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    Roy's Magic

    Roy the Chanter
    Roy the Chanter

    Player 
    Lineage : None
    Position : None
    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 26th August 2016, 3:59 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 many offensive and defensive effects with it, as well as many mundane things well. He also has a small talent for 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 some spells he can do things like pack his pipe, 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 explosion. 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 too.

    * 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.  

    * Smoke cloud: One of Roy's unique abilities allows him to gather a small cloud of smoke beneath him, capable of supporting himself and one other passenger. This cloud allows Roy to move 50% faster than his own sprinting speed. But only as fast as his normal sprinting speed if he carries a passenger. He can pilot this cloud manually, or give it a destination. He can only summon one of these at a time.  

    Spells:

    Name: Haze Signature Spell
    Rank: D
    Type: Smoke/Illsuion
    Duration: 4 rounds
    Cooldown: 5 posts
    Description: This spell can create a magical haze around 1-3 people, and can change colors to match their surroundings. This creates a camouflage around the people affected, this spell will flawlessly hide the people under it's effect as long as they are stationary. If they move then it is possible that they will be spotted as the magic readjusts to the colors of their surroundings. However this can be countered by traveling in the shadows or at night. If this haze is used on one person then it works at full capacity and they can travel without being seen even in broad daylight. Roy can also affect his surroundings with this spell, making a doorway appear as a wall, or a pit appear as a floor, etc. This spell can also be used for entertainment purposes, creating a myriad of colorful images in the air, making this very useful for story telling and things like that. If Roy wishes he can use this haze to change his clothing's appearance, making them appear as but tattered old robes, or vestments inlaid with golden thread and platinum designs. Of course this spell is nothing but glamour, and it does not actually change the properties of anything affected by the magic. After the initial casting of this spell it does not require concentration to continue operating.

    Strengths: This spell is very useful for hiding and spying, and crafting many tricks and traps.

    Weaknesses: This spell has no direct combat ability, and does not deal damage by itself. It also does not alter things like sounds or smells, the illusionary/masking abilities of this spell are very limited by this feature, making it impossible to use this to hide from a slayer, or muffle his foot steps unnaturally.

    Name: Smoker's Cough  
    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: Smoke Rings
    Rank: D
    Type: Smoke/Trap/Defense
    Duration: 4 posts
    Cooldown: 5 posts
    Description: This spell summons an almost transparent ball of smoke around Roy. It will absorb damage equal to 2 D rank spells. However if Roy comes into contact with an opponent he can transfer the spell onto them, where it will form a ring of smoke around them that crushes them for 15 damage each round for two rounds.

    Strengths This spell can be used for both defense and offense, another trick in Roy's arsenal of strategies.

    Weaknesses: This spell is destroyed by any wind magic, and any magic damage equal to 2 1/2 D ranking spells. In order to deal damage with it he must come into contact with his opponent as well.


    Name: Anyone got a light?
    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.

    Name: Spectral Hands ~Signature Spell~
    Rank: C
    Type: Smoke/Offensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: This spell can summon hands made of translucent smoke. They can be used in melee, these hands can grab things like doors and weapons and etc. Roy can summon 10 small hands when he casts this spell, but they deal only 6 damage a piece. These hands when used as melee weapons will fight on their own until destroyed (1 and 1/2 C rank attacks will do this until they are destroyed (1 1/2 C rank spell or just 1 C rank wind attack will do this) or until the spell wears off. 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. This spell has a range of thirty meters, and the hands can move 10 meters a second to get where they need to go.

    Strengths This spell can operate on it's own after Roy casts it leaving Roy the ability to focus on something else. It is also Roy's signature spell, so it costs him no MP, and grows with his rank.

    Weaknesses: This spell is not extremely powerful and weak to wind magic. It also has the potential of dealing very small amounts of damage, as Roy's hands though numerous can still be dodged so long as a person is fast enough, and destroyed one by one. Potentially just leaving him with only a couple of hands to work with until he can recast the spell. these hand are also slower than a missile spell and as such unless he is able to cast this spell right next to an opponent, his enemy will probably get the first strike on him.


    Name: Smoke Trick
    Rank: C
    Type: Smoke/Supportive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: This spell creates a clone from smoke that has 20% of Roy's HP. It relays information to Roy through it's senses. It can cast Roy's Signature Spell Spectral Hands on it's own accord, even though it is his signature spell however it still costs Roy his own Mp to use it. Roy's clones can cast Spectral Hands regardless of what spells Roy has cast or is casting. For example if Roy is casting his Smoke Screen spell, they can cast spectral hands at the same time. If Roy wishes to summon more than one clone then it will use 20% of Roy's own hit points to do so. He can also put more of his own hit points into one of his clones if he wishes, should he do this this clone will loose it's own HP first, then Roy's. These lost hit points are not returned when the clone disappears. These clones retain all of Roy's equipment for the duration they exist, and If Roy has been buffed by an ally or anything like that, his clones retain the buff/protection.

    Strengths This spell is extremely useful for deception, and misleading a group of pursuers, or tricking an opponent during the midst of battle.

    Weaknesses: This spell is a huge drain on Roy's magic power. If he were to use this spell and then his clones were to cast Spectral hands while he casts a spell like smoke coffin, then he will have used 40% of his magic power in one round. 15 for each C rank spell, and 10% for the spectral hands spell. Should Roy create multiple clones it is also possible to drain his hit points extremely quick. For example he creates three clones, and is hit by an area of effect spell that does 20 damage, all three of his clones are destroyed and he looses 20 of his own hit points, as well as 20 from 2 of his clones, effectively tripling the damage. Wind attacks do double damage against them.


    Name: Coffin Nails
    Rank: C
    Type: Smoke/Trap
    Duration: 5 posts
    Cooldown: 6 posts
    Description: This spell creates a trap dome like structure which is invisible to the naked eye. It covers a 10x10 meter area and when an opponent enters into this field the dome converges around them dealing damage to them. It can only affect one person however, so even if multiple people step into the trap at once only one of them will be hurt with the full damage and be stunned. It deals 40 damage to the main opponent and stuns them for one post. All others in the area will be dealt 30 damage and suffer no stun effects. This spell can be cast 30 meters from Roy's current location.

    Strengths This spell is a great trap, and it can also be used in conjunction with Roy's other spells and strategies quite well.

    Weaknesses: The biggest weakness to this spell is that it is entirely possible for it to fail. If one never steps into the area that it covers it will never go off, and the spell will go to waist. If one uses wind magic and it hits this spell it will destroy it.

    Name: Chain Smoking
    Rank: C
    Type: Smoke/Offensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: This spell summons a chain made of smoke which travels 20 meters a second for a maximum of thirty meters. It can do a number of things, such as deal direct damage to an opponent, should Roy choose to use the chain as a massive spike, this chain can do 15 damage a round if he uses it as a direct weapon. Or, he can make the chain latch on to an opponent and simply hold them in place or move them closer to him by recalling the chain. Roy can only move a mage of equal rank or lower for a maximum of 20 meters in whatever direction he chooses, after this initial push/pull he cannot do this again for the spells original duration. After which he can hold an opponent in place for another round. Then after that he can slow down a lower ranking opponent to 25% and an equal rank opponent to 50%. This spell can also transmit spells that require a touch attack to use, such as Roy's "Got a light spell" and his "Smoke Ring" Spell when it comes into contact with an opponent. Roy can cast other spells after the initial post where this spell is cast and still use this spell.  

    Strengths This spell is very versatile and is a great set up for other spells.

    Weaknesses: This spell is not unable to be broken, and any kind of wind magic can destroy it instantly. If other types of magic are used on it it will be destroyed by anything more than one C rank spell.This spell has no effect on a mage of higher ranking than Roy if he tries to use it's holding or moving abilities. He can still deal damage with it however.


    Last edited by Roy the Chanter on 2nd September 2016, 1:09 am; edited 4 times in total
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    Roy's Magic Empty Re: Roy's Magic

    Post by Guest 30th August 2016, 10:05 am

    As a small note, when you rank up, have a moderator unlock and move your original magic thread rather than constantly making a new thread for each rank up. This is to prevent clutter and having mods regrading spells that were already approved. Anyway, you can find my requests 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 many offensive and defensive effects with it, as well as many mundane things well. He also has a small talent for 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 some spells he can do things like pack his pipe, 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.

    * Smoke cloud: One of Roy's unique abilities allows him to gather a small cloud of smoke beneath him, capable of supporting himself and one other passenger. This cloud allows Roy to move 50% faster than his own sprinting speed. But only as fast as his normal sprinting speed if he carries a passenger. He can pilot this cloud manually, or give it a destination. He can only summon one of these at a time.

    Spells:

    Name: Haze Signature Spell
    Rank: D
    Type: Smoke/Illsuion
    Duration: 5 rounds Please lower this to four posts.
    Cooldown: N.A. Cool down should always be one post longer than the duration.
    Description: This spell can create a haze per say around 1-3 people, and can change colors to match their surroundings. This creates a camouflage around the people affected, this spell will flawlessly hide the people under it's effect as long as they are stationary. If they move then it is possible that they will be spotted as the magic readjusts to the colors of their surroundings. However this can be countered by traveling in the shadows or at night. If this haze is used on one person then it works at full capacity and they can travel without being seen even in broad daylight. Roy can also affect his surroundings with this spell, making a doorway appear as a wall, or a pit appear as a floor, etc. This spell can also be used for entertainment purposes, creating a myriad of colorful images in the air, making this very useful for story telling and things like that. If Roy wishes he can use this haze to change his clothing's appearance, making them appear as but tattered old robes, or vestments inlaid with golden thread and platinum designs. Of course this spell is nothing but glamour, and it does not actually change the properties of anything affected by the magic.

    Strengths: This spell is very useful for hiding and spying, and crafting many tricks and traps.

    Weaknesses: This spell has no direct combat ability, and does not deal damage by itself. One more weakness than strength.

    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.

    You're allowed a 4th D-rank spell as you only have 3 and you get 4 free D-rank spells upon starting out.

    Name: Spectral Hands ~Signature Spell~
    Rank: C
    Type: Smoke/Offensive
    Duration: 5 posts
    Cooldown: N.A. Please make this 6 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 20 damage 20 damage is 2x the melee damage. If they deal melee damage, I'd like for it to either be 10HP, 15HP or 17.5HP (which in order is 1x, 1.5x or 1.75x melee damage a round per successful hit, and can attack once per post. If used as a missile it will deal 40 damage but disappears immediately. It will travel at 20 meters a second for a maximum range of 30 meters. 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 6 damage a piece . These hands if used as melee weapons will fight on their own until destroyed (1 and 1/2 C rank attacks will do this or just 1 C rank wind attack) or until the spell wears off. If 1 hand is summoned it can hold a D rank wizard in place for the duration they are grabbed. It will also slow down a C rank wizard to 25% and a B rank wizard to 50%. Every small hand will slow a D rank opponent by 15%, a C rank opponent by 10% and a B rank opponent by 5%. On the first round of grabbing a C 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. Okay, so there is a lot that is going on here for a Signature spell. Unfortunately, a signature spell can only have one effect, so you're going to have to choose if they deal either spell or melee damage (not both) or if it can stun wizards that it grabs hold of. Likewise, you'll have to choose if it's just one hand or if it is ten hands, it can't be both. I'm fine with the lock picking and the like as this is just plotting detail and I'm not picky with that information.

    Strengths This spell is very versatile and can perform many different actions. This strength will need to be changed as signature spells are only allowed one effect As well as operate on it's own sometimes leaving Roy the ability to focus on something else. It is also Roy's signature spell, so it costs him no MP, and grows with his rank.

    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. You need one more weakness than strength


    Name: Smoke Clone
    Rank: C
    Type: Smoke/Supportive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: This spell creates a clone from smoke that has 20% of Roy's HP. It relays information to Roy through it's senses. It can cast Roy's spells but this will use Roy's own magic power to do so Okay, so I'm going to have to deny the allowance of all of Roy's spells being able to be cast. You can choose once specific spell that the clone can cast or it can deal C-rank melee damage. If Roy wishes to summon more than one clone then it will use 20% of Roy's own hit points to do so. He can also put more of his own hit points into one of his clones if he wishes, should he do this this clone will loose it's own HP first, then Roy's. These lost hit points are not returned when the clone disappears. These clones retain all of Roy's equipment for the duration they exist, and If Roy has been buffed by an ally or anything like that, his clones retain the buff/protection.

    Strengths This spell is extremely useful for deception, and misleading a group of pursuers, or tricking an opponent during the midst of battle.

    Weaknesses: This spell sucks away Roy's magic power incredibly fast, as it costs 15% of his magic power to use, and if his clone uses even a basic spell, like creating fog he has already used 25% of his power. Should Roy create multiple clones it is also possible to drain his hit points extremely quick. For example he creates three clones, and is hit by an area of effect spell that does 20 damage, all three of his clones are destroyed and he looses 20 of his own hit points, as well as 20 from 2 of his clones, effectively tripling the damage.


    Name: Smoke Coffin
    Rank: C
    Type: Smoke/Trap
    Duration: 5 posts
    Cooldown: 6 posts
    Description: This spell creates a trap dome like structure which is invisible to the naked eye. It covers a 10x10 meter area and when an opponent enters into this field the dome converges around them dealing crushing damage What's crushing damage? to them. It can only affect one person however, so even if multiple people step into the trap at once only one of them will be hurt. It deals 40 damage to the opponent and stuns them for one post. This spell can be cast 30 meters from Roy's current location. I suggest not limiting to just one person, but stating that the one person hurt is dealt 40 damage, while the rest are dealt 30HP, a.k.a an AoE.

    Strengths This spell is a great trap, and it can also be used in conjunction with Roy's other spells and strategies quite well.

    Weaknesses: The biggest weakness to this spell is that it is entirely possible for it to fail. If one never steps into the area that it covers it will never go off, and the spell will go to waist.

    You're allowed one more C-rank spell, as you only have 2 and you get 3 free C-rank spells upon ranking up.
    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 1st September 2016, 5:22 pm

    I have changed the spectral hands so that they can only be used to create small hands which deal melee damage. I have also added in a D rank and a C rank spell, changed the trap spell, and limited Roy's clones to only being able to cast Spectral hands. I have also renamed many of the spells to include a pun but of course that was just for fun XD. Oh, and I have also included weaknesses where you have asked for them.

    Thank you for all your help so far! I'll make sure to simply reopen the threads next time XP


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    Roy's Magic Empty Re: Roy's Magic

    Post by Guest 1st September 2016, 6:40 pm

    Requests are 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 many offensive and defensive effects with it, as well as many mundane things well. He also has a small talent for 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 some spells he can do things like pack his pipe, 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 explosion. 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 too.

    * 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.  

    * Smoke cloud: One of Roy's unique abilities allows him to gather a small cloud of smoke beneath him, capable of supporting himself and one other passenger. This cloud allows Roy to move 50% faster than his own sprinting speed. But only as fast as his normal sprinting speed if he carries a passenger. He can pilot this cloud manually, or give it a destination. He can only summon one of these at a time.  

    Spells:

    Name: Haze Signature Spell
    Rank: D
    Type: Smoke/Illsuion
    Duration: 4 rounds
    Cooldown: 5 posts
    Description: This spell can create a magical haze around 1-3 people, and can change colors to match their surroundings. This creates a camouflage around the people affected, this spell will flawlessly hide the people under it's effect as long as they are stationary. If they move then it is possible that they will be spotted as the magic readjusts to the colors of their surroundings. However this can be countered by traveling in the shadows or at night. If this haze is used on one person then it works at full capacity and they can travel without being seen even in broad daylight. Roy can also affect his surroundings with this spell, making a doorway appear as a wall, or a pit appear as a floor, etc. This spell can also be used for entertainment purposes, creating a myriad of colorful images in the air, making this very useful for story telling and things like that. If Roy wishes he can use this haze to change his clothing's appearance, making them appear as but tattered old robes, or vestments inlaid with golden thread and platinum designs. Of course this spell is nothing but glamour, and it does not actually change the properties of anything affected by the magic. After the initial casting of this spell it does not require concentration to continue operating.

    Strengths: This spell is very useful for hiding and spying, and crafting many tricks and traps.

    Weaknesses: This spell has no direct combat ability, and does not deal damage by itself. It also does not alter things like sounds or smells, the illusionary/masking abilities of this spell are very limited by this feature, making it impossible to use this to hide from a slayer, or muffle his foot steps unnaturally.

    Name: Smoker's Cough  
    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: Smoke Rings
    Rank: D
    Type: Smoke/Trap/Defense
    Duration: 4 posts
    Cooldown: 5 posts
    Description: This spell summons an almost transparent ball of smoke around Roy. It will absorb damage equal to 2 D rank spells. However if Roy comes into contact with an opponent he can transfer the spell onto them, where it will form a ring of smoke around them that crushes them for 15 damage until the spell wears off or is broken. You may keep the 4 post duration for a lowered amount of damage of 8HP per post, or you can lower the duration to 2 posts and 3 post cooldown if you wish to keep the 15HP damage per round. I bring this up because 4 posts of 15HP is dealing B-rank damage (60HP) at D-rank with no major drawback to the user that would allow such damage to be dealt. Thus, it is not allowed and will need to be lowered for either duration or HP damage.

    Strengths This spell can be used for both defense and offense, another trick in Roy's arsenal of strategies.

    Weaknesses: This spell is destroyed by any wind magic, and any magic damage equal to 2 1/2 D ranking spells The spell states 2 D-rank, please remove the 1/2. In order to deal damage with it he must come into contact with his opponent as well.


    Name: Anyone got a light?
    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.

    Name: Spectral Hands ~Signature Spell~
    Rank: C
    Type: Smoke/Offensive
    Duration: 5 posts
    Cooldown: N.A. Please make this 6 posts
    Description: This spell can summon hands made of translucent smoke. They can be used in melee, these hands can grab things like doors and weapons and etc. Roy can summon 10 small hands when he casts this spell, but they deal only 6 damage a piece. These hands when used as melee weapons will fight on their own until destroyed (1 and 1/2 C rank attacks will do this until they are destroyed (1 1/2 C rank spell or just 1 C rank wind attack will do this) or until the spell wears off. 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. This spell has a range of thirty meters, and the hands can move 10 meters a second to get where they need to go.

    Strengths This spell can operate on it's own after Roy casts it leaving Roy the ability to focus on something else. It is also Roy's signature spell, so it costs him no MP, and grows with his rank.

    Weaknesses: This spell is not extremely powerful and weak to wind magic. It also has the potential of dealing very small amounts of damage, as Roy's hands though numerous can still be dodged so long as a person is fast enough, and destroyed one by one. Potentially just leaving him with only a couple of hands to work with until he can recast the spell. these hand are also slower than a missile spell and as such unless he is able to cast this spell right next to an opponent, his enemy will probably get the first strike on him.


    Name: Smoke Trick
    Rank: C
    Type: Smoke/Supportive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: This spell creates a clone from smoke that has 20% of Roy's HP. It relays information to Roy through it's senses. It can cast Roy's Signature Spell Spectral Hands on it's own accord, even though it is his signature spell however it still costs Roy his own Mp to use it. Roy's clones can cast Spectral Hands regardless of what spells Roy has cast or is casting. For example if Roy is casting his Smoke Screen spell, they can cast spectral hands at the same time. If Roy wishes to summon more than one clone then it will use 20% of Roy's own hit points to do so. He can also put more of his own hit points into one of his clones if he wishes, should he do this this clone will loose it's own HP first, then Roy's. These lost hit points are not returned when the clone disappears. These clones retain all of Roy's equipment for the duration they exist, and If Roy has been buffed by an ally or anything like that, his clones retain the buff/protection.

    Strengths This spell is extremely useful for deception, and misleading a group of pursuers, or tricking an opponent during the midst of battle.

    Weaknesses: This spell is a huge drain on Roy's magic power. If he were to use this spell and then his clones were to cast Spectral hands while he casts a spell like smoke coffin, then he will have used 40% of his magic power in one round. 15 for each C rank spell, and 10% for the spectral hands spell. Should Roy create multiple clones it is also possible to drain his hit points extremely quick. For example he creates three clones, and is hit by an area of effect spell that does 20 damage, all three of his clones are destroyed and he looses 20 of his own hit points, as well as 20 from 2 of his clones, effectively tripling the damage. Wind attacks do double damage against them.


    Name: Coffin Nails
    Rank: C
    Type: Smoke/Trap
    Duration: 5 posts
    Cooldown: 6 posts
    Description: This spell creates a trap dome like structure which is invisible to the naked eye. It covers a 10x10 meter area and when an opponent enters into this field the dome converges around them dealing damage to them. It can only affect one person however, so even if multiple people step into the trap at once only one of them will be hurt with the full damage and be stunned. It deals 40 damage to the main opponent and stuns them for one post. All others in the area will be dealt 30 damage and suffer no stun effects. This spell can be cast 30 meters from Roy's current location.

    Strengths This spell is a great trap, and it can also be used in conjunction with Roy's other spells and strategies quite well.

    Weaknesses: The biggest weakness to this spell is that it is entirely possible for it to fail. If one never steps into the area that it covers it will never go off, and the spell will go to waist. If one uses wind magic and it hits this spell it will destroy it.

    Name: Chain Smoking
    Rank: C
    Type: Smoke/Offensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: This spell summons a chain made of smoke which travels 20 meters a second for a maximum of thirty meters. It can do a number of things, such as deal direct damage to an opponent, should Roy choose to use the chain as a massive spike, this chain can do 15 damage a round if he uses it as a direct weapon. Or, he can make the chain latch on to an opponent and simply hold them in place or move them closer to him by recalling the chain. Roy can only move a mage of equal rank or higher This should be "equal rank or lower" not "equal rank or higher" for a maximum of 20 meters in whatever direction he chooses, after this initial push/pull he cannot do this again for the spells original duration. After which the most he can do is hold an opponent in place for the spells duration I'm going to have to deny this and state they can only be held for 1 post.  This spell can also transmit spells that require a touch attack to use, such as Roy's "Got a light spell" and his "Smoke Ring" Spell when it comes into contact with an opponent. Roy can cast other spells after the initial post where this spell is cast and still use this spell.  

    Strengths This spell is very versatile and is a great set up for other spells.

    Weaknesses: This spell is not unable to be broken, and any kind of wind magic can destroy it instantly. If other types of magic are used on it it will be destroyed by two C rank spells I'm going to have to say no to this as it is not a defensive spell at all and makes no sense for it to take 2 C-rank attacks to bring down.This spell has no effect on a mage of higher ranking than Roy if he tries to use it's holding or moving abilities. He can still deal damage with it however.
    Roy the Chanter
    Roy the Chanter

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    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 2nd September 2016, 1:11 am

    Fixed it all up for you, I changed the spell to slow opponents down after they are stunned I hope thats ok. If not I'll take that out.


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    Roy's Magic Empty Re: Roy's Magic

    Post by Guest 2nd September 2016, 6:39 am

    Roy's Magic AESz729

      Current date/time is 5th November 2024, 6:49 am