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    Hell's Ritual

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    Hell's Ritual Empty Hell's Ritual

    Post by Guest 21st October 2015, 12:20 pm


    Hell's Ritual



    Primary Magic

    Caster Magic

    Hell's Ritual is a child of the Knight of FrostFire magic, given that it can work both with fire and ice, as well as create combinations of fire and ice (FrostFire). However, this magic works similarly to Solid Script, in which a magic circle must first be drawn in the air, followed by any symbols or words connected with the spell. This does not grant the mage the ability to simply write the name of the spell and activate it, that is not how it works. Once any of the spells are activated, it opens up a portal to Hell, which produces the effect of the spell cast. It is given the name of "Hell's Ritual" because of the significant usage of magic circles, symbols, and words, as well as the affiliation with fire and ice. The magic can also be enhanced by any demonic or hell-based power or buff, granting it farther "evilness."

    As of now, Marschal is only able to activate weak parts of the magic, meaning weak, but still quite strong, spells. He has to channel chi-based energy, as well as maintain a significant amount of focus to use the magic. Because the magic is so ritual-based, it often takes him a bit to activate one of the spells the magic has. However, the more he is able to train and concentrate his energy and focus, the quicker he will be able to activate the spells. The more he practices the spell, the stronger they will get as well, though the strength of each spell is also based on how focused and energized he is.



    Strengths

    Weaknesses




    • Stunning/dazing
    • Versatility in spells
    • Damage



    • Unpredictable
    • Uncontrollable
    • Hard to master
    • The opposite element is its weakness (i.e fire is weak to water)



    Lineage of the Knight of FrostFire

    Description: One of the Seven Knights of King Kuroryu, this Knight could use the power of fire and ice and combining it into a mysterious element "FrostFire" known as the most lethal Knight out of the Seven, he could combine his element into his weapon or enhancing his magic spells to give it properties of "FrostFire." FrostFire was said to either be so cold it burned, or so hot it froze. This Knight was eventually banned from ever using this technique, however his descendents were later found to have this rare capability.

    Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned/slowed due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 5 posts between usage of "FrostFire" effects.

    Usage: The user of this lineage can only combine "FrostFire" effects once every 5 posts.  Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for 2 posts if they are 2 or more ranks lower than the user. If the target is 1 rank lower than the user they will be stunned for 1 post, if they are equal rank or higher though they will receive a 50% speed reduction for 2 posts. If burnt, the target will receive half the user’s rank in spell damage in their next post.


    Unique Abilities



    • FrostFire Resistance:

      • The mage gains +25% resistance to fire and ice element attacks. The caster is also unaffected by extreme heat/cold due to the environment.


    • FrostFire Consumption

      • The mage is able to consume fire and ice element attacks equal to, or below, the their rank from NPCs to gain +10% strength of attacks of the element consumed for 1 post, as well as reducing resistance of that element's inverse by 10% for 1 post.



    • Healing Flame

      • The mage, given that they are not in combat, is able to use a soothing blue flame to heal themselves, or an ally, for damage equal to their rank each post for the length of two posts. This may be done three times per thread, but never during player-versus-player. It has a two post cool down when the buff wears off.





    Spells

    D Rank:


    Last edited by Marshy on 24th October 2015, 4:30 pm; edited 1 time in total
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    King Elyx

    The Vanquisher


    The Vanquisher

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- X-Rank- H-Rank- 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!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 1 Year Anniversary- Player 
    Lineage : Quatro and Stella
    Position : In bed with the harem
    Posts : 4043
    Guild : Golden Phoenix
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 1,538,536.25

    Character Sheet
    First Skill: ???
    Second Skill: ???
    Third Skill:

    Hell's Ritual Empty Re: Hell's Ritual

    Post by King Elyx 24th October 2015, 3:23 pm

    Marshy wrote:

    Hell's Ritual



    Primary Magic

    Caster Magic

    Hell's Ritual is a child of the Knight of FrostFire magic, given that it can work both with fire and ice, as well as create combinations of fire and ice (FrostFire). However, this magic works similarly to Solid Script, in which a magic circle must first be drawn in the air, followed by any symbols or words connected with the spell. This does not grant the mage the ability to simply write the name of the spell and activate it, that is not how it works. Once any of the spells are activated, it opens up a portal to Hell, which produces the effect of the spell cast. It is given the name of "Hell's Ritual" because of the significant usage of magic circles, symbols, and words, as well as the affiliation with fire and ice. The magic can also be enhanced by any demonic or hell-based power or buff, granting it farther "evilness."

    As of now, Marschal is only able to activate weak parts of the magic, meaning weak, but still quite strong, spells. He has to channel chi-based energy, as well as maintain a significant amount of focus to use the magic. Because the magic is so ritual-based, it often takes him a bit to activate one of the spells the magic has. However, the more he is able to train and concentrate his energy and focus, the quicker he will be able to activate the spells. The more he practices the spell, the stronger they will get as well, though the strength of each spell is also based on how focused and energized he is.



    Strengths

    Weaknesses




    • Stunning/dazing
    • Versatility in spells
    • Damage



    • Unpredictable
    • Uncontrollable
    • Hard to master
    • The opposite element is its weakness (i.e fire is weak to water)



    Lineage of the Knight of FrostFire

    Description: One of the Seven Knights of King Kuroryu, this Knight could use the power of fire and ice and combining it into a mysterious element "FrostFire" known as the most lethal Knight out of the Seven, he could combine his element into his weapon or enhancing his magic spells to give it properties of "FrostFire." FrostFire was said to either be so cold it burned, or so hot it froze. This Knight was eventually banned from ever using this technique, however his descendents were later found to have this rare capability.

    Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned/slowed due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 5 posts between usage of "FrostFire" effects.

    Usage: The user of this lineage can only combine "FrostFire" effects once every 5 posts.  Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for 2 posts if they are 2 or more ranks lower than the user. If the target is 1 rank lower than the user they will be stunned for 1 post, if they are equal rank or higher though they will receive a 50% speed reduction for 2 posts. If burnt, the target will receive half the user’s rank in spell damage in their next post.


    Unique Abilities



    • FrostFire Resistance:

      • The mage gains +30% Can this be lowered to 25% please? resistance to fire and ice element attacks. The caster is also unaffected by extreme heat/cold due to the environment.


    • FrostFire Consumption

      • The mage is able to consume fire and ice element attacks equal to, or below, the their rank from NPCs to gain +10% strength of attacks of the element consumed for 1 post, as well as reducing resistance of that element's inverse by 10% for 1 post.



    • Healing Flame

      • The mage, given that they are not in combat, is able to use a soothing blue flame to heal themselves, or an ally, for damage equal to their rank each post for the length of two posts. This may be done three times per thread, but never during player-versus-player. Can there be a cooldown space between each one? For example, when one wears out, how long will it take before this ability can be used again? Can't let it stack, since using it three times would result in gaining 60% of your health. ^^





    Spells

    D Rank:

    Hiya! Elyx Reiaki here! I shall be grading your magic application today. The comments above in this color belong to me. There aren't many of them, please take this into consideration. Once you have finished with edits, please bump this thread and I shall approve it. Thank you! ^^
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    Hell's Ritual Empty Re: Hell's Ritual

    Post by Guest 24th October 2015, 4:30 pm

    Bump.
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    King Elyx

    The Vanquisher


    The Vanquisher

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- X-Rank- H-Rank- 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!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 1 Year Anniversary- Player 
    Lineage : Quatro and Stella
    Position : In bed with the harem
    Posts : 4043
    Guild : Golden Phoenix
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 1,538,536.25

    Character Sheet
    First Skill: ???
    Second Skill: ???
    Third Skill:

    Hell's Ritual Empty Re: Hell's Ritual

    Post by King Elyx 24th October 2015, 4:35 pm

    Marshy wrote:

    Hell's Ritual



    Primary Magic

    Caster Magic

    Hell's Ritual is a child of the Knight of FrostFire magic, given that it can work both with fire and ice, as well as create combinations of fire and ice (FrostFire). However, this magic works similarly to Solid Script, in which a magic circle must first be drawn in the air, followed by any symbols or words connected with the spell. This does not grant the mage the ability to simply write the name of the spell and activate it, that is not how it works. Once any of the spells are activated, it opens up a portal to Hell, which produces the effect of the spell cast. It is given the name of "Hell's Ritual" because of the significant usage of magic circles, symbols, and words, as well as the affiliation with fire and ice. The magic can also be enhanced by any demonic or hell-based power or buff, granting it farther "evilness."

    As of now, Marschal is only able to activate weak parts of the magic, meaning weak, but still quite strong, spells. He has to channel chi-based energy, as well as maintain a significant amount of focus to use the magic. Because the magic is so ritual-based, it often takes him a bit to activate one of the spells the magic has. However, the more he is able to train and concentrate his energy and focus, the quicker he will be able to activate the spells. The more he practices the spell, the stronger they will get as well, though the strength of each spell is also based on how focused and energized he is.



    Strengths

    Weaknesses




    • Stunning/dazing
    • Versatility in spells
    • Damage



    • Unpredictable
    • Uncontrollable
    • Hard to master
    • The opposite element is its weakness (i.e fire is weak to water)



    Lineage of the Knight of FrostFire

    Description: One of the Seven Knights of King Kuroryu, this Knight could use the power of fire and ice and combining it into a mysterious element "FrostFire" known as the most lethal Knight out of the Seven, he could combine his element into his weapon or enhancing his magic spells to give it properties of "FrostFire." FrostFire was said to either be so cold it burned, or so hot it froze. This Knight was eventually banned from ever using this technique, however his descendents were later found to have this rare capability.

    Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned/slowed due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 5 posts between usage of "FrostFire" effects.

    Usage: The user of this lineage can only combine "FrostFire" effects once every 5 posts.  Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for 2 posts if they are 2 or more ranks lower than the user. If the target is 1 rank lower than the user they will be stunned for 1 post, if they are equal rank or higher though they will receive a 50% speed reduction for 2 posts. If burnt, the target will receive half the user’s rank in spell damage in their next post.


    Unique Abilities



    • FrostFire Resistance:

      • The mage gains +25% resistance to fire and ice element attacks. The caster is also unaffected by extreme heat/cold due to the environment.


    • FrostFire Consumption

      • The mage is able to consume fire and ice element attacks equal to, or below, the their rank from NPCs to gain +10% strength of attacks of the element consumed for 1 post, as well as reducing resistance of that element's inverse by 10% for 1 post.



    • Healing Flame

      • The mage, given that they are not in combat, is able to use a soothing blue flame to heal themselves, or an ally, for damage equal to their rank each post for the length of two posts. This may be done three times per thread, but never during player-versus-player. It has a two post cool down when the buff wears off.





    Spells

    D Rank:

    Hell's Ritual Merp%202.jpg_zpszdcapnj1

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