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    Vector Magic (complete)

    Jason Redaric
    Jason Redaric

    Player 
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    Vector Magic (complete) Empty Vector Magic (complete)

    Post by Jason Redaric 10th July 2015, 2:46 pm

    Magic

    Primary Magic: Vector Magic
    Secondary Magic: (NA)
    Caster or Holder: Caster
    Description: Vector Magic allows the caster to control Vectors of an object in various ways. A Vector is officially defined as

    vec·tor
    ˈvektər/Submit
    noun
    1.
    MATHEMATICS/PHYSICS
    a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another.

    but that definition is more or less a formality. A Vector is essentially an object's speed, direction, and force. Vector Magic allows the caster to fiddle with the vectors of an object, possibly by: speeding up an object, slowing down an object, redirecting an object, etc.

    Jason uses vector magic as a tool, like most other magic. Vector magic requires a deal of more calculation than some, but is not an incredibly complex thing to use so much as understand. A single spell can have many different uses, such as a shield, or cannon. Jason can use Vector magic to do something such as return an Ice wizard's construct soaring back at him in a deadly return to sender, or use it to turn pebbles at his feet into a scattershot.
    Strengths:

    • Vector Magic's main use is that it is not simply a force to be overcome. It is definite. Absolute. The very property itself. It is not something to push against or break through, it is literally changing the properties of physical objects. It cannot be beaten with brute force, brute force is it's ally. It cannot be overwhelmed, it must be solved like a puzzle. It's flaw must be found.

    • Vector magic allows the user a passive advantage. The user does not have to watch his back, because the magic protects his entire body. That is, up to it's own properties. He does not have to pay attention to where he is being attacked from. Only ensure that he defeats his opponent before he runs out of Magic Power.

    • Vector User can choose to pick things up, or do things such as touch the ground normally, etc.


    Weaknesses:

    • The main weakness of Vector Magic is that it is easily "outwitted." Vector magic creates a field of effect where it takes hold of an object and changes it's properties. These properties being: Speed, Force, and Direction. This field is very close to the user's body, a mere two inches on most spells. Say mage A is using a redirection spell. When mage B punches at mage A, he will be thrown backwards exactly the opposite direction he punched. To outsmart the spell, mage B simply pulls backwards just as he is effected by the spell, and the spell will pull him towards his opponent, successfully landing the hit! The spell was not unsuccessful, it still did it's job of redirection, just not how mage A wanted it to.

    • The second weakness is the Vector Magic's inability to redirect, or even effect, energy. This includes all forms of energy: fire, heat, light, mana. Nothing.

    • The third weakness of vector magic is it cannot be cast far away from the user. 90 percent of the time a vector spell is only effective mere inches from the caster.

    • Effects Allies.

    • Cannot effect things which are otherwordly, from a different deminsion, or should not actually exist (paradoxes, etc.)


    Abilities (help?)

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Redirection
    Rank: D
    Type: Offensive/Defensive
    Duration: Indefinitely. As long as the User can sustain.
    Cooldown: 1 post after dispell.
    Description: Vector Magic: Reversal.
    A field of magical energy surrounds the caster exactly two inches from their body. This field is invisible to the naked eye, but will likely give off a strange feeling to those sensing magical energy. The field retains the ability to control the property of direction in the vectors of an object. It's specific ability is to redirect an object in exactly the opposite way it came into contact with the feild. The speed and force of an object redirected are retained by the object exactly as they were when they touched the field. They then continue to travel with the same power they would have if they had missed.


    Strengths:  

    • The user has a very strong defense against physical attacks. For further details, see: Vector Strengths.

    • Vector User can choose to pick things up, or do things such as touch the ground normally, etc.


    • Passive effect, does not have to be commanded once cast.

      Weaknesses:
    • Effects allies.
    • Cannot effect energy based attacks.
    • Can be beaten with the same technique as stated in Vector Weaknesses.
    • Cannot effect things which are otherwordly, from a different deminsion, or should not actually exist (paradoxes, etc.)




    Name: Accelleration
    Rank: D
    Type: Offensive/Defensive
    Duration: Indefinitely. As long as the User can sustain.
    Cooldown: 1 post after dispell.
    Description: Vector Magic: Accelleration
    A field of magical energy surrounds the caster exactly two inches from their body. This field is invisible to the naked eye, but will likely give off a strange feeling to those sensing magical energy. The field retains the ability to control the property of speed. When an object encounters the field going at the user, it instantly loses it's speed. Indefinitely. An object leaving the field, however, will have it's speed accellerated four times it's original value. A rock thrown from the user's hand, reaching about 89 mph, suddenly becomes a bullet aimed at his opponent's head.

    Strengths:


    • The user has a very strong defense against physical attacks, as stated in description.

    • Vector User can choose to pick things up, or do things such as touch the ground normally, etc.


    • Passive effect, does not have to be commanded once cast.


    Weaknesses:

    • Effects allies.
    • Cannot effect energy based attacks.
    • It has a very simple weakness. When the opponent uses the punch, pull away, connect strategy as with the main vector magic weakness. It sort of, confuses the spell, creating a magic vacuum, pulling the fist (or object) towards the user.
    • Cannot effect things which are otherwordly, from a different deminsion, or should not actually exist (paradoxes, etc.)


    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?)
    Hikachu
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    Character Sheet
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    Vector Magic (complete) Empty Re: Vector Magic (complete)

    Post by Hikachu 16th July 2015, 8:15 am

    Jason Redaric wrote:Magic

    Primary Magic: Vector Magic
    Secondary Magic: (NA)
    Caster or Holder: Caster
    Description: Vector Magic allows the caster to control Vectors of an object in various ways. A Vector is officially defined as

    vec·tor
    ˈvektər/Submit
    noun
    1.
    MATHEMATICS/PHYSICS
    a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another.

    but that definition is more or less a formality. A Vector is essentially an object's speed, direction, and force. Vector Magic allows the caster to fiddle with the vectors of an object, possibly by: speeding up an object, slowing down an object, redirecting an object, etc.

    Jason uses vector magic as a tool, like most other magic. Vector magic requires a deal of more calculation than some, but is not an incredibly complex thing to use so much as understand. A single spell can have many different uses, such as a shield, or cannon. Jason can use Vector magic to do something such as return an Ice wizard's construct soaring back at him in a deadly return to sender, or use it to turn pebbles at his feet into a scattershot.
    Strengths:

    • Vector Magic's main use is that it is not simply a force to be overcome. It is definite. Absolute. The very property itself. It is not something to push against or break through, it is literally changing the properties of physical objects. It cannot be beaten with brute force, brute force is it's ally. It cannot be overwhelmed, it must be solved like a puzzle. It's flaw must be found.

    • Vector magic allows the user a passive advantage. The user does not have to watch his back, because the magic protects his entire body. That is, up to it's own properties. He does not have to pay attention to where he is being attacked from. Only ensure that he defeats his opponent before he runs out of Magic Power. (Then, how are enemies going to attack you? o-o It's as if you're immune to every attacks or entirely locked in inside a shield. You can't have every hit blocked and a shield cannot be a passive.)

    • Vector User can choose to pick things up, or do things such as touch the ground normally, etc.


    Weaknesses:

    • The main weakness of Vector Magic is that it is easily "outwitted." Vector magic creates a field of effect where it takes hold of an object and changes it's properties. These properties being: Speed, Force, and Direction. This field is very close to the user's body, a mere two inches on most spells. Say mage A is using a redirection spell. When mage B punches at mage A, he will be thrown backwards exactly the opposite direction he punched. To outsmart the spell, mage B simply pulls backwards just as he is effected by the spell, and the spell will pull him towards his opponent, successfully landing the hit! The spell was not unsuccessful, it still did it's job of redirection, just not how mage A wanted it to.

    • The second weakness is the Vector Magic's inability to redirect, or even effect, energy. This includes all forms of energy: fire, heat, light, mana. Nothing.

    • The third weakness of vector magic is it cannot be cast far away from the user. 90 percent of the time a vector spell is only effective mere inches from the caster.

    • Effects Allies.

    • Cannot effect things which are otherwordly, from a different deminsion, or should not actually exist (paradoxes, etc.)


    Abilities (help?) (You're allowed to have 3 abilities. Abilities are just like passives, for instance, it can slightly enhance your reflexes or your damage, depends on how you balance it. Just tell me if you need any help.)

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Redirection
    Rank: D
    Type: Offensive/Defensive
    Duration: Indefinitely. As long as the User can sustain. (No, this is not allowed, every spell needs to have a Duration.)
    Cooldown: 1 post after dispell.
    Description: Vector Magic: Reversal.
    A field of magical energy surrounds the caster exactly two inches from their body. This field is invisible to the naked eye, but will likely give off a strange feeling to those sensing magical energy. The field retains the ability to control the property of direction in the vectors of an object. It's specific ability is to redirect an object in exactly the opposite way it came into contact with the feild. The speed and force of an object redirected are retained by the object exactly as they were when they touched the field. They then continue to travel with the same power they would have if they had missed.


    Strengths:  

    • The user has a very strong defense against physical attacks. For further details, see: Vector Strengths.

    • Vector User can choose to pick things up, or do things such as touch the ground normally, etc.


    • Passive effect, does not have to be commanded once cast. (A shield cannot be a passive. It can be summoned but cannot be casted all the time.)

      Weaknesses:
    • Effects allies.
    • Cannot effect energy based attacks.
    • Can be beaten with the same technique as stated in Vector Weaknesses.
    • Cannot effect things which are otherwordly, from a different deminsion, or should not actually exist (paradoxes, etc.)




    Name: Accelleration
    Rank: D
    Type: Offensive/Defensive
    Duration: Indefinitely. As long as the User can sustain. (You need a Duration.)
    Cooldown: 1 post after dispell.
    Description: Vector Magic: Accelleration
    A field of magical energy surrounds the caster exactly two inches from their body. This field is invisible to the naked eye, but will likely give off a strange feeling to those sensing magical energy. The field retains the ability to control the property of speed. When an object encounters the field going at the user, it instantly loses it's speed. (An enemy cannot lose their speed completely, it can only be reduced.) Indefinitely. An object leaving the field, however, will have it's speed accellerated four times it's original value. (Too fast.) A rock thrown from the user's hand, reaching about 89 mph, suddenly becomes a bullet aimed at his opponent's head. (State the speed. FYI, you can only travel at 15 m/s for the boosted speed.)

    Strengths:  

    • The user has a very strong defense against physical attacks, as stated in description.

    • Vector User can choose to pick things up, or do things such as touch the ground normally, etc. (This doesn't make any connection with your spell description.)


    • Passive effect, does not have to be commanded once cast. (Nope.)


    Weaknesses:

    • Effects allies.
    • Cannot effect energy based attacks.
    • It has a very simple weakness. When the opponent uses the punch, pull away, connect strategy as with the main vector magic weakness. It sort of, confuses the spell, creating a magic vacuum, pulling the fist (or object) towards the user. (This doesn't make any connection with your spell description either.)
    • Cannot effect things which are otherwordly, from a different deminsion, or should not actually exist (paradoxes, etc.)


    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?)

    Edits are in RED. You are allowed to have 4 spells but if you only wish to have 2, that's fine too. Please bump when you've finished making the changes.


    _____________________________________________________________________________________


    Vector Magic (complete) JhB4MAf

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