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    Jack Diarmuid's Magic: Aqua Ring

    Jack Diarmuid
    Jack Diarmuid

    Player 
    Lineage : Shadows of Anarchy
    Position : None
    Posts : 8
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Jack Diarmuid's Magic: Aqua Ring Empty Jack Diarmuid's Magic: Aqua Ring

    Post by Jack Diarmuid September 4th 2016, 1:55 am

    Magic

    Primary Magic: "Aqua Ring"
    Secondary Magic: (N/A)
    Caster or Holder: Holder
    Description: Jack is able to use his ring to create, manipulate, and shape water. While at its weakest level, only small amounts of water can be used, with enough practice, larger quantities can be used. Jack obtained this ring after his father died, as a condolence from the mage his father was originally delivering the ring to. The magic is best in moderate to long range, but its current close range capabilities are limited.

    Strengths:

    • Is able to negate weaker/equal strength fire spells


    • Has a large amount of potential, as it works similarly to Make magic


    • Can be used defensively as well as offensively



    • Is relatively quick to cast.

    Weaknesses:

    • Can be negated by nearly any stronger spell



    • Is relatively ineffectual towards anything with a tough hide, requiring precision aim to reliably damage it.



    • Is constantly at room temperature, so it cannot, say, melt ice.



    • Can be eaten by a water type Slayer



    • Cannot manipulate water at too large a distance.

    Lineage: Shadows Of Anarchy:
    Description: A child born in the shadows watched his loved ones die by bandits. The fury and rage of the child awakened dark powers within, allowing him to manipulate shadows to take on physical forms and cut, slash, or benefit the user in any way. The child transferred parts of his ability to others he deemed worthy.
    Ability: The user can control shadows allowing the shadows around the user to take on a physical form attacking anything at command. Attacks equal the rank of the user’s melee damage in power +50%. Can only control shadows in a 50 meter zone.  Shadow control is considered 1 effect at any given time and cannot control shadows of people or connected shadows of their equipment but could for example control the shadow of a nearby wall to attack.
    These such attacks deal the user's rank in melee damage, and increases based on spell power / magic damage buffs rather than strength buffs.
    Usage: 5 post duration with a 6 post cooldown(if the user’s magic is focused on shadows then this can be a passive instead). Shadows must be within 50 ft of the user in order to be manipulated. The user can also make a shield of shadows to block attacks equal to a shield/barrier spell of 1 of the user’s rank. This shield has a 4 post cooldown after use.
    Unique Abilities:

    • Oceania

    - When in water, Jack obtains an increase to his MP regen depending on his rank. D: 1% C: 2% B: 3% A: 4% S: 5% SS:6% H: 7% )

    • Repulse

    - If the ring is struck, it will release a small shockwave that will blast the attacker back, and do 2% of the attacker's health in damage.

    • Water Affinity

    - Jack's water spells have a 5% damage boost, and he has a 5% reduction in damage taken from water attacks.

    Spells:


    Name: Liquid Spear
    Rank: D
    Type: Water, Offensive
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: Jack points at his target, and a snake-like stream of water with a shape like half a spearhead at the tip rises from a magic circle under him. The water will chase after his target with a distance of five meters, and a speed of five meters per second.
    Strengths:  

    • Is relatively fast, able to hit a target within its range in an instant



    • Can slash as well as stab, so piercing isn't the only option

    Weaknesses:

    • Has a disappointingly short range of 5 meters



    • Can harm allies in the way



    • Can be destroyed with a strong enough hit


    Name: Water Barrier
    Rank: D
    Type: Water, Supportive
    Duration: 3 Posts
    Cooldown: 5 Posts
    Description: Jack reaches his hand out to an ally, or puts his hand on his chest, and a Water Barrier creates a protective "silhouette", reducing damage taken by 5%.  
    Strengths:

    • Can protect other people besides Jack

    Weaknesses:

    • Will be broken if hit with a B rank attack or higher



    • Cannot protect more than one person at a time


    Name: Flowing Spikes
    Rank: D
    Type: Water, Defensive
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: Jack places his hands on the ground, and water spikes rise in a quarter-meter around him, following him as he moves.
    Strengths:

    • Are not rooted to the spot, allowing for more strategic options

    Weaknesses:

    • If the opponent can fly, the spell can be considered useless



    • Have an incredibly short AoE


    Name: Water Buckler
    Rank: D
    Type: Water, Defensive
    Duration: 4 Posts
    Cooldown: 6 Posts
    Description: Jack raises his arm in front of him, and clenches his fist, forming a buckler of water around his arm that is 32 centimeters in diameter.
    Strengths:

    • Lasts a while


    Weaknesses:

    • Can only be formed on Jack



    • Cannot be used to strike, only to block




    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

      Current date/time is November 21st 2024, 3:36 pm