jewels
Amount: Stated on Fairy Tail's account
Goal: N/A
If you would like to donate money to the guild, please do so through the Trading Hub. Notify the GM of how much was donated either via PM or posted below.
guild spells
- Fairy Fireworks:
- Name: Fairy Fireworks
Rank: H++
MP Cost: 210 MP
Category: Offensive
Type: MT | Buff, Piercing, Drain
Damage: 474 HP
Range: 700 Meters
Speed: 1200 Mps
Duration: 25
Duration: Sacrifice 50% range & one effect for 50% more base damage.
Description:
The caster of this spell, whether it be ace or GM, will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and shining color to begin forming in the air around their arm. The Fairy Fireworks tattoo wrapped around their arm begins to glow with a pure light; and it begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point even moving around them is a struggle due to the furious wind, sparks, and energy swirling about. When the streaks of energy fully binds itself into the tattoo, there is a brief moment of complete silence as the spell's power fully merges.
The caster will then point their arm at the target and activate the spell, from which the energy bound to the tattoos will surge forth in the form of a huge, explosive volley. Thus releasing powerful sparks that soar outwards into the sky like fireworks, before raining down on it’s targets. If this attack hits a shield, barrier or armour it will pierce through at the cost of 50% of it’s base damage. Additionally any enemies hit by the spell will have their HP and MP drained by 10% for the spell’s duration. The sparks do not harm any members of Fairy Tail or allies of the guild in the area. Once activated the caster will receive a 115% buff to both spell speed and spell damage, these spells can also affect up to 24 allies of the casters choosing to give them the same buff for the remainder of the spell’s duration.- ”Fairy Fireworks”:
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- Fairy's Promise:
- Name: Fairy's Promise
Rank: H++
MP Cost: 210 MP
Category: Supportive
Type: Burst | Buff, Counter, Negation, Reflection, Teleport
Healing: 630HP
Range: 500 Meters
Speed: 400 Mps
Duration: 25
Downside: Sacrifice 50% Range and speed for 50% more base healing.
Description:
When the caster activates this spell, their guildmark will light up with various patterns, a network of multicoloured glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an immense orb of light. As they gather up this energy, the intensity of the light increases until it appears as a white mass of pure energy so bright that it is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over the spell’s range. By sending this surplus of energy out to all guild members within the area they are able to heal them significantly once per post. The caster’s thoughts on all the people they cast Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate or ally shall receive the benefit of the spell.
Once activated the caster and any allies touched by the spell will receive a healing buff of 230% for the remainder of the spell's duration. Additionally, they will have a temporary counter, reducing the effects of any debuffs by 50%. On top of this, the wielder can teleport once per post, to any point within the spell's range. Due to the intense cleansing power of the magic, once per post the user can negate a single spell of H++ or lower, granted they pay the MP cost of the spell being negated. Furthermore once per post, the caster can reflect an enemies spell back at them, granted that they pay the equivalent mana cost twice, granted the spell is H++ or lower. Any spell negated or reflected must come into contact with the magical energy of the spell (within its range) to be affected.- ”Fairy Promise”:
- Fairy Knowledge:
- Name: Fairy Knowledge
Rank: H++
MP Cost: 420 MP
Category: Defensive / Supportive
Type: Burst | Buff, Negation
Durability: 840 HP
Healing: 420HP
Range: 1,000 Meters
Speed: 800 Mps
Duration: 25
Duration: Costs double MP for 50% more base durability, Sacrifices 2x Effects for 50% more durability buff.
Description:
Fairy Tail has over time accumulated vast magical knowledge through its members and with each member it has learned more about the arcane secrets to magical power. Once cast, the user will erupt with magic energy, flowing around them like waves, this magical energy splits off, fluttering away like fairy wings, increasing in vast mass as the spell’s power gathers. It then releases a wave of pure energy over every guild member and ally so long as they are in the caster range. All those seen as being worthy enough of the knowledge of a true fairy will be able to gain the effects of this spell. However, those seen that way will only be chosen by the user themselves. Upon usage, the user raises their arm outwards in front of them. With their hand cupped, they will begin to lift up their hand from the elbow up, intensifying the glow of the mark and the marks of those around them and healing them using the caster’s magic. Allies of the guild will receive honorary branding and thus are also affected by the perks of this magic, as long as they are within the spell's range. Additionally from the caster’s hand, a surge of magical light will stretch around them, forming a giant dome of fairy light which shields them against damage. This shield will restore it’s HP at the beginning of every post. Once activated the caster and all allies within range receive a buff of 345% to their durability. Additionally, the wielder of this spell, should they come into contact with an enemies spell, are able to negate the spell once per post. Granted the spell is H++ or lower and they pay the equivalent mana cost of the spell being negated.- ”Fairy Knowledge”:
- Fairy Law:
- Name: Fairy Law
Rank: H++
MP Cost: 320 MP
Category: Offensive
Type: Burst | Buff, Piercing, Charge, Drain
Damage: (Charges for 315 per post) 1575 HP on release.
Range: 750 Meters
Speed: 1000 Mps
Duration: 5
Downside: 25% Less Range for 25% more speed. Sacrifices 1x Effect & Cost 50% more Mana for 50% more base damage.
Description:
This spell has been passed down through Fairy Tail’s Aces and Guildmasters, and now, it’s in your possession. With the blessing and pride of your predecessors, explode!
The caster of this spell holds both hands in front of their chest as the Fairy Law tattoos light up from the user’s hands. An orb manifests between the hands and lights up like a miniature sun for a brief moment, before the caster claps their hands around the orb and completely smothers it, building up pressure until the spell is ready to be cast. During this, the ground slowly shakes up, and the air around the caster is pushed away. Light surrounds the caster like a blinding halo. Once the spell is ready, the caster’s left eye reveals a golden magic circle, and in a flash, the light from between the caster’s hands expands like a blitz with the power of a nuke. The sudden explosion is harmless to other Fairy Tail Wizards as well as allies recognized as such by the caster themselves, but every enemy of Fairy Tail will be burned away by its expanding ray.
This spell will store it’s magical energy over the course of five posts, before releasing its mass power at the end of the charge. This spell’s damage can be released at an earlier post, however, it’s duration will end at the point of release and it will not be able to charge for the remainder of its potential damage in that casting. Once activated, the caster of this spell, as well as any allies hit by the spell, will receive a buff of 230% to spell damage for the remainder of the spell’s duration. Any enemies hit by this spell will receive a 10% drain to MP for the remainder of the spell’s duration, additionally, should the spell hit a shield, armour or barrier it will pierce through at the cost of 50% of its base damage.- ”Fairy Law”:
- Fairy Soul:
- Name: Fairy Soul
Rank: H++
MP Cost: 315 MP
Category: Offensive / Defensive
Type: Burst | Buff, Teleport, MP Drain
Damage: 315HP
Defense: 1260HP
Range: 500 Meters
Speed: 400 Mps
Duration: 25
Downside: 50% Less Range And Speed For 50% More Base Damage. Sacrifices 1x Effect & Cost 50% More Mana For 50% More Base Durability.
Description:
Fairy Tail has been led by many Guildmasters over the time of its existence. Each one shared the same kind of responsibility over the guild as its leading figure. This devotion to their duties and to protect the guild at all costs was like a red string running through each one’s heart - from the first Guildmaster to the last - and the string’s coating fire only intensifying with each new generation. This string bound them together at a spiritual level, and while many are not to be found or reported dead today, every Guildmaster’s soul is linked together and has manifested as a blazing, white string that can be summoned via this Guild Spell.
This string will slither out of the caster’s Guild Tattoo and hug their arms, legs, torso and heart. The string is coated in white, dazzling fire, and it carries round circles with a number embedded on them to symbolize the number of Guildmasters. It has its own life and jabs out at any enemy of Fairy Tail near the caster, and the string will also block spells and attacks by increasing its width and becoming a full-body armor. Three effects will always take place; the caster will gain a 115% Buff to both Spell Damage and Spell Durability, and the caster can choose max five allies in the spell’s range to grant this buff as well. When an enemy has been hit, they have -10% of their max MP drained per post. This also grants the caster the ability to teleport once per post max at this spell’s range.
- Fairy Strike:
- Name: Fairy Strike
Rank: H++
MP Cost: 210 MP
Category: Offensive
Type: Burst | DoT, Mobility, Buff, Debuff, Immobilization
Damage: 315HP
Range: 500 Meters
Speed: 400 Mps
Duration: 5
Downside: 50% Less Range And Speed For 50% More Base Damage.
Description:
When getting up close and personal with your greatest enemies, Fairy Tail wants to ensure the survival and safety of their guildmates. Albeit cruel but just, this spell has only the following purposes; to weaken and injure the foe as much as possible, and to ensure that the caster of this spell shall not fear any following attack from the target. Sometimes, one punch is all it takes...
The caster of this spell clenches their dominant fist, and in doing so, allows their fist to be covered in a familiar, golden light akin to many other Guild Spells of Fairy Tail. This time, however, the flickering and aggressivity of the other spells is lacking, and instead, the caster’s fist is emitting a soft contour of golden-yellow, solid light. The flickering flashes and blitz-like fashion of the other Guild Spells is replaced with a stable, intense vibration that causes the visual effect of your fist to look 3x bigger than normal. Clenching your fist even harder reduces this vibration, but its intensity only increases until you dash off to punch a deemed enemy of Fairy Tail. As you dash off, fairy wings - which look like huge, colorful mosquito wings - emerge from your back to boost you forward on your trajectory towards the enemy. While this spell is active, the caster gains a huge buff to Spell Damage by +115% due to the effectiveness of the vibrations in their fist. Upon hitting your foe with this spell, said foe will suffer damage on the initial post of being hit, and all of the built-up magic pulsating in their fist travels directly into the foe and begins injuring them from the inside, causing each of the next 4 posts to be excruciatingly painful to them (repeating, inner damage) until a total of 2.5x of the spell’s base Damage has been reached. The hit foe will also be unable to counter-attack properly after being hit, because they will suffer a Debuff to Movement Speed by -115% for the duration of the spell. The intense pain intends to lock down the motor functions of their muscles too, resulting in an Immobilization for 1 post when hit. They will have to be hit again after the initial cooldown by 1 post in order to be immobilized again.
- Fairy Cry:
- Name: Fairy Cry
Rank: H++
Requip Type: Weapon
Grade: Normal Requip
Linked Equipment: https://www.fairytail-rp.com/t37730p350-the-armory#417617 ← Strong(+) Weapon
Requip Damage: 622HP
Range: 500 Meters
Speed: 400 Mps
Duration: 25
Downside: Sacrifices 50% Range and Speed for 50% More Requip Damage.
Description: By poking their Guild Mark, the caster can summon this ancient staff and pull it directly out from their Guild Mark as if the mark served as a portal. The staff has spent most of its time buried deep under the earth of Tenrou Island, and it was formed by condensed Ethernano that has been gathered and influenced by one thousand years of pressure underground. Due to its structure, it is five times as heavy as an ordinary staff, so it can serve as a battle club if one finds the need for that. Its condensed mana leaks out of its surface constantly - a bright, golden flame that appears dazzling and pleasing to the touch for the Fairy Tail Wizard, but appears as ferocious and unforgiving as hellfire to any enemy who lays their eyes on it.- Ability:
Name: Fairy Sprite
Rank: H++
MP Cost: 210 MP
Category: Supportive
Type: Burst | DoT (Healing Over Time), Buff, HP Regen, MP Regen, Counter-Effect Debuffs
Healing: 315HP
Range: 500 Meters
Speed: 400 Mps
Duration: 5
Downside: 50% Less Range And Speed for 50% More Base Healing.
Description: By poking the ground underneath one’s feet or holding it up in the air, the golden flames that surround the staff burst out in all directions. These flames intend to surround any Fairy Tail Wizard within their range and heal up their wounds. These flames stick onto the wizards for 5 posts, healing them by 315HP per post until they’ve been healed up to 2.5x that amount at the end of the fifth post. The flames do more than just healing; while active, the caster is granted a buff to Spell Healing by +230%. Each target of this spell also gain a +10% HP Regen as well as +10% MP Regen per post for the duration. If the target(s) suffers from a debuff to one stat, then this spell also attempts to work against that negative power, thus halving said debuff.
guild pet
- Will-o'-the-Wisp - Non-Combat Pet:
Name: Will-o'-the-Wisp
Guild Name: Fairy Tail
Pet Type: Supportive
Pet Description:
Will-o'-the-Wisp are atmospheric ghost lights that are rumored to be seen by travelers at night, most often over bogs, marshes, or swamps. Legend tells that these orbs resemble flickering lantern lights and recede if they are approached, drawing travelers from safe paths. These lights are believed to be spirits of the dead, faeries, or a variety of supernatural beings that attempt to lead travelers to their demise. In the case of Fairy Tail, these Will-o'-the-Wisp are faeries, who are capable of guiding Fairy Tail members around the guild hall, taking care of items and transactions of treasures, putting magical seals on the walls and furniture to protect the belongings to the guild or simply praying for good luck to the Fairy Tail Wizards. Coming in undefined amounts, a traveler can see as many Will-o'-the-Wisp as one to a thousand, all in a single area. Only members of the guild are capable of seeing what the Will-o'-the-Wisp truly look like; otherwise, they simply appear as round orbs of light to others.
Pet Physical Appearance:
To Travelers/Outsiders:
To Fairy Tail Members:
guild supplies
- Tactical Supply Trains:
- Name: Tactical Supply Train 1
Description: This allows the player to begin any topic with 3x Smoke Balls This negates the need to constantly re-purchase them.
Name: Tactical Supply Train 2
Description: This allows the player to begin any topic with 4x Flashers. This negates the need to constantly re-purchase them.
Name: Tactical Supply Train 3
Description: This allows the player to begin any topic with 2x Shock Wave Bombs. This negates the need to constantly re-purchase them.
- Tacticals are consumed upon use
- If used in PvP the effects of Flasher and Shock Wave Bomb will only affect opponents up to 1 rank above the user
- Players may only own up to 4 Flashers at a time
- Players may only own up to 2 Shock Wave Bombs at a time
- Players may own 6 Smoke Balls
- Explosive Lacrima Supply Trains:
- Name: Explosive Lacrima Supply Train
Description: After purchasing this, the player will receive a constant supply of Explosive Lacrima. S/he will begin each thread with a full stock (6) Explosive Lacrima that deals damage equal to their rank. If the player is D Rank, they will be supplied with C Rank Explosive Lacrima. This bundle does not supply the player with Charges, and the power of the Explosives supplied caps out at "Powerful Explosive Lacrima," which deals A Rank damage.
Name: Explosive Charge Supply Train
Description: After purchasing this, the player will receive a constant supply of Explosive Charge Lacrima. S/he will begin each thread with a full stock (2) Explosive Charge Lacrima that deals damage equal to 1.5x their rank. If the player is D Rank, they will be supplied with C Rank Explosive Charge Lacrima. This bundle does not supply the player with Charges, and the power of the Explosives supplied caps out at "Powerful Explosive Charge Lacrima," which deals A Rank damage.
Name: Variable Upgrade
Description: Explosive Lacrima, and Explosive Charge Lacrima Supply Trains you purchase will all become a Variable Explosive Lacrima or Variable Explosive Charge Lacrima. What this means is, each Explosive you use will have a knob that you can turn to select the element of the explosion it causes. Available Elements are: Non-Elemental, Light, Dark, Lightning, Fire, Ice, Water, and Sky, each having a different side effect. Explosives from the "Supply Train" are also upgraded to Variable Explosion Lacrima, or Variable Explosion Charge Lacrima depending on which the player owns. If the player owns both, the upgrade applies to both.
- Players may not own more than 6 total non-charges, and no more than 2 charged at one time.Element Effect Non-Elemental The basic lacrima setting Light Prevents respawning of dark creatures,
also heals the user for 5% of their max HPDark Prevents respawning of light creatures, also
deals +20 damage upon exploding to those
caught in the explosionLightning Arcs outward with a chain lightning effect and goes an extra 10 meters. Harder to dodge due to speed of lightning. Fire Deals an additional 10HP damage per post
for 5 posts. This cannot occur under water.Ice Chills the skin of the opponent and causes
them to take move 25% slower. Does not work on fire element
opponents.Water Has a chance to knock back affected opponents. Sky Negates speed buffs and alternate forms of transportation. All affected may only walk for the next two posts.
- Mana Crystal Supply Train:
- Name: Mana Crystal Supply Train
Description: Players who purchase this will automatically be restocked with Mana Crystals (5x) at the start of each topic. The crystal the player is given is dependent on the bundle s/he purchases. Players may only own 1 Mana Crystal Supply Train. If a player wishes to upgrade their Mana Crystal Supply Train, they need only pay the difference in cost between the two.
- Mana Crystals are essentially lacrima that are pre-filled with MP
- All Mana Crystals are spherical in shape, the sizes provided are the diameter of the sphere
- Players may consume 3 mana crystals before they stop giving MP back.
guild expansions
Fairy Tail (L3: Main Building):
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