higher against plants made by Great Green Arc.




    Lineage: Knight of Spirits
    Description: One of the Seven Knights of King Kuroryu, this Knight could summon ethereal spirits to aid him in battle offense. He was said to be extremely proficient with his equipment as they were powered with spirits.
    Ability: Allows the user to increase offense and defense capabilities upon activation. Acts as a passive throughout the period of activation. Activating too long will result in body paralysis. As another passive, without activation, the user is adept with using equipment.
    Usage: Upon activation of the lineage, the user gains 50% offense OR defense (never both) capabilities. However, after 5 posts one of the arms of the user will be paralyzed, after 8 posts from the initial activation, both arms will be paralyzed, and after 10 posts from the initial activation of the lineage the user will be completely paralyzed. The paralysis will last 3 posts. This lineage can only be activated once in a thread.

    Unique Abilities:
    Badger- Because of her bond with the earth Camille is able to passively sense the vibrations made around her, allowing her to sense objects, people, and any other aspects of the environment around her in a 60 meter radius. Even if there is no movement around Camille can create her own vibrations to sense to detect objects around her. This abilities give her incredibly enhanced senses, even greater than that of a slayer. (60 meter radius is HUGGEEEE. I'm gonna have to ask you to reduce it down to 30 meter diameter.)

    Atlas- Camille is able to passively absorb power from the earth to heal her own injuries, or transfer the power to someone she touches to heal theirs. This ability allows her to passively heal 5% of her health per post as long as some part of her is touching the ground, though if she stands still and doesn't move she can focus and channel more of the power increasing it to 15%. Any percent over that will require a spell to heal. (You might have to state the Duration and Cooldown here. Just saying, the percentage might have to be reduced.)

    Humbaba's Blessing- This passive ability allows Camille to manipulate all aspects of plant matter, and even cause the underground roots of trees to grow up and erupt from the ground. The user is able to cause it to grow and shrink as well as sharpen into blades, or manipulate it to entangle, trick, and attack a foe in a 30 meter radius around her. Because she is not using a spell to do this the plants can only have d rank offenses or defenses, and will not be able to do much damage. (Please change the 'radius' to 'diameter'.)

    D rank Spells:

    List of Spell Fusions: None yet

    template:



    The reason why I had to change radius to diameter and decrease the numbers are bit are because it can be really OP. Just imagine having 30 meter radius. 30x2 = 60 meter diameter. And that is really really big for a D-Rank. Edits are in this colour. You're free to discuss the edits with me. Please bump after making changes.


    Last edited by Hikari Shirokawa on 19th January 2015, 6:43 am; edited 1 time in total


    _____________________________________________________________________________________


    Great Green Arc   JhB4MAf

    Profile | Magic | History | Vault

    theme | battle theme

    Alice K
    Alice K

    Player 
    Lineage : Knight of Spirits
    Position : None
    Posts : 15
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Great Green Arc   Empty Re: Great Green Arc

    Post by Alice K 18th January 2015, 8:27 pm

    Hai Thanks for checking this ^^ edited all of the ones I did not have problems with and I'll address the problems below

    Badger- edited it down to a 30 meter radius, the reasoning being the vibrations travel a long ways through the earth and great speeds as well. The range suggested was less than half of what I expected, so I thought cutting it down by half may be fair and a good compromise?

    Humbaba's Blessing- Edited it to a 40 diameter, lowering it greatly but I did not feel that it should cut to half of what I was expecting, as controlling plant matter should be an easy ability of the user, and their magic should be able to cover a wide area to use it as it is the main and basic ability of Great Green arc.

    Mayfly- Edited it's range to a 30 meter diameter, the main ability of this spell is travel and transportation and a 15 meter diameter seemed to restrictive for a travel spell.
    My other problem was with the fire and poison rewordings to destroying the spell. Since the spell affects the user, wouldn't the mean the user would be destroyed in one hit if hit by either of those while in this form?
    Also added a small boosting aspect to mayfly for another strength, I hope that isn't too strong.

    Branches- I decreased remote activation to 3 posts I hope that is enough ^^
    I also lowered the number of branches to 7 and not 5, as I felt that 5 sticks would not be enough per use of the spell as this is my character's main offense.
    I decreased firing range to 15 meters as I felt that 10 meters was too small for a projectile based technique.
    Changed the range for using organic mater to 20 meter diameter as I thought like that half of my original idea for range was too small, given that someone with this magic should find no problem forming branches and sticks from plant matter around them, as controlling and manipulating them is the basic ability of this magic.

    Spore- Gave the effects a 2 post time and cool down 3 posts.
    I also felt that 10 meters was to restrictive, as person with this magic has the ability to employ the help of plants much farther away for most other abilities.
    Lowered area of effect to 20 meters, which seems logical giving the spreading and number of the spores
    I also do not understand why someone affected by spores would only fall asleep for one post, it seems rather short for a sleeping spells, since the spores are invading the a person's body and all.
    I also increased the number of explosive spores to 30 since the power of their explosions was halved.

    fruit- Gave them a healing ability as well, so now an apple a day will in fact keep the doctors away (hopefully).
    Thank you again I hope we can address these problems easily ^^
    Hikachu
    Hikachu

    Grand Duelist


    Grand Duelist

    Administrator- Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- Legal Guild Ace- S-Rank- A-Rank- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Rainbow- 1 Year Anniversary- Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 3494
    Guild : ɢᴀʀᴏᴜ ᴋɴɪɢʜᴛs
    Cosmic Coins : 6
    Dungeon Tokens : 0
    Age : 26
    Experience : 212.5

    Character Sheet
    First Skill: ❅ ᴀʀᴄᴛɪᴄ ɴᴇᴍᴇsɪs
    Second Skill: ヽ(*≧ω≦)ノ
    Third Skill:

    Great Green Arc   Empty Re: Great Green Arc

    Post by Hikachu 21st January 2015, 3:04 pm

    Badger - 30 meter radius is too big for a D-Rank. It’s 30 x 2 = 60 meters diameter. That is just too big. I’d just say 30 meter diameter.

    Humbaba’s Blessing - This is actually supposed to be a spell and not an ability. But I can live with that. You need to decrease it to 30 meters diameter. I’ll tell you, 30 meters is already too big but I can give you that. The thing is, it damages people, no matter how small the damage is. And you need a Duration and Cooldown for this as well.

    Mayfly - 5 posts for this is impossible. The maximum Duration for a D-Rank is 3 posts. I’ll let you have 4 posts for Cooldown. And, it’s a D-Rank spell, dear. 15 meters is the max I can give to you, plus you deal extra 0.5 damage as well. The spell will be destroyed by 1 C-Rank or 2 D-Ranks, if that’s what you’re asking about.

    Branches of Humbab - You’ll only get to have the spell as either weapons (long swords) or projectiles. Not both.

    "The user can also have these branches shoot from any trees or organic matter around them in a 20 meter diameter."

    I’ll limit the branches or spikes to be shot out from your chara’s body only. Not from any organic matter around. Because that can be OP for a D-Rank spell.

    If you’re sticking with projectiles, I’ll say 10 meters. Gurl, you deal a lot of damage. You still have 0.5 extra damage to shields and 1 D-Rank explosion of 10 meters. Also, you still need 1 more strength. Cooldown has to be 4 posts. Because it grows out till 3 posts later.

    Spore of Humbaba - Effect last for 2 more posts? If it’s 2 more posts, I’ll say no. 15 meters is considerable. Nope, 2 posts is extreme. The spell makes a person sleep, which means that the person will become vulnerable and you can do anything to him/her while the person is asleep. And this sleep only works provided that the enemy gets hit with all 30 spores and it stays on the enemy for 2 posts. The maximum number of spores must only be 30 spores and mention that all those 30 spores will deal a TOTAL damage of D-Rank.

    Humbaba's Fruit - After discussing with the staff, I was told that you can't have any MP heal because using magic to heal your own magic doesn't make sense. For healing HP, you need to decrease the percentage to 5% and is capped at that.


    _____________________________________________________________________________________


    Great Green Arc   JhB4MAf

    Profile | Magic | History | Vault

    theme | battle theme


      Current date/time is 20th November 2024, 8:21 am