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    Hoka Tatakai's Lacrima Magic

    Hoka Tatakai
    Hoka Tatakai

    1 Year Anniversary- Player 
    Lineage : Time Keeper's Curse
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    Character Sheet
    First Skill: Lacrima
    Second Skill:
    Third Skill:

    Hoka Tatakai's Lacrima Magic Empty Hoka Tatakai's Lacrima Magic

    Post by Hoka Tatakai 15th January 2013, 5:31 pm

    Primary Magic: Lacrima
    Secondary Magic:
    Caster or Holder: Holder
    Description: A form of Magic that revolves around the use of Lacrima containment balls, allowing the caster to conjure, manipulate, and control the energy/s sealed within for various purposes. Even empty Lacrima balls can be used like a gypsy fortune teller to channel energy located from place or person to perceive events or at higher levels even summon beings. Thus it focuses on the brutal cycle of creation and destruction of its core fondation, the Lacrima ball.
    Strengths:
    • Uniquely usable by those born to that of the Time Keeper's Curse Lineage.
    • Allows the user to view the past freely
    Weaknesses:
    • Magics such as those found in Re-equip's, Take-over, and even Celestrial that does not cast magic against the user per say but uses other more physical means.
    • Limited in offence and defence if there is not the propper Magic used against the user to draw off of.
    Abilities/Powers:
    • Allows the user to view the past of either a location or a person while gazing into a empty Lacrima Ball without the use of a spell.


    Name: Creation of the Lacrima
    Rank: D
    Type: Item Magic
    Description: Focusing on the palm of his/hers right hand while his left grabs onto their right wrist. The castor with then force a grey spell circle to appear written on the palm of their hand. A cloud of smoke poof from the spell circle obscuring the hand before it fades away along with the spell circle leaving behind a clear, unused, and empty Lacrima crystal ball with a six inch diameter. Lasts until the Lacrima is destroyed.
    Strengths:
    • Produces a single empty Lacrima crystal ball
    Weaknesses:
    • Has no use offensively.
    • Has no use defensively.
    • Can be interupted.
    • Cooldown: 2 user posts


    Name: Charge the Lacrima
    Rank: D
    Type: Sealing Magic
    Description: Thrusting out an empty lacrima crystal ball at a viable spell(Fire, Water, Wind, Earth, Metal, Lightning, Poison, Shadow, Light, Ice, Storm, Sound, Etc.) whether it be offensive, defensive, or supplementary the wielder will then say absorb causing a grey spell circle to appear on the ball causing it to absorb and convert a d-ranks worth of magical energy of the spell into Neutral magical energy. Once sealed and charged the Lacrima ball will become blue tinted. Stores the energy until it is used.
    Strengths:
    • Drains energy from other spells making them less effective then the would have been.
    Weaknesses:
    • Can only be used with an empty Lacrima crystal ball.
    • One Charge attempt per ball.
    • Cooldown: 3 user posts


    Name: Lacrima Recall
    Rank: D
    Type: Holder Magic
    Description: The castor gazes into the Lacrima crystal, while having two hands on it, normally holding it. The castor will then ask for someone to touch it as he focuses energy into the ball causing it to glow a white before it projects a point in the past pinpointed within a focused memory, whether it be from the person asked to touch or if there be no other person the castor then. The projection fills the room leaving the castor and who ever is touching if there is someone touching the Lacrima within to watch the recreation of the past. However only those touching the ball can see,hear,or smell what happened in that location in the past. Once the casto removes a hand from the Lacrima ball the spell ends and the Lacrima ball shatters.
    Strengths:
    • Allows the castor or other party to watch where he left his keys.
    • Great for guilt trips.
    • Not limited to the view of just what you saw but everything that was happening around you.
    Weaknesses:
    • Not suitable for combat.
    • Destroys the Lacrima ball
    • Can not interact with the past.
    • Cooldown: The rest of the Thread


    Name: Lacrima Bomb
    Rank: D
    Type: Holder Magic
    Description: After having performed Charge the Lacrima The user will focus on the blue tinted lacrima causing a white gleam to shine across the surface of the ball. The user will then get rid of the Lacrima usually tossing or rolling it at an intended target, after all it only takes one of the three activation words to set it off. "Boom", spoken from the castor for the charged Lacrima to explode with Concussive force capable of dispelling/neutralizing other D-rank spells or just knock some one off their feet with its non-damaging shock wave, however by the user saying,"Smoke." the Lacrima will explode into a thick billowy cloud of dense, lingering black smoke screen with a 15 meter diameter causing those caught within, even the user, to be unable to see even a shadow until it clears 3 posts unless acted on by a wind spell. Lastly at the word "Flash.", will cause it to explode into a brilliantly bright light capable of blinding those that see it go off for 2 posts.
    Strengths:
    • Takes no concentration after the Lacrima Bomb has been "primed" to set it off.
    • Explosive is determined by keyword making it useful in a variety of situations.
    • Allows the user to use his opponents magic energy against him.
    Weaknesses:
    • Does not provide great physical damage.
    • Destroys the Lacrima ball
    • Cooldown: 3 user post


    Last edited by Hoka Tatakai on 19th January 2013, 10:45 am; edited 12 times in total
    King Zenshin
    King Zenshin

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    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by King Zenshin 15th January 2013, 8:41 pm

    Fire Dragon Slayer magic is the only kind that allows you to set your body on fire (on not burn alive) please fix that

    Bump when edited


    _____________________________________________________________________________________



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    Character / Vincent Gauss
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    Hoka Tatakai
    Hoka Tatakai

    1 Year Anniversary- Player 
    Lineage : Time Keeper's Curse
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    Character Sheet
    First Skill: Lacrima
    Second Skill:
    Third Skill:

    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Hoka Tatakai 16th January 2013, 6:33 am

    Edited to clearafy but in none of those techniques did I set any part of my body on fire. Bump as requested.
    Rosetta Crawford
    Rosetta Crawford

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    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Rosetta Crawford 16th January 2013, 6:43 am

    Hoka Tatakai wrote: Primary Magic: Fire
    Secondary Magic:
    Caster or Holder: Caster
    Description: A form of Magic that revolves around the use of fire, allowing the caster to conjure, manipulate, and control the element for various purposes. I'd prefer if you went into more detail on this
    Strengths: Flexibility, power, and speed.Same as above
    Weaknesses: Water and wind magic, little to no defense.[color=teal]Same as above[color]
    Abilities/Powers: The caster can change the properties of this magic such as its "form", allowing it to take shape as a gas or solid element. The color of this Magic can also change, ranging from purple, red, blue and yellow. Fire Magic can also work in a similar fashion to explosives. The caster is able to conjure this element from various parts of their body or from the nearby surroundings, though it is possible for weapons to use fire as well. This is more part of your description then an ability. An ability is something passive like for a dragon slayer 'can eat fire'


    Name: Fire-Style: Burst
    Rank: D
    Type: Fire
    Description: Focusing on a body part like an elbow or a heal the user will then say burst activating the spell causing a red spell circle to appear just above that said location and a burst of fire to propelboth the circle and the limb forward. So it appears in front of the elbow and then somehow bursts itself forward without burning you? Unless you mean you punch and it appears behind the elbow to accelerate your punch...in which case you need to rephrase this heavily.
    Strengths: Increases the effectiveness of an attack by propelling the limb forward. Can redirect the user while they are in mid air.
    Weaknesses: Forces the user to be close to their opponent for it to be effective. 1 post cool down.


    Name: Fire-Style: Inferno
    Rank: D
    Type: Fire
    Description: Calling the spells name the user brings their right fist to cover there mouth bringing forth a red spell circle as they blow into their fist causing a blast of red flame to burst forth from the red spell circle. How powerful is this? What level of burns does it leave? What does it do to barriers? And armor? And weapons?
    Strengths: A basic powerful burst of flame thats sure to leave a burn, can melt ice of equal rank.
    Weaknesses: The attack moves in a straight line thus making it predictable. 2 post cool down.


    Name: Fire-Style: Phoenix
    Rank: D
    Type: Fire
    Description: Bringing his hands to the right side of his waist pinky and ring fingers curled while his other digits are touching each other. Raising his hands in unison until they are chest level and centered as the user calls out the spells name during which time a red spell circle will appear launching ten birds made out of fire that fly through the air to strike the user's opponent(s) before exploding on contact.How powerful are the explosion? How large are the birds and explosions? What level burns do they leave?
    Strengths: The ten Phoenix's are capable of avoiding or dodging obstacles to home in on their target due to the dynamic nature of the magic.
    Weaknesses: The explosive power of each of the birds is actually quite weak and at best only leaves minor burns at best individually. 3 post cool down.


    Name: Fire-Style: Furnace
    Rank: D
    Type: Fire
    Description: After calling out the spells name nothing seems to change however the users own body and clothing becomes enchanted so that to those who do touch will feel the unnatural heat that surrounds him. The temperature is so great that those who physically touch the user will get burned, Metal will heat up and can melt with prolonged exposure, wood will actually burst into flame. Needs more details. Saying 'metal' isn't really enough as many weapons have different ability and this would need more heat to heat them up. So what rank of weapon can they heat up?
    Strengths: Gives the user an upper hand in hand to hand combat and can last indefinitely.
    Weaknesses: 6 post cool down and other spells can not be active or performed while the technique is active.

    [color=teal] Please put each strength and weakness on its own line e.g.
    Strength 1
    Strength 2


    _____________________________________________________________________________________

    Hoka Tatakai's Lacrima Magic Zack2_by_gramcrackers-d8ker96

    Hoka Tatakai's Lacrima Magic Zack_by_ravenart5-d8j23c0

    Hoka Tatakai's Lacrima Magic Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Hoka Tatakai
    Hoka Tatakai

    1 Year Anniversary- Player 
    Lineage : Time Keeper's Curse
    Position : None
    Posts : 35
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    Character Sheet
    First Skill: Lacrima
    Second Skill:
    Third Skill:

    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Hoka Tatakai 18th January 2013, 8:55 am

    bump >.> <.<

    Ps: Lacrima Gluttony may look OP however I first have to Charge the Lacrima using that rank of energy to get its bonus. It is only through Gluttony that Release: Fist can be performed. Each level increase allows one more use of Release: Fist meaning Gluttony loses drastic potency with a B rank charge and onward. Since B-rank is twice C-rank, which is twice D-rank meaning I should be able to perform four Release: Fist for it to be fair however, with a B-rank charge and onward, through Gluttony I only have enough posts for three attempts with Release: Fist before vomiting, that is if I even have enough energy to try to.

    D=1 when D=D, aka 1D
    C=2 when C=D+D, aka 2D
    B=3 when B=C+C, aka 4D
    A=4 when A=B+B, aka 8D
    S=5 when S=A+A, aka 16D
    H=6 when H=S+S, aka 32D
    Rosetta Crawford
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    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Rosetta Crawford 18th January 2013, 10:35 am

    Hoka Tatakai wrote: Primary Magic: Lacrima
    Secondary Magic:
    Caster or Holder: Holder
    Description: A form of Magic that revolves around the use of Lacrima containment balls, allowing the caster to conjure, manipulate, and control the element/s sealed within for various purposes.
    Strengths:
    • Uniqueness.
    • The more powerful the spells used against the user the more effective the style becomes.
    Weaknesses:
    • Magics such as those found in Re-equip's and Take-over that does not cast magic against the user per say but uses other more physical means.
    • Limited to the Magic used against the user.
    Abilities/Powers:
    • This type of magic allows the user to mimic magic normally reserved for a dragon slayer.


    Name: Creation of the Lacrima
    Rank: D
    Type: Item Magic
    Description: Focusing on the palm of his/hers right hand while his left grabs onto their right wrist. The castor with then force a grey spell circle to appear written on the palm of their hand. A cloud of smoke poof from the spell circle obscuring the hand before it fades away along with the spell circle leaving behind a clear, unused, and empty Lacrima crystal ball with a six inch diameter.
    Strengths:
    • Produces a single empty Lacrima crystal ball
    Weaknesses:
    • Has no use offensively.
    • Has no use defensively.
    • Can be interupted.
    • Cooldown: 2 user posts


    Name: Charge the Lacrima
    Rank: D
    Type: Sealing Magic
    Description: Thrusting out an empty lacrima crystal ball at a viable spell(Fire, Water, Wind, Earth, Metal, Lightning, Poison, Shadow, Light, Ice, Storm, Sound, Etc.) whether it be offensive, defensive, or supplementary the wielder will then say absorb causing a grey spell circle to appear on the ball causing it to absorb the spell into the Lacrima ball, indifferent to the targeted spells rank however the energy to absorb must match what is being taken in. Meaning That if it is to absorb a D-ranked spell D-ranks worth of energy must be used, C-rank to C-rank, A to A, and so on and so forth. Once sealed and charged the Lacrima ball will have an emblem within marking so show what the ball contains. [color=teal] A D rank spell cannot do anything to a B rank and higher spell. It may be able to absorb part of a C. If you tried to absorb a b rank spell whilst only at D rank you'd die based on the magic drain I think. So i'm gonna hve to say no to you being able to absorb any magic at all.
    Strengths:
    • Absorbs the magic of a spell indifferent to spell rank.
    Weaknesses:
    • Can only be used with an empty Lacrima crystal ball.
    • One Spell per ball.
    • Can be heavily draining on the user.
    • Cooldown: 3 user posts


    Name: Lacrima Gluttony
    Rank: D
    Type: Holder Magic
    Description: Focusing the wielder of a Lacrima will force a black spell circle to appear in hand under the Lacrima crystal ball causing it to shrink into a small swallow-able pill like size. The castor will then swallow the "pill" allowing him to draw on the element of magic within the Lacrima ball for a duration determined by the charge of the element found within the Lacrima crystal ball. A D-ranks charge being for 3 posts, C for 5 posts, B for 7 post, A for 9 posts, S for 11, and an H-rank charge for 13. Once the duration is up the Lacrima ball starts to expand forcing the user to become sick and throw the now empty Lacrima ball back up.
    Strengths:
    • Imbues the user with the energy found within the Lacrima crystal Ball.
    • The more powerful charge found within the Lacrima Crystal the longer the spell lasts.
    • Once the "pill" is swallowed it takes up none of the users concentration.
    Weaknesses:
    • The lower the charge in the Lacrima the shorter the spell lasts.
    • Vomiting leaves caster venerable and immobile for the last post of the spells duration.
    • Cooldown: 1 user post after the spells duration.


    Name: Lacrima Power Release: Fist
    Rank: D
    Type: Holder Magic
    Description: After having performed Lacrima Gluttony The user will then use his focus his energy to synchronize with that held within the Lacrima channelling it through his body and into either on of his fists. Of course the energy found within the Lacrima ball changes the outcome of what happens to the fist. With fire, ice, metal, earth, lightning, and other energies that can, they either engulf the hand with said energy or encase it with no harm to the user. With water, wind, sound, shadow, light, and other such energies they surge forth on impact only from the fist. Poison, for instance, can be found within the wielders fingertips, so on and so forth.
    Strengths:
    • Mimics Dragon Slayer Magic.
    • Allows the user to use his opponents magic energy against him.
    Weaknesses:
    • Only focuses the energy into a single fist/hand.
    • Must be up close to use properly.
    • Lasts for but a single post.
    • Is using the magical energy that the opponent uses.
    • Cooldown: 1 user post


    I have a feeling that a lot of this won't be approved of by admins. You are basically allowing yourself to deal with much higher ranked mages at such a low level. I can possible see you being able to do stuff with C (and only slightly) and D, but not any higher whilst at D. This is a very cool magic idea and if you work on it carefully you might be able to do something.


    _____________________________________________________________________________________

    Hoka Tatakai's Lacrima Magic Zack2_by_gramcrackers-d8ker96

    Hoka Tatakai's Lacrima Magic Zack_by_ravenart5-d8j23c0

    Hoka Tatakai's Lacrima Magic Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Hoka Tatakai
    Hoka Tatakai

    1 Year Anniversary- Player 
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    Character Sheet
    First Skill: Lacrima
    Second Skill:
    Third Skill:

    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Hoka Tatakai 18th January 2013, 11:05 am

    Lowered the effectiveness of Charge the Lacrima so that it only absorbs castors current rank of energy, which in turn limits Gluttony until rank up. As it stands since I am D rank I can absorb 100 out of the 200 energy of a C rank.
    Rosetta Crawford
    Rosetta Crawford

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    Second Skill:
    Third Skill:

    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Rosetta Crawford 18th January 2013, 1:56 pm

    Hoka Tatakai wrote: Primary Magic: Lacrima
    Secondary Magic:
    Caster or Holder: Holder
    Description: A form of Magic that revolves around the use of Lacrima containment balls, allowing the caster to conjure, manipulate, and control the element/s sealed within for various purposes.
    Strengths:
    • Uniqueness.
    • the higher the rank the user the more effective the style becomes.
    Weaknesses:
    • Magics such as those found in Re-equip's and Take-over that does not cast magic against the user per say but uses other more physical means.
    • Limited to the Magic used against the user.
    Abilities/Powers:
    • This type of magic allows the user to mimic magic normally reserved for a dragon slayer.


    Name: Creation of the Lacrima
    Rank: D
    Type: Item Magic
    Description: Focusing on the palm of his/hers right hand while his left grabs onto their right wrist. The castor with then force a grey spell circle to appear written on the palm of their hand. A cloud of smoke poof from the spell circle obscuring the hand before it fades away along with the spell circle leaving behind a clear, unused, and empty Lacrima crystal ball with a six inch diameter. How long does the lacrima last without you using it for something
    Strengths:
    • Produces a single empty Lacrima crystal ball
    Weaknesses:
    • Has no use offensively.
    • Has no use defensively.
    • Can be interupted.
    • Cooldown: 2 user posts


    Name: Charge the Lacrima
    Rank: D
    Type: Sealing Magic
    Description: Thrusting out an empty lacrima crystal ball at a viable spell(Fire, Water, Wind, Earth, Metal, Lightning, Poison, Shadow, Light, Ice, Storm, Sound, Etc.) whether it be offensive, defensive, or supplementary the wielder will then say absorb causing a grey spell circle to appear on the ball causing it to absorb the spell into the Lacrima ball, however the spell can only absorb the rank amount that the user is. Meaning it can absorb higher ranked spells but only the amount of the level the castor is currently at. Once sealed and charged the Lacrima ball will have an emblem within marking so show what the ball contains. How long can it keep the charge
    Strengths:
    • Absorbs the energy of a spell equal to the rank of the user regardless of the rank of the spell.
    Nope. Not gonna happen. Spells abilities are determined by YOUR rank and Your spell rank. You'd have to upgrade this to C to be able to absorb the full C rank. Weaknesses:
    • Can only be used with an empty Lacrima crystal ball.
    • One Spell per ball.
    • Cooldown: 3 user posts


    Name: Lacrima Gluttony
    Rank: D
    Type: Holder Magic
    Description: Focusing the wielder of a Lacrima will force a black spell circle to appear in hand under the Lacrima crystal ball causing it to shrink into a small swallow-able pill like size. The castor will then swallow the "pill" allowing him to draw on the element of magic within the Lacrima ball for a duration determined by the charge of the element found within the Lacrima crystal ball. A D-ranks charge being for 3 posts, C for 5 posts, B for 7 post, A for 9 posts, S for 11, and an H-rank charge for 13. Once the duration is up the Lacrima ball starts to expand forcing the user to become sick and throw the now empty Lacrima ball back up. Hmmm...I think you'd need to upgrade this each time to absorb more stuff. So in order to fully utilise C rank energy you'd need to have this spell at C rank.
    Strengths:
    • Imbues the user with the energy found within the Lacrima crystal Ball.
    • The more powerful charge found within the Lacrima Crystal the longer the spell lasts.
    • Once the "pill" is swallowed it takes up none of the users concentration.
    Weaknesses:
    • The lower the charge in the Lacrima the shorter the spell lasts.
    • Vomiting leaves caster venerable and immobile for the last post of the spells duration.
    • Cooldown: 1 user post after the spells duration.


    Name: Lacrima Power Release: Fist
    Rank: D
    Type: Holder Magic
    Description: After having performed Lacrima Gluttony The user will then use his focus his energy to synchronize with that held within the Lacrima channelling it through his body and into either on of his fists. Of course the energy found within the Lacrima ball changes the outcome of what happens to the fist. With fire, ice, metal, earth, lightning, and other energies that can, they either engulf the hand with said energy or encase it with no harm to the user. With water, wind, sound, shadow, light, and other such energies they surge forth on impact only from the fist. Poison, for instance, can be found within the wielders fingertips, so on and so forth.
    Strengths:
    • Mimics Dragon Slayer Magic.
    • Allows the user to use his opponents magic energy against him.
    Weaknesses:
    • Only focuses the energy into a single fist/hand.
    • Must be up close to use properly.
    • Lasts for but a single post.
    • Is using the magical energy that the opponent uses.
    • Cooldown: 1 user post


    _____________________________________________________________________________________

    Hoka Tatakai's Lacrima Magic Zack2_by_gramcrackers-d8ker96

    Hoka Tatakai's Lacrima Magic Zack_by_ravenart5-d8j23c0

    Hoka Tatakai's Lacrima Magic Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
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    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by NightDrivenEn7 18th January 2013, 2:10 pm

    I want a better description of your magic. Granted this is a bit unique, but you do need to be very detailed with it...I do not know why everyone bypasses the main description sense it defines the rest of the magic app.

    Also, for each element you are able to use, it gives you too much variety at an early stage, so I suggest you make your spells on a specific type of element so that you can not just randomly pull an element out of your hat. Every element has a specific power boost and con to it, which is why being able to use any and not define them makes this too over powered.


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    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Rosetta Crawford 19th January 2013, 4:27 am

    Just noticed part of this allows you to mimic dragon slayer. That can't be allowed because eventually you could become a multi slayer. So...remove that please. There will no mimicry of dragon slayer magic via lacrima unless you buy a slayer lacrima for secondary/primary


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    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Hoka Tatakai 19th January 2013, 9:55 am

    Fixed and bumb.
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    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Soleice-kun 19th January 2013, 10:07 am

    Hoka Tatakai wrote: Primary Magic: Lacrima
    Secondary Magic:
    Caster or Holder: Holder
    Description: A form of Magic that revolves around the use of Lacrima containment balls, allowing the caster to conjure, manipulate, and control the energy/s sealed within for various purposes. Even empty Lacrima balls can be used like a gypsy fortune teller to channel energy located from place or person to perceive events or at higher levels even summon beings. Thus it focuses on the brutal cycle of creation and destruction of its core fondation, the Lacrima ball.
    Strengths:
    • Uniquely usable by those born to that of the Time Keeper's Curse Lineage.
    • Allows the user to view the past freely
    Weaknesses:
    • Magics such as those found in Re-equip's, Take-over, and even Celestrial that does not cast magic against the user per say but uses other more physical means.
    • Limited in offence and defence if there is not the propper Magic used against the user to draw off of.
    Abilities/Powers:
    • Allows the user to view the past of either a location or a person while gazing into a empty Lacrima Ball without the use of a spell.


    Name: Creation of the Lacrima
    Rank: D
    Type: Item Magic
    Description: Focusing on the palm of his/hers right hand while his left grabs onto their right wrist. The castor with then force a grey spell circle to appear written on the palm of their hand. A cloud of smoke poof from the spell circle obscuring the hand before it fades away along with the spell circle leaving behind a clear, unused, and empty Lacrima crystal ball with a six inch diameter. Lasts until the Lacrima is destroyed.
    Strengths:
    • Produces a single empty Lacrima crystal ball
    Weaknesses:
    • Has no use offensively.
    • Has no use defensively.
    • Can be interupted.
    • Cooldown: 2 user posts


    Name: Charge the Lacrima
    Rank: D
    Type: Sealing Magic
    Description: Thrusting out an empty lacrima crystal ball at a viable spell(Fire, Water, Wind, Earth, Metal, Lightning, Poison, Shadow, Light, Ice, Storm, Sound, Etc.) whether it be offensive, defensive, or supplementary the wielder will then say absorb causing a grey spell circle to appear on the ball causing it to absorb and convert a d-ranks worth of magical energy of the spell into Neutral magical energy. Once sealed and charged the Lacrima ball will become blue tinted. Stores the energy until it is used.
    Strengths:
    • Drains energy from other spells making them less effective then the would have been.
    Weaknesses:
    • Can only be used with an empty Lacrima crystal ball.
    • One Charge attempt per ball.
    • Cooldown: 3 user posts


    Name: Lacrima Future Gaze
    Rank: D
    Type: Holder Magic
    Description: The castor gazes into the Lacrima crystal, while having two hands on it, normally holding it. Focusing his magic into it The castor's post will end letting the posting order continue until it gets back to the user for a second time. Resetting the posts back the users previous turn, allowing the user to then, if possible, "change" the plausible outcome that would have been the second round of posts or not depending on how the user replys this time around.
    Strengths:
    • Allows the castor to redo a post with out of character knowledge of what will and could have happened.
    Weaknesses:
    • Can only be performed on an Empty Lacrima Crystal ball
    • Relies on the other players to not post randomness do to their post plausibly getting thrown out.
    • Cooldown: The rest of the Thread
    <--- This whole spell is completely too op and will not be approved by the admins. This is technically a form of god-modding which goes against the rules of the site. So it cannot be allowed. Please edit.

    Name: Lacrima Bomb
    Rank: D
    Type: Holder Magic
    Description: After having performed Charge the Lacrima The user will focus on the blue tinted lacrima causing a white gleam to shine across the surface of the ball. The user will then get rid of the Lacrima usually tossing or rolling it at an intended target, after all it only takes one of the threeactivation words to set it off. "Boom", spoken from the castor for the charged Lacrima to explode with Concussive force capable of dispelling/neutralizing other D-rank spells or just knock some one off their feet with its non-damaging shock wave, however by the user saying,"Smoke." the Lacrima will explode into a thick billowy cloud of dense, lingering black smoke causing those caught within to be unable to see even a shadow until it clears 5 posts unless acted on by a wind spell. Lastly at the word "Flash.", will cause it to explode into a brilliantly bright light capable of blinding those that see it go off for 2 posts. <-- A smokescreen in which a enemy cannot see through for 5 posts? I don't think so, please edit this and make the duration much shorter. the reason behind this is that if the person cannot see, you are free to do whatever you wish.
    Strengths:
    • Takes no concentration after the Lacrima Bomb has been "primed" to set it off.
    • Explosive is determined by keyword making it useful in a variety of situations.
    • Allows the user to use his opponents magic energy against him.
    Weaknesses:
    • Does not provide great physical damage.
    • Destroys the Lacrima ball
    • Cooldown: 2 user post <-- It seems like the cooldown for this spell is too short, perhaps 3 posts would be a better balance for this spell.


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    Hoka Tatakai
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    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Hoka Tatakai 19th January 2013, 10:40 am

    Replaced Lacrima future Gaze, Fixed Lacrima bomb..... the user cant see either if they are caught within the smoke, oh well don't argue.... cooldown is bumped to 3 posts.
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    Hoka Tatakai's Lacrima Magic Empty Re: Hoka Tatakai's Lacrima Magic

    Post by Rosetta Crawford 19th January 2013, 12:24 pm

    Hoka Tatakai wrote: Primary Magic: Lacrima
    Secondary Magic:
    Caster or Holder: Holder
    Description: A form of Magic that revolves around the use of Lacrima containment balls, allowing the caster to conjure, manipulate, and control the energy/s sealed within for various purposes. Even empty Lacrima balls can be used like a gypsy fortune teller to channel energy located from place or person to perceive events or at higher levels even summon beings. Thus it focuses on the brutal cycle of creation and destruction of its core fondation, the Lacrima ball.
    Strengths:
    • Uniquely usable by those born to that of the Time Keeper's Curse Lineage.
    • Allows the user to view the past freely
    Weaknesses:
    • Magics such as those found in Re-equip's, Take-over, and even Celestrial that does not cast magic against the user per say but uses other more physical means.
    • Limited in offence and defence if there is not the propper Magic used against the user to draw off of.
    Abilities/Powers:
    • Allows the user to view the past of either a location or a person while gazing into a empty Lacrima Ball without the use of a spell.


    Name: Creation of the Lacrima
    Rank: D
    Type: Item Magic
    Description: Focusing on the palm of his/hers right hand while his left grabs onto their right wrist. The castor with then force a grey spell circle to appear written on the palm of their hand. A cloud of smoke poof from the spell circle obscuring the hand before it fades away along with the spell circle leaving behind a clear, unused, and empty Lacrima crystal ball with a six inch diameter. Lasts until the Lacrima is destroyed.
    Strengths:
    • Produces a single empty Lacrima crystal ball
    Weaknesses:
    • Has no use offensively.
    • Has no use defensively.
    • Can be interupted.
    • Cooldown: 2 user posts


    Name: Charge the Lacrima
    Rank: D
    Type: Sealing Magic
    Description: Thrusting out an empty lacrima crystal ball at a viable spell(Fire, Water, Wind, Earth, Metal, Lightning, Poison, Shadow, Light, Ice, Storm, Sound, Etc.) whether it be offensive, defensive, or supplementary the wielder will then say absorb causing a grey spell circle to appear on the ball causing it to absorb and convert a d-ranks worth of magical energy of the spell into Neutral magical energy. Once sealed and charged the Lacrima ball will become blue tinted. Stores the energy until it is used.
    Strengths:
    • Drains energy from other spells making them less effective then the would have been.
    Weaknesses:
    • Can only be used with an empty Lacrima crystal ball.
    • One Charge attempt per ball.
    • Cooldown: 3 user posts


    Name: Lacrima Recall
    Rank: D
    Type: Holder Magic
    Description: The castor gazes into the Lacrima crystal, while having two hands on it, normally holding it. The castor will then ask for someone to touch it as he focuses energy into the ball causing it to glow a white before it projects a point in the past pinpointed within a focused memory, whether it be from the person asked to touch or if there be no other person the castor then. The projection fills the room leaving the castor and who ever is touching if there is someone touching the Lacrima within to watch the recreation of the past. However only those touching the ball can see,hear,or smell what happened in that location in the past. Once the casto removes a hand from the Lacrima ball the spell ends and the Lacrima ball shatters.
    Strengths:
    • Allows the castor or other party to watch where he left his keys.
    • Great for guilt trips.
    • Not limited to the view of just what you saw but everything that was happening around you.
    Weaknesses:
    • Not suitable for combat.
    • Destroys the Lacrima ball
    • Can not interact with the past.
    • Cooldown: The rest of the Thread


    Name: Lacrima Bomb
    Rank: D
    Type: Holder Magic
    Description: After having performed Charge the Lacrima The user will focus on the blue tinted lacrima causing a white gleam to shine across the surface of the ball. The user will then get rid of the Lacrima usually tossing or rolling it at an intended target, after all it only takes one of the three activation words to set it off. "Boom", spoken from the castor for the charged Lacrima to explode with Concussive force capable of dispelling/neutralizing other D-rank spells or just knock some one off their feet with its non-damaging shock wave, however by the user saying,"Smoke." the Lacrima will explode into a thick billowy cloud of dense, lingering black smoke screen with a 15 meter diameter causing those caught within, even the user, to be unable to see even a shadow until it clears 3 posts unless acted on by a wind spell. Lastly at the word "Flash.", will cause it to explode into a brilliantly bright light capable of blinding those that see it go off for 2 posts.
    Strengths:
    • Takes no concentration after the Lacrima Bomb has been "primed" to set it off.
    • Explosive is determined by keyword making it useful in a variety of situations.
    • Allows the user to use his opponents magic energy against him.
    Weaknesses:
    • Does not provide great physical damage.
    • Destroys the Lacrima ball
    • Cooldown: 3 user post

    *stares for a moment* Yep sounds good. Approved.



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