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    Muu's Starter Wind Spells

    Muu
    Muu

    1 Year Anniversary- Player 
    Lineage : Avatar of Ilyria
    Position : None
    Posts : 20
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 40
    Experience : 0

    Character Sheet
    First Skill: Wind
    Second Skill: None
    Third Skill:

    Muu's Starter Wind Spells Empty Muu's Starter Wind Spells

    Post by Muu 28th May 2016, 10:56 am

    Magic

    Primary Magic:  Wind
    Secondary Magic:  None, at the moment.
    Caster or Holder:  Caster
    Description:  This variation of Air Magic enables its users to generate wind, as well as to manipulate the wind around them at their will.  Wind Magic grants them high offensive power, allowing them to assault enemies in different ways:  The most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range;  They can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness.  Many of this Magic's spells seem to require special gestures which are performed with one or both hands, depending on the attack's power and magnitude.  However, users also seems capable of producing minor, yet accurate, blasts without the need of moving their hands.  Users can also employ the wind on themselves, using it to levitate and traverse over long distances, as well as to cover themselves in an armor of wind, boosting both their offense and defense.

    Strengths:

    • Earth users - Kinda self-explanatory, but guess I'll try here.  Wind is powerful against Earth because wind naturally erodes earth away, shaping it to their desire.  Other than water, how do you think so much amazingly epic stuff was formed in the world?  Wind!


    Weaknesses:

    • Fire Magic - Pretty self-explanatory here, but here goes.  To make it short, wind powers up fire, making it larger, hotter, and brighter.  Of course, on the flip-side, if there's too much wind, it will put it out.  So, basically, a double-edge sword.
    • Wind Slayers


    Lineage:

    Avatar of Ilyria -

    Spoiler:

    Unique Abilities:

    • Passive Mana Regeneration - During each Post, my Mana naturally regenerates at a rate of 2%, stacking with the default Mana regeneration of 10%.
    • Cutting - Each time one of my Wind Spells make contact, it'll cut them quite a bit, to the point that said person/people will bleed over time, taking 25% of the Spell's Damage as HP damage for 3 Posts.  However, it must be one of my Offensive-type Spells (Wind Mail doesn't count), and only one Spell at a time.  Also, after its use, I can't use this Ability again for 4 Posts.
    • Wind Control - This only applies the my own Wind Spells, and not natural wind or wind Spells used by someone else, and can only control 1 D-Rank Spell at a time.  This allows me to redirect said Wind Spell, as if like a boomerang, if it initially misses my target(s), and can control it for up to 3 posts. After I use this, however, I can't use it again for 4 Posts.


    Spells:

    Name:  Flight
    Rank:  D
    Type:  Supportive
    Duration:  3 Posts
    Cooldown:  4 Posts
    Description:  Basic Spell for those that have their Primary Magic as the Wind Element.  As common sense should tell you, it allows me to fly.  Of course, in order to do so, it requires me to completely concentrate the Wind around me to lift me up, and keep me up.  Meaning, I can't fight/protect myself while using this Spell.  Doing so would immediately end the Spell, and plummet me back towards the ground, which could possibly hurt/kill me!  I can, however, dodge while using the Spell, so that's a good thing.  Using this Spell, I can go up to 15m/49', and up to 61m/200' high.

    Strengths:

    • Allows me to fly!
    • Get a great vantage view!


    Weaknesses:

    • Can't hold the Spell for long.
    • If I lose concentration, the Spell ends immediately!
    • Can't fight/protect myself, while using the Spell.


    Name:  Storm Mail
    Rank:  D
    Type:  Supportive
    Duration:  2 Posts
    Cooldown:  4 Posts
    Description:  One of the very few defensive-styled Spells in my arsenal.  Waving my arms around in a circle in front of me (or using a weapon I happen to have), I create a swirling mass of wind around my form, creating a powerful armor. Unlike normal armor, it has no weight, allowing me to move at my normal speed, and even faster (double my running speed).  The epic thing about this is that not only does it protect me from outside attacks (up to 2 D-Rank Spells or 1 C-Rank Spell), but is also increases my own physical attack power!  When someone, or something, comes in contact with this wind armor, they're immediately deflected and the target is sent backwards from the gushing wind.  The bad things about this is that I can't maintain it for too long, as it constantly drains my energy, and anything that's super heavy or super big will bypass through it immediately, which will almost most likely knock me the f*** out.
    Strengths:

    • Gives excellent protection (25%)
    • Boosts my physical attacks (25%)
    • Doubles my running speed!
    • Blocks/Reflects small objects (up to fist-sized)


    Weaknesses:

    • Drains my energy pretty fast.
    • Doesn't last that long.
    • Large/Heavy objects can pass right through.
    • Due to speed increase, can bypass things...
    • Takes a while before I can use it again.


    Name:  Sonic Boom
    Rank:  D
    Type:  AoE
    Duration:  1 Post
    Cooldown:  2 Posts
    Description:  When used, like the name suggests, I leave behind a powerful shockwave of Magic behind me, spreading out in a twenty-foot diameter, and anyone caught in it will experience the same feeling as though their ears just popped, causing temporary deafness (only 1 Post).  However, in order for me to use this, I have to already be running for at least ten feet at full speed, and must land on my right foot.  F***ing limitations!
    Strengths:

    • Deafening effects are always good!
    • Very fast Spell and effect.


    Weaknesses:

    • Affects both my target(s) and Allies...
    • Effects don't last long.
    • Have to get a running start, before I can actually use it.


    Name:  Wind Blades
    Rank:  D
    Type:  DoT
    Duration:  1 Post
    Cooldown:  2 Posts
    Description:  One of my fave Wind Spells to use!  From the palm of my hand (either one, but only one), I fire off a large amount of wind blades towards my opponents at high speeds (up to 5; approx. 20m/s/45mph; total amount of damage of 20HP [4HP/hit]).  There's goods and bads to this, of course.  The good is that I can use this Spell with or without the need of hand motions.  This is where the bads come in.  If I use hand signals to create the Seal and Spell, it completely gives me away that I'm about to use Magic.  The good on that, however, is that the Spell is used at full power!  When using the Spell without hand motions, it allows me to completely get the drop on someone, even with the Seal showing.  The bad thing about it is that the Spell is only half as powerful. Such is the drawback to epicness...

    Strengths:

    • Only need one hand to use!
    • Very quick to use!
    • With Seal, Spell is at full power!
    • Without signals, can use without warning!


    Weaknesses:

    • Without Seal, Spell is only at half power.
    • Use of Seal/signals gives away that I'm using it.
    • Can't use back-to-back.
    • Extremely linear, making it easier to dodge.
    • Can't use both hands...


    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?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:


    Last edited by Muu on 17th June 2016, 7:34 am; edited 2 times in total


    _____________________________________________________________________________________

    Muu

    "Problem with me?  Tough!" --Muu

    Muu Stats:

    HP - 100/100
    Spell Damage - 20 HP
    MP - 10/10

    Spells Known
    avatar
    Guest
    Guest

    Muu's Starter Wind Spells Empty Re: Muu's Starter Wind Spells

    Post by Guest 9th June 2016, 6:22 pm

    Hello Muu!

    I'm Marceline Anicetus; I'm sure you're well acquainted with who I am now, so feel free to call me Marcy or Marshy for short. I'll be the one taking care of your magic application for the day, so if you have any questions or concerns, direct them toward me. Anything in this color is a requested or suggested change to your magic application. Remember, nothing is solid and may be questioned/refuted if there is something you absolutely want to keep.
    You may contact me via Skype at secret_sorrow, or you may hit me up with a private message (PM) on here.

    Sincerely,
    Marceline Anicetus (Marshy/Marcy)
    Original:
    Muu
    Muu

    1 Year Anniversary- Player 
    Lineage : Avatar of Ilyria
    Position : None
    Posts : 20
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 40
    Experience : 0

    Character Sheet
    First Skill: Wind
    Second Skill: None
    Third Skill:

    Muu's Starter Wind Spells Empty Re: Muu's Starter Wind Spells

    Post by Muu 16th June 2016, 10:34 am

    Changes made:

    Added to "Earth", under "Strength": "Kinda self-explanatory, but guess I'll try here. Wind is powerful against Earth because wind naturally erodes earth away, shaping it to their desire. Other than water, how do you think so much amazingly epic stuff was formed in the world? Wind!"

    Added to "Fire", under "Weaknesses": "Pretty self-explanatory here, but here goes. To make it short, wind powers up fire, making it larger, hotter, and brighter. Of course, on the flip-side, if there's too much wind, it will put it out. So, basically, a double-edge sword."

    Changed "Mana Regen" UA from 3% to 2%, as requested.

    Added to the "Cutting" UA: "However, it must be one of my Offensive-type Spells (Wind Mail doesn't count), and only one Spell at a time. Also, after its use, I can't use that same Spell for 3 Posts, stacking with the "Cooldown" for said Spell."

    Added "and can control it for up to 3 Posts" for the "Wind Control" UA.

    Changed all Spell "Types" to respective types, as requested.

    Added into "Flight" Spell: "Using this Spell, I can go up to 15m/49', and up to 61m/200' high."

    Edited original statement under "Storm Mail" to now look like: "and even faster (double my running speed).  The epic thing about this is that not only does it protect me from outside attacks (up to 2 D-Rank Spells or 1 C-Rank Spell), but is also increases my own physical attack power!" Also changed the %ages to "25%" for both.

    Added into "Wind Blades": "(up to 5; approx. 50m/s/112mph; total amount of damage if 20HP [4HP/hit])".

    Is there anything else that I need to edit, etc., Lady Marcy?


    _____________________________________________________________________________________

    Muu

    "Problem with me?  Tough!" --Muu

    Muu Stats:

    HP - 100/100
    Spell Damage - 20 HP
    MP - 10/10

    Spells Known
    Yuu Blitzkrieg
    Yuu Blitzkrieg

    Crash!


    Crash!

    Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Demon Slayer- Dragon Slayer- Halloween Social- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Novice [250]- 1st Place Event/Contest Winner- Cupcake Achievement- Have Onida On Your Friend's List- Have an Admin as a friend!- Player 
    Lineage : Blessed by the Fourth Wall
    Position : ASS EATER!
    Posts : 553
    Guild : Silver Wolf
    Cosmic Coins : 0
    Experience : 1425

    Character Sheet
    First Skill: Crash
    Second Skill: TBD
    Third Skill: TBD

    Muu's Starter Wind Spells Empty Re: Muu's Starter Wind Spells

    Post by Yuu Blitzkrieg 16th June 2016, 1:08 pm

    Hey there! Due to your original grader having some internet problems, ill be taking over this magic. Sorry for any inconvenience this may cause. With that said, lets get started! Any edits will be in this color.

    Muu wrote:Magic

    Primary Magic:  Wind
    Secondary Magic:  None, at the moment.
    Caster or Holder:  Caster
    Description:  This variation of Air Magic enables its users to generate wind, as well as to manipulate the wind around them at their will.  Wind Magic grants them high offensive power, allowing them to assault enemies in different ways:  The most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range;  They can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness.  Many of this Magic's spells seem to require special gestures which are performed with one or both hands, depending on the attack's power and magnitude.  However, users also seems capable of producing minor, yet accurate, blasts without the need of moving their hands.  Users can also employ the wind on themselves, using it to levitate and traverse over long distances, as well as to cover themselves in an armor of wind, boosting both their offense and defense.

    Strengths:


    • Earth users - Kinda self-explanatory, but guess I'll try here.  Wind is powerful against Earth because wind naturally erodes earth away, shaping it to their desire.  Other than water, how do you think so much amazingly epic stuff was formed in the world?  Wind!


    Weaknesses:


    • Fire Magic - Pretty self-explanatory here, but here goes.  To make it short, wind powers up fire, making it larger, hotter, and brighter.  Of course, on the flip-side, if there's too much wind, it will put it out.  So, basically, a double-edge sword.
    • Wind Slayers


    Lineage:

    Avatar of Ilyria -

    Spoiler:

    Unique Abilities:


    • Passive Mana Regeneration - During each Post, my Mana naturally regenerates at a rate of 2%, stacking with the default Mana regeneration of 10%.
    • Cutting - Each time one of my Wind Spells make contact, it'll cut them quite a bit, to the point that said person/people will bleed over time, taking 25% of the Spell's Damage as HP damage for 3 Posts.  However, it must be one of my Offensive-type Spells (Wind Mail doesn't count), and only one Spell at a time.  Also, after its use, I can't use that same Spell for 3 Posts, stacking with the "Cooldown" for said Spell. This is a rather powerful ability as, unless im reading into this wrong, it can nearly double a spell's initial damage. I think itd be better if the ability itself had a set cooldown rather than adding posts to other spell's cooldowns. A 4 post cooldown would be good.
    • Wind Control - This only applies the my own Wind Spells, and not natural wind or wind Spells used by someone else, and can only control 1 D-Rank Spell at a time.  This allows me to redirect said Wind Spell, as if like a boomerang, if it initially misses my target(s), and can control it for up to 3 posts. This needs at least a 4 post cooldown.


    Spells:

    Name:  Flight
    Rank:  D
    Type:  Supportive
    Duration:  3 Posts
    Cooldown:  4 Posts
    Description:  Basic Spell for those that have their Primary Magic as the Wind Element.  As common sense should tell you, it allows me to fly.  Of course, in order to do so, it requires me to completely concentrate the Wind around me to lift me up, and keep me up.  Meaning, I can't fight/protect myself while using this Spell.  Doing so would immediately end the Spell, and plummet me back towards the ground, which could possibly hurt/kill me!  I can, however, dodge while using the Spell, so that's a good thing.  Using this Spell, I can go up to 15m/49', and up to 61m/200' high.

    Strengths:


    • Allows me to fly!
    • Get a great vantage view!


    Weaknesses:


    • Can't hold the Spell for long.
    • If I lose concentration, the Spell ends immediately!
    • Can't fight/protect myself, while using the Spell.


    Name:  Storm Mail
    Rank:  D
    Type:  Supportive
    Duration:  2 Posts
    Cooldown:  4 Posts
    Description:  One of the very few defensive-styled Spells in my arsenal.  Waving my arms around in a circle in front of me (or using a weapon I happen to have), I create a swirling mass of wind around my form, creating a powerful armor. Unlike normal armor, it has no weight, allowing me to move at my normal speed, and even faster (double my running speed).  The epic thing about this is that not only does it protect me from outside attacks (up to 2 D-Rank Spells or 1 C-Rank Spell), but is also increases my own physical attack power!  When someone, or something, comes in contact with this wind armor, they're immediately deflected and the target is sent backwards from the gushing wind.  The bad things about this is that I can't maintain it for too long, as it constantly drains my energy, and anything that's super heavy or super big will bypass through it immediately, which will almost most likely knock me the f*** out.
    Strengths:


    • Gives excellent protection (25%)
    • Boosts my physical attacks (25%)
    • Doubles my running speed!
    • Blocks/Reflects small objects (up to fist-sized)


    Weaknesses:


    • Drains my energy pretty fast.
    • Doesn't last that long.
    • Large/Heavy objects can pass right through.
    • Due to speed increase, can bypass things...
    • Takes a while before I can use it again.


    Name:  Sonic Boom
    Rank:  D
    Type:  AoE
    Duration:  1 Post
    Cooldown:  2 Posts
    Description:  When used, like the name suggests, I leave behind a powerful shockwave of Magic behind me, spreading out in a twenty-foot diameter, and anyone caught in it will experience the same feeling as though their ears just popped, causing temporary deafness (only 1 Post).  However, in order for me to use this, I have to already be running for at least ten feet at full speed, and must land on my right foot.  F***ing limitations!
    Strengths:


    • Deafening effects are always good!
    • Very fast Spell and effect.


    Weaknesses:


    • Affects both my target(s) and Allies...
    • Effects don't last long.
    • Have to get a running start, before I can actually use it.


    Name:  Wind Blades
    Rank:  D
    Type:  DoT
    Duration:  1 Post
    Cooldown:  2 Posts
    Description:  One of my fave Wind Spells to use!  From the palm of my hand (either one, but only one), I fire off a large amount of wind blades towards my opponents at high speeds (up to 5; approx. 50m/s/112mph; total amount of damage if 20HP [4HP/hit]). The fastest speed that i could really allow is 20 m/s There's goods and bads to this, of course.  The good is that I can use this Spell with or without the need of hand motions.  This is where the bads come in.  If I use hand signals to create the Seal and Spell, it completely gives me away that I'm about to use Magic.  The good on that, however, is that the Spell is used at full power!  When using the Spell without hand motions, it allows me to completely get the drop on someone, even with the Seal showing.  The bad thing about it is that the Spell is only half as powerful. Such is the drawback to epicness...
    Strengths:


    • Only need one hand to use!
    • Very quick to use!
    • With Seal, Spell is at full power!
    • Without signals, can use without warning!


    Weaknesses:


    • Without Seal, Spell is only at half power.
    • Use of Seal/signals gives away that I'm using it.
    • Can't use back-to-back.
    • Extremely linear, making it easier to dodge.
    • Can't use both hands...


    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?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:


    _____________________________________________________________________________________

    Muu's Starter Wind Spells ZUTE2e7l_o

    Character | Magic | Bank
    Muu
    Muu

    1 Year Anniversary- Player 
    Lineage : Avatar of Ilyria
    Position : None
    Posts : 20
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 40
    Experience : 0

    Character Sheet
    First Skill: Wind
    Second Skill: None
    Third Skill:

    Muu's Starter Wind Spells Empty Re: Muu's Starter Wind Spells

    Post by Muu 17th June 2016, 7:34 am

    Thank you for taking the.... Hey, wait a minute! You're against me! O_O How do I know you're not making me do these edits to make me weaker, just so you can get an edge against me in battle?! Neinneinneinneinnein! Ok, totally kidding! XD I'm referring to the quote in your Sig, heh. My character is named Muu, so I couldn't resist. X3

    Ok, for real, though, thanks for taking the time to help me in place of Lady Marcy, Sir Kyoden.

    For the "Cutting" Ability, it doesn't actually boost the power of the Wind Spell. It merely adds the effect of making the person/people hit by the Spell to bleed for a little bit, hence the name. I did add in about not being able to use the Ability for 4 Posts, as requested, though.

    Added the 4 Post "Cooldown" for the "Wind Manipulation" UA, as requested.

    Edited the speed down to 20m/s for "Wind Blades", as requested.

    Is there anything else that I may need to edit, etc., Sir Kyoden? ^_^


    _____________________________________________________________________________________

    Muu

    "Problem with me?  Tough!" --Muu

    Muu Stats:

    HP - 100/100
    Spell Damage - 20 HP
    MP - 10/10

    Spells Known
    Yuu Blitzkrieg
    Yuu Blitzkrieg

    Crash!


    Crash!

    Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Demon Slayer- Dragon Slayer- Halloween Social- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Novice [250]- 1st Place Event/Contest Winner- Cupcake Achievement- Have Onida On Your Friend's List- Have an Admin as a friend!- Player 
    Lineage : Blessed by the Fourth Wall
    Position : ASS EATER!
    Posts : 553
    Guild : Silver Wolf
    Cosmic Coins : 0
    Experience : 1425

    Character Sheet
    First Skill: Crash
    Second Skill: TBD
    Third Skill: TBD

    Muu's Starter Wind Spells Empty Re: Muu's Starter Wind Spells

    Post by Yuu Blitzkrieg 25th June 2016, 10:42 am

    Muu's Starter Wind Spells 5oLesFq


    _____________________________________________________________________________________

    Muu's Starter Wind Spells ZUTE2e7l_o

    Character | Magic | Bank

      Current date/time is 22nd November 2024, 2:33 am