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    Guild Spell Idea Thread

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    King Elyx

    The Vanquisher


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    Information Guild Spell Idea Thread

    Post by King Elyx 9th July 2016, 9:16 am

    Guild Spell Idea Thread GUILDSPELLS_zpsujo98fdd

    Pretty easy to understand I hope. Allow me to sum up what these beautiful spells are. Eventually, the guild will be having Aces, which will be chosen based on the hard work that I see within all of you. Every one of you will have the same chances of getting an Ace slot, and it will all be determined by the hard work and dedication that you give to the guild. There are benefits that come with being an Ace, such as Guild Spells!

    Guild Spells are spells that are just slightly stronger than H rank spells, owned by the guild only. Each Ace can execute one of these spells once they hit S rank, and the devastation of the spells are amazing! However, in normal cases, the GM (Me) makes the spells and determines what the Aces will be using as their Guild Spells. Howeverrrrrrrr...

    You ALL have the potential to become the Aces of the guild. So you all should be the ones to make the spells and choose as a group. So this is where this thread comes in! You all are going to leave suggestions and ideas here as to what you would like for a Guild Spell to be. I will provide a Template for you all to use to make these spells. Once you have the idea written down, the top three will be chosen by the guild itself. I'll reword it and make minor edits to make sure it gets approved, and then we will have new guild spells!

    As a note, I encourage you all to make spells similar to Treasure or Phoenix Birds, but this is not a requirement. Feel free to be creative with your spells, don't fear anything and stick with the crowd, but be bold and stick to something your mind has been set on.

    Please use the Template Below when making your Guild Spell! Gracias!

    [/i]

    Code:
    [b]Name:[/b] ( Name of the Spell )
    [b]Rank:[/b] H+
    [b]Duration:[/b]
    [b]Cooldowns:[/b] Minimum of once per thread
    [b]Type: [/b]( Fire, Water, etc. )
    [b]Description:[/b] ( How the spell is cast, what it looks like, what it does, extra info )
    [b]Strengths:[/b] ( List all the positive aspects of the spell )
    [b]Weaknesses:[/b] ( List all the negative aspects of the spell )
    Hero Yamamoto
    Hero Yamamoto

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    One Punch Man

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    Information Re: Guild Spell Idea Thread

    Post by Hero Yamamoto 19th July 2016, 9:02 pm

    Here is my suggestion! Of course if you have any corrections or additions to make, you may go ahead and do so, cousin!

    Name: Bulwark of Infinite Flame
    Rank: H+
    Duration: Up to 8 posts; can be increased with additional members channeling, and each additional guild member adds 1 post to the duration; absolute maximum duration of 15 posts.
    Cooldowns: Once per thread
    Type: Blue Flame; Defensive
    Description: A large, fire-made sphere with a diameter of up to 500 meters is formed, crushing all objects on its borders (non-GP members take user-ranked damage at or near). The initial caster of this spell is incapable of moving for as long as it is in effect, as well as any other guild members who channel the spell with the Ace who cast it first. Only the original caster of the spell has to be at least an Ace. Additional guild members do not have to be Aces, but must be at least B-rank to assist. Members of Golden Phoenix are not damaged by the flames but they are still affected by the heat. Guild members are expected to carry plenty of water with them on guild-wide events. Enemies of the Guild take 5% damage to health every post as long as they are within the barrier. Every two posts, the barrier gains enough Magic to protect against an additional user-ranked spell.
    Strengths:

    • As a spell stronger than H-rank, it can withstand up to 4 user-ranked spells, due to the power of the flames.
    • Physically hitting the sphere deals damage to the attacker equal to the shield's rank.
    • This spell can be prolonged if there is more than one guild member is channeling Magic to it (up to seven more can channel).

    Weaknesses:

    • Being fire-based, it is slightly weaker against water-based spells, and as such can only withstand up to 3 water-based user-ranked spells.
    • Being blue fire, it is far more potent than red flame and can vastly raise the temperature within the sphere, which means potential overheating under stress. Bring LOTS of water if guild members intend to take the heat!
    • The caster of the spell takes damage equivalent to the rank of spell it protects against.
    • As the original caster takes damage equal to each spell the sphere protects against, the spell will dissolve if the caster's health falls below a threshold of 30% of their maximum amount.


    Last edited by Hero Yamamoto on 20th July 2016, 11:21 am; edited 4 times in total


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    Guild Spell Idea Thread RkPDiNE
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    King Elyx

    The Vanquisher


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    Information Re: Guild Spell Idea Thread

    Post by King Elyx 20th July 2016, 6:47 am

    Hero Yamamoto wrote:Here is my suggestion! Of course if you have any corrections or additions to make, you may go ahead and do so, cousin!

    Name: Bulwark of Infinite Flame
    Rank: H+
    Duration: Up to 4 posts; can be increased with additional members channeling; absolute maximum duration of 7 posts. Guild Spells have a minimum of 8 post durations. Why not try 15 posts?
    Cooldowns: Once per thread With this here, you can have TONS of abilities :3 Good job!
    Type: Blue Flame; Defensive
    Description: A large, fire-made sphere with a diameter of up to one mile Okay, 1 mile is 1609 something meters. Even at H rank, that is extreme. How about 500 meters?is formed, crushing all objects on its borders And if a mage that were an enemy were at the border? I assume they take user rank damage?. The initial caster of this spell is incapable of moving for as long as it is in effect, as well as any other guild members who channel the spell with the Ace who cast it first So basically, the more mages around the caster, the better. Make sure to state that each mage adds one more post. Only the original caster of the spell has to be an Ace And Guild Master. Just because technicalities.. Additional guild members do not have to be Aces, but must be at least B-rank to assist. Members of Golden Phoenix are not damaged by the flames but they are still affected by the heat. Guild members are expected to carry plenty of water with them on guild-wide events. All right, lets take a situation. Say I were an enemy on the inside of the barrier. What do I suffer from then? Say maybe a burning effect while Non-GP members are inside of the barrier. 5% HP per turn while they are in it. Also, a huge swarm of mages were to attack, 4 user rank hits are not that hard to overcome. Say that every 2 or 3 posts, this restores 1 user rank hit worth of damage.
    Strengths:

    • As a spell stronger than H-rank, it can withstand up to 4 H-rank spells, due to the power of the flames. Can this be changed to user rank please?
    • Physically hitting the sphere deals damage to the attacker equal to the shield's rank.
    • This spell can be prolonged if there is more than one guild member is channeling Magic to it (up to three can channel).

    Weaknesses:

    • Being fire-based, it is slightly weaker against water-based spells, and as such can only withstand up to 3 water-based H-rank spells. User rank.
    • Being blue fire, it is far more potent than red flame and can vastly raise the temperature within the sphere, which means potential overheating under stress. Bring LOTS of water if guild members intend to take the heat!
    • The caster of the spell takes damage equivalent to the rank of spell it protects against.
    • As the original caster takes damage equal to each spell the sphere protects against, the spell will dissolve if the caster's health falls below a threshold of 30% of their maximum amount.


    Thanks for your input Hero! So I will be grading about how this might improve and need a bit of work. I'll be sure to explain every detail with my light blue crayon.
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    King Elyx

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    Information Re: Guild Spell Idea Thread

    Post by King Elyx 3rd September 2016, 2:33 pm

    Hero Yamamoto wrote:Here is my suggestion! Of course if you have any corrections or additions to make, you may go ahead and do so, cousin!

    Name: Bulwark of Infinite Flame
    Rank: H+
    Duration: Up to 8 posts; can be increased with additional members channeling, and each additional guild member adds 1 post to the duration; absolute maximum duration of 15 posts.
    Cooldowns: Once per thread
    Type: Blue Flame; Defensive
    Description: A large, fire-made sphere with a diameter of up to 500 meters is formed, crushing all objects on its borders (non-GP members take user-ranked damage at or near). The initial caster of this spell is incapable of moving for as long as it is in effect, as well as any other guild members who channel the spell with the Ace who cast it first. Only the original caster of the spell has to be at least an Ace. Additional guild members do not have to be Aces, but must be at least B-rank to assist. Members of Golden Phoenix are not damaged by the flames but they are still affected by the heat. Guild members are expected to carry plenty of water with them on guild-wide events. Enemies of the Guild take 5% damage to health every post as long as they are within the barrier. Every two posts, the barrier gains enough Magic to protect against an additional user-ranked spell. This barrier can withstand up to 4 User-ranked spells worth of attack.
    Strengths:

    • As a spell stronger than H-rank, it can withstand up to 4 user-ranked spells, due to the power of the flames.
    • Physically hitting the sphere deals damage to the attacker equal to the shield's rank.
    • This spell can be prolonged if there is more than one guild member is channeling Magic to it (up to seven more can channel).

    Weaknesses:

    • Being fire-based, it is slightly weaker against water-based spells, and as such can only withstand up to 3 water-based user-ranked spells.
    • Being blue fire, it is far more potent than red flame and can vastly raise the temperature within the sphere, which means potential overheating under stress. Bring LOTS of water if guild members intend to take the heat!
    • The caster of the spell is bound to be inside of the barrier. Otherwises, if they get out, the spell instantly ends and begins the cooldown.
    • The original castor can't continue this spell if their health falls below 30% of their maximum amount.


    I made a tiny adjustment here and there, but other than that, this is good to use! : D One down! I'll make the other two! x3


    Last edited by Elyx Reiaki on 4th September 2016, 10:27 am; edited 1 time in total
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    King Elyx

    The Vanquisher


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    Information Re: Guild Spell Idea Thread

    Post by King Elyx 3rd September 2016, 3:01 pm

    Name: Parable of the Forbidden Chronicle
    Rank: H+
    Duration: 12 Turns
    Cooldowns: Once Per Thread
    Type: Supportive
    Description: The user will summon a pillar of light in the shape of a topaz in front of them, this pillar reaching towards the skies and beyond, acting as a beacon for the duration. The radiance of the beacon gives guild members a special boost. All Golden Phoenix members within a 300 Meter radius obtains a new set of eyes, those that are white as if they are blind. However, they could not see any better while they obtain these eyes. Their awareness and reaction times increase by 50% due to how much better than can interpret images in their head. They also make the users resistant to the negative effects of opposing attacks, unless that attack is specifically an H rank spell, no more, no less. Negative effects include blinding, burning, illusions, mental attacks, etc. The one who casts out this supportive spell can see through all affected Golden Phoenix members health and Magic power, and can also see the same things for those who are not a member provided they are S rank or lower.

    Strengths:
    -50% Buffed Reaction Time
    -Resistance to opposing negative effects that don't belong to H rank spells
    -The user can see others magic power and MP if they have these eyes, or if they are someone else that is S-ranked or lower.
    -The smallest bit of light will be magnified in darkness, allowing those with these eyes to see even through the worst of darknesses.
    Weaknesses:
    -A jewel made of light is formed, acting as a beacon for where the spell was executed.
    -This beacon may also be eaten by any Heaven Slayer of any sort. If done so, it acts as an H rank spell being eaten
    -Those who are not within the 300-meter spell when it is activated don't obtain these eyes.
    -Allies who don't belong to Golden Phoenix also don't get these eyes.
    -Any H rank spells with debuffs will be successful, regardless if the eyes are equipped on the target or not
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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
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    Information Re: Guild Spell Idea Thread

    Post by King Elyx 3rd September 2016, 6:13 pm

    Name: Prophecy of the Seven Hellswords
    Rank: H+
    Duration:
    Cooldowns: Once Per Thread
    Type: Offensive
    Description: Seven huge blades fly up a massive 300 meters into the air, the blades pointed towards the ground, stretching 100 meters in length. They circle around the user, and will follow them wherever they go. Every post, one of these massive blades drop onto the ground with a mighty amount of force, a huge pillar of nightmarish black flames erupting upon impact is formed, reaching up to a 150 meter radius. Those who are not members of Golden Phoenix take 50% damage of the users rank, and this damage can't be reduced in any way. Any impact with these blades will be null, as these swords don't take any knockback. However, when one does attack and strike the ground, it will disappear for the moment until the last post of the duration. On the final post, when all of the blades are gone, they all reform once again above the user before launching themselves all down in a mighty unison, causing a similar explosion, but enhanced with a 300-meter radius, and inflicts 2 times the users rank in damage.

    Strengths:
    -Every post, one of the seven swords drop onto the ground, inflicting 50% user rank damage to Non GP members.
    -A finale on the 8th post will occur when all seven drop at once, inflicting 2 user-rank hits worth of spell damage.
    -These blades can't be stopped once summoned, even after the user dies. They don't take knockback, that's most likely it.

    Weaknesses:
    -Area attack most certainly can harm allies
    -Those who are Fallen slayers may eat spells per turn this way. It will count as an H rank spell per explosion
    -These swords drop per post, no choice there
    -There is no more to this spell than swords dropping onto the ground and causing a huge explosion of fire. No debuffs or anything to null an opponent.

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