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    Arc of Time: Maneuver Gear Edition [WIP]

    Yori
    Yori

    1 Year Anniversary- Player 
    Lineage : Spirit Warrior
    Position : None
    Posts : 17
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    In Progress Arc of Time: Maneuver Gear Edition [WIP]

    Post by Yori 27th June 2015, 7:54 pm

    Magic

    Primary Magic: Arc of Time
    Secondary Magic:
    Caster or Holder: Caster
    Description: Arc of Time is a type of magic that manipulates the "time" of non-living/non-sentient objects. Arc of Time was specifically created to fast forward or slow down an object's "time". For example, a master of this magic could alter the growth of a tree so it could reach full-size in an instant, or slow the process down so the growth of the tree takes eons. The most well-known purpose of this magic is to manipulate other actions as long as they do not directly impact a living thing.

    Yori has mastered this magic and possibly made it better by developing a machine known as the Maneuver Gear. This machine moves weapons in Yori's arsenal by itself, though with the Arc of Time, Yori can increase the process of this machine so actions are made at an incredible pace. Yori developed this Maneuver Gear so overdrives in speed would not damage the magic, but rather take an extra toll of usage from Yori's life and magic, instead. This is just so the machine does not break as its time is manipulated. Otherwise, Yori uses this magic for the aforementioned reasons; fast-forwarding or slowing down.
    Strengths:

    • Offensive Tactics: Arc of Time comes in handy to serve as a boost for pre-existing movements. If in battle, for example, Yori could double the time of a throwing knife to increase the difficulty of the opponent dodging. That, or Yori could suddenly slow down the time of the throwing knife to run the opponent off-guard.
    • Defensive Tactics: Arc of Time can also come in handy as a great guard. In battle, for example, Yori could decrease the time of an incoming throwing knife so his possibility of evading the attack doubles.
    • Transformations: This magic works especially well on objects that can reproduce over time. For example, Yori could manipulate ice so it becomes water, or rot apples if he is that evil.

    Weaknesses:

    • Speed- Everything that Yori can affect with Arc of Time must be traceable first. Arc of Time only acts as quickly as the eye can see. For example, if an apple is thrown towards Yori at a speed too fast for Yori to even read, this magic will not affect it along the way.
    • Health- This specific version of Arc of Time fastens the pace of a pre-developed machine linked to the body via magic so it cannot be damaged if affected by Arc of Time, itself. As a result, fastening the pace of the Maneuver Gear will drain health from Yori's body, and therefore deal recoil from whatever spells he uses, if applied to the machine. This is also to spare Yori's bones from breaking in case he manipulates the speed of objects been moved by the machine while holding them.
    • Magic- Yori can only affect objects and/or magic ranked equal to or lower than his own rank. Objects and/or magic of higher rank are simply hold too much power for Yori's magic reserve to handle without causing life-threatening damage.
    • Concentrated- Yori's magic is highly concentrated, and can only affect one process at a time. If an apple is being thrown towards Yori's face and back of the head, simultaneously, unless Yori can somehow see both throws at once, only one movement can be manipulated at a time.

    Lineage: Spirit Warrior:
    Description: A legendary war hero was once severely wounded in battle, losing control of his arms and legs. His life was rough beyond belief, but his spirit remained high and strong. He awoke one day to discover he had a strange white aura around him; and that he could move his arms and legs again. He was so overcome with joy he flailed his arms about, causing parts of the aura to shoot off of him and actually cause damage to his room. He didn't know how, but his spirit somehow manifested outside of his body, allowing him to use it for walking and combat. It wasn't permanent, but he did learn to control this new ability and bring it out to his will. It’s said his descendants are the only ones known to be able to do such a thing.
    Ability: The user forces out their spirit to emanate around them in a white (or black if you’re a dark mage) aura, allowing them to manipulate it in various ways.
    Usage: Upon usage, the user loses the ability to cast any of their magic abilities. Instead, for 5 posts or until cancelled they can manipulate their spirit aura to fight their foes in a variety of ways, from simple slashes that tear up the ground to forming a heavy spiritual armour. May only be used once per thread.

    Unique Abilities:
    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Flash Forward
    Rank: D
    Type: Supplementary
    Duration: 1 post
    Cooldown: 2 posts
    Description: This allows Yori to double the time of pre-existing movements.
    Strengths:

    • Two-Sided Effect- This spell can double the speed of a pre-existing technique he launched towards the enemy, or a pre-existing technique the opponent has launched, as well.
    • Spell Time- This spell can be activated instantly if the user is standing  upright.
    • Elements- Most elements are twice as dangerous if their speed is risen. For example, if fire is doubled in speed, wind will carry along with the fire and create an uproar, most likely consisting of a new fire double the original's size, as well.

    Weaknesses:

    • Accuracy- This spell can only affect spells that are launched in a straight line as the spell is highly concentrated. If curved, the spell cannot capture the entire movement, and will therefore be unsuccessful manipulating the pre-existing movement.
    • Rank: This spell can only affect D-Ranked spells, weapons, items, buffs. This spell cannot affect living things as mentioned in the general description of the magic, itself.
    • "Field Magic": This spell cannot affect the enemy if the pre-existing movement does not affect the enemy alone, but rather a certain range surrounding the opponent.
    • Essence- This spell cannot affect spells or techniques that do not possess any elemental essence. For example, Nullification Magic, which does not contain any elements whatsoever, cannot be manipulated by this spell.


    Name: Divide
    Rank: D
    Type: Supportive
    Duration: 1 post
    Cooldown: 2 posts
    Description: This allows Yori to cut the speed of a pre-existing movement in half.
    Strengths:
    • Evasiveness- Doubles the chances of Yori being able to dodge an incoming attack
    • Activation/Resolve- Instant
    • Buffs- Stuns buffs if the opponent is close enough to the user.

    Weaknesses:
    • Extreme Speeds- Divide can only affect movements that are less than 40 MPH in speed. Any movement with a speed higher than 40 MPH cannot be affected by this spell.
    • Range- Divide only affects a field of 20 meters
    • Single-Targeting - Divide only affects a single movement. Divide cannot catch multiple movements at once.
    • Field of Vision- Divide can only affect what the user can see. Anything outside of Yori's field of vision cannot be affected by this spell.


    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

      Current date/time is 17th November 2024, 10:31 pm