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    Valkyrja || Holder Magic

    Karin Sørensen
    Karin Sørensen

    Quality Badge Level 1- Quality Badge Level 2- Player 
    Lineage : Zeus's Descendant
    Position : None
    Posts : 251
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 250

    Character Sheet
    First Skill: Valkyrja
    Second Skill: TBA
    Third Skill:

    Valkyrja || Holder Magic Empty Valkyrja || Holder Magic

    Post by Karin Sørensen 5th November 2016, 9:49 am

    Primary Magic: Valkyrja
    Secondary Magic: N/A
    Caster or Holder: Holder
    Description:

    The magic from within the bow “Valkyrja” is powerful in the realm of stealth and utility; in open combat, it does excellently as long as the target is at range—any closer than about ten meters, and the spells become ineffective or awkward to wield due to the nature of the weapon. (As such, any and all range values are presumed to be after the 10 meter mark.) The arrows themselves are made from crystallized magical energy, and are receptive to a wide variety of enchantments or effects if the user chooses to have one applied; since the bow creates them when the user has their hands in position to draw, there is no drain on the user to create the arrows, and no need for a quiver. The enchantments available are near limitless in possibility, but in practicality are cut down to a few categories:


    • Combat
    • Utility
    • Support


    Combat enchantments are fairly obvious in their purpose: they are designed to aid the bow’s wielder in combat by raising the damage output of an arrow, or by creating a status that directly changes the situation in a battle. Second only to utility spells in number and flexibility, these are going to be one of the most common variants of spells listed here.

    Utility enchantments are going to be used to aid the user in navigating the battlefield or terrain, and indirectly manipulating the battle in a way that may or may not cause damage. These are the most common spells in Karin’s repertoire, and can range from things like a zipline, to a distracting ping, to something else entirely that might help her get an edge with her surroundings and the situation at hand.

    Support enchantments are fairly low in number. These are things like healing, buffs/debuffs, and other small effects that don’t do much in terms of visible effect. The reason these spells are low in number is, quite frankly, a bow and arrows are not the best vehicles to be dealing these kinds of spells out. Defensive spells are nonexistent in this magic.

    Strengths:

    • Great magic for utilitarian and stealth purposes.
    • Okay at open combat when at range.

    Weaknesses:

    • Low number of buffs and defensive techniques outside of UA’s.
    • Poor close combat ability.
    • Arrows are easily deflected and/or dodged when the opponent is alerted of the user’s presence.


    Lineage: Zeus’s Descendant

    Unique Abilities:

    • Crystalline Arrows- As stated above, the arrows for the bow are solidified magical energy in the form of a crystalline material. They are generated without cost to the user, and can be used as regular arrows would be if the user finds themselves unable to pull from the MP. (Arrows deal user ranked melee damage + the damage afforded by the quality of Valkyrja when fired without a spell; when a spell is bound to an arrow, only user-ranked melee damage is added to the spell's damage, if applicable.)
    • Elemental Manipulation- Use of Valkyrja grants the user basic control over the elements (fire, water, ice, etc) so that they may cast various effects on their arrows.
    • Ranger’s Pride- While in possession of the bow (regardless of whether it is drawn or in use), the user has a 20% buff to their health and a 25% buff to their speed.
    • Huntress’ Tool- The user has a 50% increase in the range of their senses (normal and magical) while in possession of Valkyrja (regardless of whether it is drawn or in use).
    • Up Close and Personal**- Whenever an opponent is within 10 meters of the user, arrows that are not enchanted with a spell deal 50% damage and ignore armor of the user's rank and below; the user may not enchant arrows when an opponent is within 10 meters, and armor above the user's rank is not affected.

    **Extra UA slot won here.
    Spells:

    Signature Spells:

    D-Rank Spells:

    C-rank Spells:


    Last edited by Karin Sørensen on 8th November 2016, 11:54 am; edited 4 times in total
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    Valkyrja || Holder Magic Empty Re: Valkyrja || Holder Magic

    Post by Guest 7th November 2016, 7:22 pm

    Hey there, Corvy, I have a few things on here that need to be looked over. You can find them in this color.
    Karin Sørensen wrote:Primary Magic: Valkyrja
    Secondary Magic: N/A
    Caster or Holder: Holder
    Description:

    The magic from within the bow “Valkyrja” is powerful in the realm of stealth and utility; in open combat, it does excellently as long as the target is at range—any closer than about ten meters, and the spells become ineffective or awkward to wield due to the nature of the weapon. (As such, any and all range values are presumed to be after the 10 meter mark.) The arrows themselves are made from crystallized magical energy, and are receptive to a wide variety of enchantments or effects if the user chooses to have one applied; since the bow creates them when the user has their hands in position to draw, there is no drain on the user to create the arrows, and no need for a quiver. The enchantments available are near limitless in possibility, but in practicality are cut down to a few categories:


    • Combat
    • Utility
    • Support


    Combat enchantments are fairly obvious in their purpose: they are designed to aid the bow’s wielder in combat by raising the damage output of an arrow, or by creating a status that directly changes the situation in a battle. Second only to utility spells in number and flexibility, these are going to be one of the most common variants of spells listed here.

    Utility enchantments are going to be used to aid the user in navigating the battlefield or terrain, and indirectly manipulating the battle in a way that may or may not cause damage. These are the most common spells in Karin’s repertoire, and can range from things like a zipline, to a distracting ping, to something else entirely that might help her get an edge with her surroundings and the situation at hand.

    Support enchantments are fairly low in number. These are things like healing, buffs/debuffs, and other small effects that don’t do much in terms of visible effect. The reason these spells are low in number is, quite frankly, a bow and arrows are not the best vehicles to be dealing these kinds of spells out. Defensive spells are nonexistent in this magic.

    Strengths:

    • Great magic for utilitarian and stealth purposes.
    • Okay at open combat when at range.

    Weaknesses:

    • Low number of buffs and defensive techniques outside of UA’s.
    • Poor close combat ability.
    • Arrows are easily deflected and/or dodged when the opponent is alerted of the user’s presence.


    Lineage: Zeus’s Descendant

    Unique Abilities:

    • Crystalline Arrows- As stated above, the arrows for the bow are solidified magical energy in the form of a crystalline material. They are generated without cost to the user, and can be used as regular arrows would be if the user finds themselves unable to pull from the MP. (Arrows deal user ranked melee damage + the damage afforded by the quality of Valkyrja when fired without a spell; this number is added to whatever damage a spell may deal unless the spell description nullifies this.) After thinking this over, I'm going to have to deny the melee damage + weapon damage being added to the spell damage. This is because as you rank up, your melee damage and spell damage increases and the added damage could go over the allowed damage for a spell if, say, a buff was also a part of the spell (not an outside buff). For example, say you are H-rank, that's 35 + 10 HP (assuming the weapon is L (+), I can't remember) and you cast your H-rank spell that has a 50% boost to the damage, or even 75%. The added 45 HP to the spell would cause it to go over the allowed amount of damage without some drawbacks. The only time it would be fine is if there are no damage buffs to the spells.
    • Elemental Manipulation- Use of Valkyrja grants the user basic control over the elements (fire, water, ice, etc) so that they may cast various effects on their arrows.
    • Ranger’s Pride- While in possession of the bow (regardless of whether it is drawn or in use), the user has a 30% buff to their health and a 25% buff to their speed and dexterity. Dexterity is not a calculated state on the site. As for the 30% HP increase, please supply drawbacks to the user, such as lowered MP, or lower it to 15%.
    • Huntress’ Tool- The user has a 50% increase in the range of their senses (normal and magical) while in possession of Valkyrja (regardless of whether it is drawn or in use).
    • Up Close and Personal**- Whenever an opponent is within 10 meters of the user, arrows that are not enchanted with a spell deal double damage and ignore armor; the user may not enchant arrows when an opponent is within 10 meters. Unfortunately, I can't allow the double damage unless there's some sort of drawback to the user, the most I will allow is an addition 25-50%. As for ignoring armor, I'm going to say the arrows can ignore armor that are of the same rank as them or lower, but cannot ignore armor that is of higher rank than them.

    **Extra UA slot won here.
    Spells:

    Signature Spells:

    D-Rank Spells:

    C-rank Spells:


    Karin Sørensen
    Karin Sørensen

    Quality Badge Level 1- Quality Badge Level 2- Player 
    Lineage : Zeus's Descendant
    Position : None
    Posts : 251
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 250

    Character Sheet
    First Skill: Valkyrja
    Second Skill: TBA
    Third Skill:

    Valkyrja || Holder Magic Empty Re: Valkyrja || Holder Magic

    Post by Karin Sørensen 7th November 2016, 8:43 pm

    Edits made:

    edited Karin's first ability so that the spell damage would more closely scale with a similar ability I had in Kistiñe's magic;
    15% increase to damage taken from fire-based spells was added to counterbalance the health buff;
    "Up Close and Personal" was edited as suggested;
    "Valkyrja's Seal" was edited as suggested;
    Range values were added where noted;
    Other grammatical and requested wording changes were made where noted.

    That should be it.
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    Valkyrja || Holder Magic Empty Re: Valkyrja || Holder Magic

    Post by Guest 8th November 2016, 11:51 am

    After discussing with staff, a 15% vulnerability to fire-based spells is not a good enough drawback for a 30% HP increase. This is too narrow of a drawback for something as broad as an HP increase.
    Karin Sørensen
    Karin Sørensen

    Quality Badge Level 1- Quality Badge Level 2- Player 
    Lineage : Zeus's Descendant
    Position : None
    Posts : 251
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 250

    Character Sheet
    First Skill: Valkyrja
    Second Skill: TBA
    Third Skill:

    Valkyrja || Holder Magic Empty Re: Valkyrja || Holder Magic

    Post by Karin Sørensen 8th November 2016, 11:55 am

    Buff reduced to 20%.
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    Valkyrja || Holder Magic Empty Re: Valkyrja || Holder Magic

    Post by Guest 8th November 2016, 12:08 pm

    Valkyrja || Holder Magic AESz729

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