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    Roy's Magic

    Roy the Chanter
    Roy the Chanter

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    Posts : 128
    Guild : Sabertooth
    Cosmic Coins : 0
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    Experience : 1,050

    Roy's Magic Empty Roy's Magic

    Post by Roy the Chanter 17th August 2016, 9:36 pm

    Magic

    Primary Magic: Smoke Magic
    Secondary Magic: N.A.
    Caster or Holder: Caster
    Description:
    Roy can summon smoke with his magic and can accomplish various offensive and defensive effects with it, as well as many mundane things well. He also has a small talent with conjuring fire with his magic, but this is a very limited skill and is not very useful on it's own.

    Roy uses his magic mainly for combat, but can also use it for various tasks like breathing underwater, or with various spells he can do things like pack his pipe, or open a door, or even aid him in picking a lock or climbing a wall or etc.  

    Strengths:

    * Roy's magic is very versatile and most of his spells have many different applications, some in combat, and others outside of that as well.

    * Roy's magic perfectly compliments his strategically based mind. It revolves around misdirection and strategy, and when executed properly Roy's magic can catch an opponent completely off guard, should this happen Roy's magic can prove extremely destructive.

    Weaknesses:

    * Roy's magic is not very powerful, and as such it goes no where in the field of brute force. Roy's combat abilities rely primarily based on his strategies, and if no strategies can be formed then he is at an extreme disadvantage.  

    * Roy's magic is weak to wind magic this can easily negate the majority of his misdirections and if it sweeps a large area can easily destroy many of his smoke creations.  

    * As Roy's magic is not exceedingly powerful a good defense can easily throw a wrench into his plans. No matter how good of a strategy he comes up with if he can't manage to break through the person defense then it will all be for naught.

    Lineage: Musashi's Descent

    Musashi was a legendary swordsman of the east who was also nicknamed the The Heaven and Earth Swordsman because of his spectacular swords attacks and combos that he performs with his two swords. Blessed with speed,lightning fast reflex and unfathomable agility, he was swordsman without match on the battle ground. Eventually, Musashi settled down, found a pretty woman, married her, and had children. Musashi would tell them his great tales of his battles and powers, and the children also wanted to be the exact same way; the end result was that Musashi ended up teaching his children his fighting techniques and trained them ruthlessly to become exactly like him. This became a family tradition, and it's still as good as when Musashi first developed it.

    Ability: This ability grants the user great speed and lightning fast reflex. The user's speed is increased by a factor of 50%.

    Usage: Speed and lightning fast reflex is passive.

    Unique Abilities:

    Roy is not damaged or impaired by his own magic, even if he is caught in the middle of his explosive. He is not blinded by his smoke screen either, or others unless they are of a higher rank than him. It goes without saying he can see exceedingly well in the dark or natural fogs as well.

    Roy is immune to non magical poisonous gasses of all kinds, and as an added benefit can hold his breath for up to 20 minutes. Allowing him survive for a limited time even in vacuums.

    Roy has the ability to start small fires as a passive ability. It does no real damage and has no combat application. But it does help him to light his pipe very casually, as well as cook foods, or light fires for warmth. or light his way.  

    Spells:

    Name: Spectral Hands
    Rank: D
    Type: Smoke/Offensive
    Duration: 3 Posts
    Cooldown: 4 posts

    Description: This spell can summon hands made of translucent smoke. They can be used as missiles or melee weapons. If used as melee weapons they will deal 10 damage around per successful hit, and can attack once per post. If used as a missile it will deal 20 damage but disappears immediately. It will travel at 10 meters a second for a maximum range of 15 meters a second. These hands can grab things like doors and weapons and etc. If Roy wishes he can summon 10 smaller hands which can be used in the same way, but they deal only 3 damage a piece. These hands if used as melee weapons will fight on their own until destroyed (1 and 1/2 D rank attacks will do this or just 1 D rank wind attack) or until the spell wears off. If 1 hand is summoned it can hold a D rank wizard in place stunning them for 1 rounds and slowing their speed to 25% while held. It will also slow down a C rank wizard to 50%. Every small hand will slow a D rank opponent by 10% and a C rank opponent by 5%. On the first round of grabbing a D rank opponent if eight hands grab them, they are also stunned for 1 round, then afterwords slowed to 25% speed. These hands can be used for any number of small tasks like opening a door, grabbing an item, cleaning, or packing a pipe. They can perform tasks that real hands can't even do as well. Such as picking a lock by going inside of the tumblers and moving them from there, or etc.

    Strengths: This spell is very versatile and can perform many different actions. As well as operate on it's own sometimes leaving Roy the ability to focus on something else.

    Weaknesses: This spell is not extremely powerful and weak to wind magic. It has no extraordinary ability to damage an opponent when used in melee, and should Roy choose to use this as a missile all at once the cooldown time is still four posts, making that use less than desirable as it is still an instantaneous spell but with a very long cool down.

    Name: Air Alteration
    Rank: D
    Type: Air/Offensive
    Duration: 3 posts
    Cooldown: 4 posts

    Description: This spell can change the properties of the air around him. It can introduce methane gas into a 20x20 meter area, when introduced to fire this explodes for 15 damage. Or it can be used to alter an area of water near him to create a breathable environment, or if he wishes a helmet of air around himself that would allow just him to breathe. In time he may discover more uses for this spell but for now that is all he knows how to do. He can if he wishes however through intense concentration that leaves him vulnerable introduce excess amounts of methane in the area for a more destructive blast. He can add only 10 extra damage to the blast every round for a maximum of 35 damage after 2.

    Strength: This spell is useful for multiple things and in combat it is a devastating trap.

    Weaknesses: This spell is not instant and any damage done with it must be done the round after it is set up. If he wishes to charge this spell it leaves him open to attack. It is also easy for this spell to fall through should his opponent simply move out of the area that it effects.

    Name: Smoke Screen
    Rank: D
    Type: Smoke/Obscuring
    Duration: 3 posts
    Cooldown: 4 posts
    Description: This spell summons a large and thick fog which covers a 20x20 meter area. It is not affected by natural winds and completely blinds a D rank opponent for 1 round, then limits their visibility to 25%. It limits visibility for c rank opponents to 25 percent.

    Strengths: This spell can make Roy almost entirely invisible inside of it, giving his own attacks as well as his smoke hands an extreme edge in catching his opponents off guard. His smoke hands are especially difficult to see in the vaporous fog. If Roy combines this attack with his natural abilities to remain hidden he can hide entirely from even the keenest eyes.

    Weaknesses: This spell has no direct combat potential, and magical winds tear it to shreds within a single post. As such it is only useful when Roy uses this in conjunction with his other attacks, or as a method of escape.

    Name: Fire manipulation
    Rank: D
    Type: Fire/Offensive
    Duration: Instantaneous
    Cooldown: 2 posts

    Description: Roy can summon fire to his hands and can use this spell to either strike someone and unleash 20 points of fire damage, or shoot a missile of another 20 points of fire damage at them. It travels at 10 meters a second for a maximum range of 15 meters. This spell can activate when he strikes an opponent, or he can use it and immediately shoot it from his hands.

    Strengths: This spell is pretty basic and it has fewer uses than the majority of his spells, but it can be used for two different main purposes, it is also a good way of igniting his spell that summons methane into the area.

    Weaknesses: This spell is pretty basic once more and does not posses spectacular abilities but other than an inherent weakness to water and ice it is for the most devoid any special weaknesses.


    Last edited by Roy the Chanter on 20th August 2016, 1:32 pm; edited 2 times in total
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    Roy's Magic Empty Re: Roy's Magic

    Post by Guest 20th August 2016, 6:52 am

    Hello, Roy! I'll be grading your application and there are just a few minor things that need to be fixed. You can find them in this color.
    Roy the Chanter wrote:Magic

    Primary Magic: Smoke Magic
    Secondary Magic: N.A.
    Caster or Holder: Caster
    Description:
    Roy can summon smoke with his magic and can accomplish various offensive and defensive effects with it, as well as many mundane things well. He also has a small talent with conjuring fire with his magic, but this is a very limited skill and is not very useful on it's own.

    Roy uses his magic mainly for combat, but can also use it for various tasks like breathing underwater, or with various spells he can do things like pack his pipe, or open a door, or even aid him in picking a lock or climbing a wall or etc.  

    Strengths:

    * Roy's magic is very versatile and most of his spells have many different applications, some in combat, and others outside of that as well.

    * Roy's magic perfectly compliments his strategically based mind. It revolves around misdirection and strategy, and when executed properly Roy's magic can catch an opponent completely off guard, should this happen Roy's magic can prove extremely destructive.

    Weaknesses:

    * Roy's magic is not very powerful, and as such it goes no where in the field of brute force. Roy's combat abilities rely primarily based on his strategies, and if no strategies can be formed then he is at an extreme disadvantage.  

    * Roy's magic is weak to wind magic this can easily negate the majority of his misdirections and if it sweeps a large area can easily destroy many of his smoke creations.  

    * As Roy's magic is not exceedingly powerful a good defense can easily throw a wrench into his plans. No matter how good of a strategy he comes up with if he can't manage to break through the person defense then it will all be for naught.

    Lineage: Musashi's Descent

    Musashi was a legendary swordsman of the east who was also nicknamed the The Heaven and Earth Swordsman because of his spectacular swords attacks and combos that he performs with his two swords. Blessed with speed,lightning fast reflex and unfathomable agility, he was swordsman without match on the battle ground. Eventually, Musashi settled down, found a pretty woman, married her, and had children. Musashi would tell them his great tales of his battles and powers, and the children also wanted to be the exact same way; the end result was that Musashi ended up teaching his children his fighting techniques and trained them ruthlessly to become exactly like him. This became a family tradition, and it's still as good as when Musashi first developed it.

    Ability: This ability grants the user great speed and lightning fast reflex. The user's speed is increased by a factor of 50%.

    Usage: Speed and lightning fast reflex is passive.

    Unique Abilities:

    Roy is not damaged or impaired by his own magic, even if he is caught in the middle of his explosive. He is not blinded by his smoke screen either, or others unless they are of a higher rank than him. It goes without saying he can see exceedingly well in the dark or natural fogs as well.

    Roy is immune to non magical poisonous gasses of all kinds, and as an added benefit can hold his breath for up to 20 minutes. Allowing him survive for a limited time even in vacuums.

    Roy has the ability to start small fires as a passive ability. It does no real damage and has no combat application. But it does help him to light his pipe very casually, as well as cook foods, or light fires for warmth. or light his way.  

    Spells:

    Name: Spectral Hands
    Rank: D
    Type: Smoke/Offensive
    Duration: 3 Posts
    Cooldown: 4 posts

    Description: This spell can summon hands made of translucent smoke. They can be used as missiles or melee weapons. If used as melee weapons they will deal 10 damage around per successful hit, and can attack once per post. If used as a missile it will deal 20 damage but disappears immediately. It will travel at 10 meters a second for a maximum range of 15 meters a second. These hands can grab things like doors and weapons and etc. If Roy wishes he can summon 10 smaller hands which can be used in the same way, but they deal only 3 damage a piece. These hands if used as melee weapons will fight on their own until destroyed (1 and 1/2 D rank attacks will do this or just 1 D rank wind attack) or until the spell wears off. If 1 hand is summoned it can hold a D rank wizard in place, and slow down a C rank wizard. If all 10 small hands grab a hold of one opponent it will almost entirely stop a C rank wizard but not completely hold them in place. These hands can be used for any number of small tasks like opening a door, grabbing an item, cleaning, or packing a pipe. They can perform tasks that real hands can't even do as well. Such as picking a lock by going inside of the tumblers and moving them from their, or etc. If it slows down a C-rank wizard, please supply the percentage at which their speed is debuffed by.

    Strengths: This spell is very versatile and can perform many different actions. As well as operate on it's own sometimes leaving Roy the ability to focus on something else.

    Weaknesses: This spell is not extremely powerful and weak to wind magic. It has no extraordinary ability to damage an opponent when used in melee, and should Roy choose to use this as a missile all at once the cooldown time is still four posts, making that use less than desirable as it is still an instantaneous spell but with a very long cool down.

    Name: Air Alteration
    Rank: D
    Type: Air/Supportive Considering this spell deals damage, I would say it isn't supportive, but offensive
    Duration: 5 posts 5 posts is the duration for C-rank spells; please, lower this to 3 posts
    Cooldown: 10 posts Please, lower this to 4 posts

    Description: This spell can change the properties of the air around him. It can introduce methane gas into a 20x20 meter area, when introduced to fire this explodes for 20 damage. As this affects a 20x20-meter area, this makes it an AoE, so please state it deals 75% damage to those outside of the epicenter Or it can be used to alter an area of water near him to create a breathable environment, or if he wishes a helmet of air around himself that would allow just him to breathe. In time he may discover more uses for this spell but for now that is all he knows how to do. He can if he wishes however through intense concentration that leaves him vulnerable introduce excess amounts of methane in the area for a more destructive blast. He can add only 10 extra damage to the blast every round for a maximum of fifty damage. 50HP for a D rank spell is far too high of a damage count. The best I can allow is 1.75x rank damage for the total damage counter. So, you deal 20HP wth an added 15HP to equal 35HP for total damage.

    Strength: This spell is useful for multiple things and in combat it is a devastating trap.

    Weaknesses: This spell is not instant and any damage done with it must be done the round after it is set up. If he wishes to charge this spell it leaves him open to attack. It is also easy for this spell to fall through should his opponent simply move out of the area that it effects.

    Name: Smoke Screen
    Rank: D
    Type: Smoke/Obscuring
    Duration: 4 posts
    Cooldown: 8 posts
    Description:
    Strengths:
    Weaknesses:
    This spell seems to be unfinished; please, finish it.

    Name: Fire manipulation
    Rank: D
    Type: Fire/Offensive
    Duration: 3 posts or instantaneous Please supply a definitive duration, not 3 posts or Instantaneous.
    Cooldown: 4-2 posts Please supply a definitive cooldown, not 4-2 posts.

    Description: Roy can summon fire to his hands and can use this spell to either strike someone and unleash 20 points of fire damage, or shoot a missile of another 20 points of fire damage at them. It travels at 10 meters a second for a maximum range of 15 meters. This spell will last until it strikes an opponent or wears off. For every round Roy keeps the flames around his hand it adds another round to the cool down time of the spell.
    Strengths: This spell is pretty basic and it has fewer uses than the majority of his spells, but it can be used for two different main purposes, it is also a good way of igniting his spell that summons methane into the area.
    Weaknesses: This spell is pretty basic once more and does not posses spectacular abilities but other than an inherent weakness to water and ice it is for the most devoid any special weaknesses.
    Roy the Chanter
    Roy the Chanter

    Player 
    Lineage : None
    Position : None
    Posts : 128
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 1,050

    Roy's Magic Empty Re: Roy's Magic

    Post by Roy the Chanter 20th August 2016, 11:47 am

    I believe I have corrected the things that you have asked for. Thank you very much for your help.


    _____________________________________________________________________________________

    Jobs Completed

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    Roy's Magic Empty Re: Roy's Magic

    Post by Guest 20th August 2016, 12:33 pm

    Just a few more things ^.^
    Roy the Chanter wrote:Magic

    Primary Magic: Smoke Magic
    Secondary Magic: N.A.
    Caster or Holder: Caster
    Description:
    Roy can summon smoke with his magic and can accomplish various offensive and defensive effects with it, as well as many mundane things well. He also has a small talent with conjuring fire with his magic, but this is a very limited skill and is not very useful on it's own.

    Roy uses his magic mainly for combat, but can also use it for various tasks like breathing underwater, or with various spells he can do things like pack his pipe, or open a door, or even aid him in picking a lock or climbing a wall or etc.  

    Strengths:

    * Roy's magic is very versatile and most of his spells have many different applications, some in combat, and others outside of that as well.

    * Roy's magic perfectly compliments his strategically based mind. It revolves around misdirection and strategy, and when executed properly Roy's magic can catch an opponent completely off guard, should this happen Roy's magic can prove extremely destructive.

    Weaknesses:

    * Roy's magic is not very powerful, and as such it goes no where in the field of brute force. Roy's combat abilities rely primarily based on his strategies, and if no strategies can be formed then he is at an extreme disadvantage.  

    * Roy's magic is weak to wind magic this can easily negate the majority of his misdirections and if it sweeps a large area can easily destroy many of his smoke creations.  

    * As Roy's magic is not exceedingly powerful a good defense can easily throw a wrench into his plans. No matter how good of a strategy he comes up with if he can't manage to break through the person defense then it will all be for naught.

    Lineage: Musashi's Descent

    Musashi was a legendary swordsman of the east who was also nicknamed the The Heaven and Earth Swordsman because of his spectacular swords attacks and combos that he performs with his two swords. Blessed with speed,lightning fast reflex and unfathomable agility, he was swordsman without match on the battle ground. Eventually, Musashi settled down, found a pretty woman, married her, and had children. Musashi would tell them his great tales of his battles and powers, and the children also wanted to be the exact same way; the end result was that Musashi ended up teaching his children his fighting techniques and trained them ruthlessly to become exactly like him. This became a family tradition, and it's still as good as when Musashi first developed it.

    Ability: This ability grants the user great speed and lightning fast reflex. The user's speed is increased by a factor of 50%.

    Usage: Speed and lightning fast reflex is passive.

    Unique Abilities:

    Roy is not damaged or impaired by his own magic, even if he is caught in the middle of his explosive. He is not blinded by his smoke screen either, or others unless they are of a higher rank than him. It goes without saying he can see exceedingly well in the dark or natural fogs as well.

    Roy is immune to non magical poisonous gasses of all kinds, and as an added benefit can hold his breath for up to 20 minutes. Allowing him survive for a limited time even in vacuums.

    Roy has the ability to start small fires as a passive ability. It does no real damage and has no combat application. But it does help him to light his pipe very casually, as well as cook foods, or light fires for warmth. or light his way.  

    Spells:

    Name: Spectral Hands
    Rank: D
    Type: Smoke/Offensive
    Duration: 3 Posts
    Cooldown: 4 posts

    Description: This spell can summon hands made of translucent smoke. They can be used as missiles or melee weapons. If used as melee weapons they will deal 10 damage around per successful hit, and can attack once per post. If used as a missile it will deal 20 damage but disappears immediately. It will travel at 10 meters a second for a maximum range of 15 meters a second. These hands can grab things like doors and weapons and etc. If Roy wishes he can summon 10 smaller hands which can be used in the same way, but they deal only 3 damage a piece. These hands if used as melee weapons will fight on their own until destroyed (1 and 1/2 D rank attacks will do this or just 1 D rank wind attack) or until the spell wears off. If 1 hand is summoned it can hold a D rank wizard in place, and slow down a C rank wizard. If all 10 small hands grab a hold of one opponent it will almost entirely stop a C rank wizard but not completely hold them in place. If one large hand or at least 5 small hands attach to the opponent then a c rank mage is slowed by 50 percent I would like this lowered to 25%, for every small hand above 5 it decreases their speed by another 50 percent This would be a 100% speed decrease, so I'm going to have to deny this and state their speed can only be reduced by the 25% already given. D ranks and lower can be stunned for 1 post though. These hands can be used for any number of small tasks like opening a door, grabbing an item, cleaning, or packing a pipe. They can perform tasks that real hands can't even do as well. Such as picking a lock by going inside of the tumblers and moving them from their, or etc.

    Strengths: This spell is very versatile and can perform many different actions. As well as operate on it's own sometimes leaving Roy the ability to focus on something else.

    Weaknesses: This spell is not extremely powerful and weak to wind magic. It has no extraordinary ability to damage an opponent when used in melee, and should Roy choose to use this as a missile all at once the cooldown time is still four posts, making that use less than desirable as it is still an instantaneous spell but with a very long cool down.

    Name: Air Alteration
    Rank: D
    Type: Air/Offensive
    Duration: 3 posts
    Cooldown: 4 posts

    Description: This spell can change the properties of the air around him. It can introduce methane gas into a 20x20 meter area, when introduced to fire this explodes for 15 damage. Or it can be used to alter an area of water near him to create a breathable environment, or if he wishes a helmet of air around himself that would allow just him to breathe. In time he may discover more uses for this spell but for now that is all he knows how to do. He can if he wishes however through intense concentration that leaves him vulnerable introduce excess amounts of methane in the area for a more destructive blast. He can add only 10 extra Since damage would technically only be increased by 15HP, that means it's just an extra 5 damage per post to equal 35HP damage to the blast every round for a maximum of 35 damage.

    Strength: This spell is useful for multiple things and in combat it is a devastating trap.

    Weaknesses: This spell is not instant and any damage done with it must be done the round after it is set up. If he wishes to charge this spell it leaves him open to attack. It is also easy for this spell to fall through should his opponent simply move out of the area that it effects.

    Name: Smoke Screen
    Rank: D
    Type: Smoke/Obscuring
    Duration: 3 posts
    Cooldown: 4 posts
    Description: This spell summons a large and thick fog which covers a 20x20 meter area. It is not affected by natural winds and completely blinds a d rank opponent. It limits viability for c rank opponents to 50 percent. Please lower this to 25% and state that D ranks can be blinded for 1 post

    Strengths: This spell can make Roy almost entirely invisible inside of it, giving his own attacks as well as his smoke hands an extreme edge in catching his opponents off guard. If Roy combines this attack with his natural abilities to remain hidden he can hide peerlessly from even the keenest eyes.

    Weaknesses: This spell has no direct combat potential, and magical winds tear it to shreds within a single post. As such it is only useful when Roy uses this in conjunction with his other attacks, or as a method of escape.

    Name: Fire manipulation
    Rank: D
    Type: Fire/Offensive
    Duration: Instantaneous
    Cooldown: 2 posts

    Description: Roy can summon fire to his hands and can use this spell to either strike someone and unleash 20 points of fire damage, or shoot a missile of another 20 points of fire damage at them. It travels at 10 meters a second for a maximum range of 15 meters. This spell can activate when he strikes an opponent, or he can use it and immediately shoot it from his hands.

    Strengths: This spell is pretty basic and it has fewer uses than the majority of his spells, but it can be used for two different main purposes, it is also a good way of igniting his spell that summons methane into the area.

    Weaknesses: This spell is pretty basic once more and does not posses spectacular abilities but other than an inherent weakness to water and ice it is for the most devoid any special weaknesses.
    Roy the Chanter
    Roy the Chanter

    Player 
    Lineage : None
    Position : None
    Posts : 128
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 1,050

    Roy's Magic Empty Re: Roy's Magic

    Post by Roy the Chanter 20th August 2016, 1:37 pm

    As for the air alteration spell, I decreased the base damage to 15 since it has an area of effect. Thats why it increases by ten for 2 rounds so it hits 35. I can change it to to 20 base damage and increased by 5 every round if you should wish however. Other than that I've added in the edits that you've given me. I believe, haha.
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    Roy's Magic Empty Re: Roy's Magic

    Post by Guest 20th August 2016, 7:38 pm

    Roy's Magic AESz729

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