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    Rune Stone's Magic

    Logain
    Logain

    Player 
    Lineage : None
    Position : None
    Posts : 3
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Completed Rune Stone's Magic

    Post by Logain 6th September 2016, 1:12 am

    Primary Magic: Rune Stone Magic
    Secondary Magic: None
    Caster or Holder: Caster

    Description:
    Runes Magic work by the caster choosing to turn on his power like a light switch whenever he or she wants, when they activate or turn on their power five floating rune stones float above the caster that only the caster can interact with and only the caster can choose who sees there runes but only the caster can interact with them no matter what. The caster uses certain spells to increase his runes and more powerful spells eat up or use up rune stones. If the caster does not have any more rune stones their powers just turn off can can’t be reactivated or turned back on in till the caster has gotten a full eight hours of sleep or the caster can rush this process but at the cost of half his current health but as an added cost to half their total life after they deactivate or turn off their powers bam out like a light for sixteen hours. No matter what is done if the caster uses their rush process they will be out for sixteen hour nothing can wake them no matter what but if the worst comes to worst the caster can encore their rush effect but at the added cost of their life.
            Logain himself uses it like armor and a sword for Logain all his magic does is buff what he already has but this does not mean his magic can’t produce or even create something entirely new and original but the more powerful the outcome the long the build up to said outcome. For Logain to reach full power it would take him a while a long while before he can very much do any of his power attacks but the wait is worth it. Logain can use his magic to make him stronger, faster, and even immune to status effects. His magic can be used to create an impenetrable wall able to protect all he deems worthy.

    Strengths:
    • DMG – Has a high damage output if runes charged up long enough.
    • Versatile – Can switch between Single target and large area damage easy.
    • Encore – This magic can encore the average mages limits but at expensive and more expensive cost to the point of death.
    Weaknesses:
    • Charge – In order for caster to use some of their most powerful spells they need Rune Stone charge up which depending on the spell can take awhile.
    • Price – On top of having to spend MP you have to spend runes and if you rush you are also spending you life.
    • Slow – This magic has a very slow start up by which I mean this magic will not be fast by any means.
    • Unfocused – Most magic’s focus on one aspect like fire or weapons but this magic is more like a Swiss army knife it does not focus it acts like a shot gun it has scatter effects rather than a focus on one aspect.

    Lineage::
    Abilities:
    • Shield – Caster can use their self and their rune stones to produce a shield its size and durability is dependent on the number rune stone used as part of the shield the rune stone’s do not get used up they just become part of the shield so if caster turns their shield off they would retain their rune stone’s, This spell follows the usual spell rulings on shields for a casters and spells of this rank.                                                                                                                                                                                   Caster + one rune stone can protect one person including their self.             Caster + three rune stone’s can protect two people including their self.         Caster + five rune stone’s can protect three people including their self.        Caster + seven rune stone’s can protect four people including their self.          Every two stones added adds one additional person caster can protect with their shield but while their shield is active caster can only attack with zero Rune cost spells. – Duration 4 post long, 7 post cooldown.
    • Double Down – All of Caster’s adding Rune Stone spells add twice that much and all their subtracting Rune Stone’s subtract half their cost instead but caster can’t use their most expensive subtracting spell’s or any zero to use rune spells, But this ability does not count towards passive abilities. – Duration 3 post long, 7 post cooldown.
    • Rune’s Revive – Caster can break their Rune Stone’s to gain or give 10% health to their elf or another, Caster can also break 15 Rune Stone’s to revive someone from zero HP but as an additional cost to Caster’s revive their powers turn off and will not turn on not even for the rush cost in till they rest for eight hours. – Duration 4 post long, 6 post cooldown.


    Spells:
    D-ranks:
    desirée
    desirée

    Crystals


    Crystals

    Player 
    Faction : The Luminous Covenant
    Posts : 1555
    Guild : ☽ luminous rose guild mistress ☾
    Dungeon Tokens : 0
    Age : 336
    Mentor : ☽ diamandis stellavera ☾
    Experience : 915,017

    Character Sheet
    First Skill: ☽ blooms of chrysalis: crystal rose demon slayer ☾
    Second Skill: ☽ pink dominion ☾
    Third Skill: ☽ gemstone serpentine ☾

    Completed Re: Rune Stone's Magic

    Post by desirée 16th December 2017, 5:40 pm

    Rune Stone's Magic XEibTrW


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    Rune Stone's Magic IY2eFxu


      Current date/time is 5th November 2024, 7:54 am