Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    Aura - Broken Dreams

    Copy
    Copy

    Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Shinigami Protection
    Position : None
    Posts : 145
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 824
    Experience : 212.5

    Character Sheet
    First Skill: Aura - Broken Dreams
    Second Skill: 2nd Gen. Metal Dragon Slayer
    Third Skill:

    Aura - Broken Dreams Empty Aura - Broken Dreams

    Post by Copy 27th September 2016, 11:19 am

    Link to Character : Copy

    Magic – Broken Dreams
    Aura - Broken Dreams BJHTYW6

    Primary Magic: Aura Magic
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: The root of Broken Dreams when weakly manifested simply appears in near un-seeable waves of energy; which is ultimately their ‘aura’ by manipulating and molding an aura of no color it is often confused for controlled heat waves. This aura once in a powerful enough individual appears in an almost space constellation fashion, being transparent black with specks of light breaking within’.
    In combat the aura surrounds the user, flowing much like a flame would. With the usage of will and mana the caster can manipulate the aura to take shape and solidify in certain shapes and conditions. For example, swords, massive hands, spears, shields, waves of energy.
    Strengths:

    • Excellent Close-Mid Range : The aura is swift to narrow distances when foes are close to mid-ranges (approximately 20 feet). Capable of molding into combative shapes and formations to compliment the range with deadly potency.
    • Fortress : With the aura endlessly surrounding the user in a mold of dancing constellations, they can swiftly and accurately solidify the aura in places to buffer and or negate damage outright from impacting the user.
    • Multi-Form : Due to the aura never truly existing as any one shape; it can branch out on a whim from the core (The caster) in multiple directions for defensive and offensive purposes.

    Weaknesses:

    • Poor Long-Range : In contrast to the strength of the aura's distances, it falls short in the longer ranges; struggling to maintain shapes and consistency. Sometimes not even capable of forming a physical manifestation.
    • Exhaustive : Although multi-functional, for the caster to remain attentive and focused on so many varied points in combat their energy-levels deplete at an excessive rate to maintain the aura. The more points of attack and defense steadily ramp up the costs from demand.
    • Disorientating : Paired with the reserves required to sufficiently maintain the user's aura; it comes hand-in-hand the greater points of defense and offense draw the user's attention in scattered places. Because of this their minds are more devoted towards those points that they typically struggle to protect their minds during the process.
    • Limits : While it seems the aura-user can endlessly expand their arsenal they are limited to the branches of defense and attack based off of their skill-level, because of this once their limit is discovered it can often be exploited by exceeding the potential.

    Lineage:
    Shinigami Protection:

    Unique Abilities:

    UA - Aura:

    UA - Aura's Titan:

    UA - Aura Reserves:

    UA - Wanderer's Soul:

    Spells:

    D-Rank

    Armor of the Broken (D-Rank):

    Arm of the Broken (D-Rank):

    Shell of the Broken (D-Rank):

    Tethers of the Broken (D-Rank):



    C-Rank

    Mocking Blade (C-Rank):

    Arsenal of the Broken (C-Rank):

    Will of the Broken (C-Rank):



    Signature Spells

    Transportation of the Broken (D-Rank):

    Destiny Destroyer/Divider (C-Rank):


    Last edited by Copy on 10th March 2017, 5:46 pm; edited 30 times in total
    Copy
    Copy

    Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Shinigami Protection
    Position : None
    Posts : 145
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 824
    Experience : 212.5

    Character Sheet
    First Skill: Aura - Broken Dreams
    Second Skill: 2nd Gen. Metal Dragon Slayer
    Third Skill:

    Aura - Broken Dreams Empty Re: Aura - Broken Dreams

    Post by Copy 28th September 2016, 9:05 am

    Open to moderation now! Think I have it completed? Probably. Maybe.


    _____________________________________________________________________________________

    avatar
    Guest
    Guest

    Aura - Broken Dreams Empty Re: Aura - Broken Dreams

    Post by Guest 2nd October 2016, 7:28 am

    Aura - Broken Dreams AESz729
    avatar
    Guest
    Guest

    Aura - Broken Dreams Empty Re: Aura - Broken Dreams

    Post by Guest 10th February 2017, 2:01 am

    Unlocked upon users request ^^

    Copy wrote:Link to Character : Copy

    Magic – Broken Dreams
    Aura - Broken Dreams BJHTYW6

    Primary Magic: Aura Magic
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: The root of Broken Dreams when weakly manifested simply appears in near un-seeable waves of energy; which is ultimately their ‘aura’ by manipulating and molding an aura of no color it is often confused for controlled heat waves. This aura once in a powerful enough individual appears in an almost space constellation fashion, being transparent black with specks of light breaking within’.
    In combat the aura surrounds the user, flowing much like a flame would. With the usage of will and mana the caster can manipulate the aura to take shape and solidify in certain shapes and conditions. For example, swords, massive hands, spears, shields, waves of energy.
    Strengths: (What are the strengths of your magic? List all strengths possible, if the magic is strong in stunning, burning, large area damage, single targeting, etc, list it.  You must have at least three strengths. Remember to separate each individually and bullet point them!)

    • Excellent Close-Mid Range : The aura is swift to narrow distances when foes are close to mid-ranges (approximately 20 feet). Capable of molding into combative shapes and formations to compliment the range with deadly potency.
    • Fortress : With the aura endlessly surrounding the user in a mold of dancing constellations, they can swiftly and accurately solidify the aura in places to buffer and or negate damage outright from impacting the user.
    • Multi-Form : Due to the aura never truly existing as any one shape; it can branch out on a whim from the core (The caster) in multiple directions for defensive and offensive purposes.

    Weaknesses: (What are the weaknesses of your magic? List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)

    • Poor Long-Range : In contrast to the strength of the aura's distances, it falls short in the longer ranges; struggling to maintain shapes and consistency. Sometimes not even capable of forming a physical manifestation.
    • Exhaustive : Although multi-functional, for the caster to remain attentive and focused on so many varied points in combat their energy-levels deplete at an excessive rate to maintain the aura. The more points of attack and defense steadily ramp up the costs from demand.
    • Disorientating : Paired with the reserves required to sufficiently maintain the user's aura; it comes hand-in-hand the greater points of defense and offense draw the user's attention in scattered places. Because of this their minds are more devoted towards those points that they typically struggle to protect their minds during the process.
    • Limits : While it seems the aura-user can endlessly expand their arsenal they are limited to the branches of defense and attack based off of their skill-level, because of this once their limit is discovered it can often be exploited by exceeding the potential.

    Lineage:
    Shinigami Protection:
    Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you are able to have 3 unique abilities, refer to the magic rules for abilities higher than D rank.)

    Name: Aura
    Rank: D
    Type: Permanent/Unique Ability
    Duration: Permanent
    Cool-down: --
    Description: This ability is the fundamental existence of an Auramancer's magic. The creation of an aura follows a similar principle to a Sorceror's use of blood to mold and manipulate other-worldly magic. However, in contrast an Auramancer uses a steady flow of magic to create a shared-consciousness aura that flows like a flame around their body; this is displayed as a near-colorless manifestation, as the stronger the caster gets the more vibrant and colored it gets from no color, to black constellations that leads all the way to a blindingly bright colored aura. This magic itself presents a vast repository of options the caster can work with, be it defense, offense or utility; at a steep cost of energy corresponding with the strength that they will.
    In combat, the constant flow of mana into the aura often leaves them nearly entirely dedicated to utilizing it; as it requires a consistent source of mana for its maintenance and inevitably more and more the longer and more powerful creations they utilize with it. By bending, stretching and manipulating the aura that flows around them they are capable of creating weapons, armor, shields and varying formations at the cost of a constantly ramping mana cost. Although providing a vast amount of versatility, most users often find themselves exhausted far before a battle of attrition can occur.
    Strengths:

    • Excellent Close-Mid Range : The aura is swift to narrow distances when foes are close to mid-ranges (approximately 20 feet). Capable of molding into combative shapes and formations to compliment the range with deadly potency. (10% Damage Increase if combat is within' 10FT; 5% Increase if it is between 10-20FT)
    • Fortress : With the aura endlessly surrounding the user in a mold of dancing constellations, they can swiftly and accurately solidify the aura in places to buffer and or negate damage outright from impacting the user. (10% Damage Resistance Increase if combat is within' 10FT; 5% Increase if it is between 10-20FT)
    • Multi-Form : Due to the aura never truly existing as any one shape; it can branch out on a whim from the core (The caster) in multiple directions for defensive and offensive purposes. (Caster may attack two targets per post, defend two attacks per post or attack and defend during the same post. {This Unique Ability applies to Aura Spells as well} {Note: Two Attacks -cannot- attack the same target twice})

    Weaknesses:

    • Poor Long-Range : In contrast to the strength of the aura's distances, it falls short in the longer ranges; struggling to maintain shapes and consistency. Sometimes not even capable of forming a physical manifestation. (If Offense/Defense extends passed 20 Feet there is a 10% Fall off on Damage or Damage Reduction)
    • Exhaustive : Although multi-functional, for the caster to remain attentive and focused on so many varied points in combat their energy-levels deplete at an excessive rate to maintain the aura. The more points of attack and defense steadily ramp up the costs from demand. (At the beginning of a fight. Each 'Round' costs 1% Mana, this scales up by 1% every round (Round 1 = 1%; Round 2 = 2% {Totaling 3% Used Mana}; for every extra branch this adds 0.5% Mana on-top of the round cost {Two Branches by Round 2 = 3.5% Used Mana})
    • Disorientating : Paired with the reserves required to sufficiently maintain the user's aura; it comes hand-in-hand the greater points of defense and offense draw the user's attention in scattered places. Because of this their minds are more devoted towards those points that they typically struggle to protect their minds during the process. (X Negative to Mind Attacks)
    • Limits : While it seems the aura-user can endlessly expand their arsenal they are limited to the branches of defense and attack based off of their skill-level, because of this once their limit is discovered it can often be exploited by exceeding the potential. (D-Rank = 2 Branches Offensive and Defensive come from the same limits)


    Name: Aura's Titan
    Description: In conjunction with an auramancer's aura, the user can empower their aura in certain points that have been created. Through the empowering it can be used to move objects that otherwise couldn't be by their own power, or with enough force can cause an immense increase in strength.
    Effect: Increases User's Aura Spell-Damage by 30%
    Role-play Benefit: When using the user's aura they are capable of moving and breaking objects up to 300 Lbs

    Name: Aura Reserves
    Description: Due to the sheer exhaustion that an Auramancer encounters from the usage of Aura, the magic-type users often have to train themselves to utilize less mana for the techniques, or eventually develop larger stores.
    Effect: Increases Users Mana Reduction by %15

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Armor of the Broken
    Rank: D
    Type: Defensive/Elementless [Activated]
    Duration: 1
    Cool-down: 2
    Description: While the aura is willed, the user can focus directly on their position and fortify the aura into a solidified state; while remaining transparent to an extent. So long as the user does not have too many branches out of their close-range they can typically cast this instantaneously. While it only offers minimal defenses, it is crucial for the combatant to know this to situate themselves in a defensive position. The defense of this technique surrounds only the user by a foot around them.
    Strengths:

    • Instant : Unless the user is heavily distracted in combat, they can typically cast this spell without hesitation or delay (This can be casted at any point during combat, so long as the user is not capped in their branch limit; if it is, there is a two-second delay before the armor is casted)
    • Durability : Presents the user a fast and reliable defense that can buffer or negate incoming damage with a high-consistency. (5% Damage Reduction from attack. Armor has 20HP)

    Weaknesses:

    • Auramancer : Requires 'Aura' to be active to cast.
    • Attrition : In battles of attrition this spell falls off, after too many uses the cost of the spell beguns to take a toll on the users magical pool. (After two consecutive uses, the cost of the spell increases by 5% per use. Third use is full cost of spell does not gain the negative to costs, fourth increases to +5% Mana Cost, etc.)
    • Physical : At first glance it seems this defense is nearly perfect for a low-tier mage, and beneficial regardless for a high-tier. It does however suffer a very painful realization that it cannot defend against attacks to the mind (Cannot be used in Mental Defenses of any Kind; if declared against a Mind-Attack, the mind-attack will always succeed)


    Name: Arm of the Broken
    Rank: D
    Type: Offensive [Activated]
    Duration: 1
    Cool-down: 2
    Description: The caster takes a steadfast position, planting both feet firmly to the ground at shoulders width and bending their knees slightly. The positioning of their body would have their torso facing their primary target, both feet pointed in the same direction. By harnessing their a store of their aura into both of their palms, positioning them to their stomach. Upon situating their target in sight, or multiple-targets, they extend their hands with open palms.
    Through the steps the aura will erupt from their position and fire out a wave of aura to crash into their foes. The shape and consistency of this spell is ultimately decided by the caster, be it a spear, lance, sword, fist, sheep.
    This technique can reach a maximum of 10 Meters (32 Feet) Single Target. Or 5 Meters (16 Feet) if targeting multiple people.
    Strengths:

    • Destructive Torrent : Due to the sheer destructive nature of this attack it possess an immense (For a D-Rank) amount of force behind the wave. Empowering it beyond the user's typical limits.

    Weaknesses:

    • Auramancer : Requires 'Aura' to be active to cast.
    • All Or Nothing : Once the attack is unleashed, the caster must remain stationary in the attacking position until the spell completes.


    Name: Shell of the Broken
    Rank: D
    Type: [Activated]
    Duration: 1
    Cool-down: 3
    Description: While one's aura is active, the caster can will it to extend outwards in order to mask and solidify around an ally to assist in their defense from an incoming attack. While fast, it still requires the user to have some knowledge and time in order to protect them. Due to the necessity to guide and solidify each take some few seconds to enact.
    Strengths:

    • Benevolent : Allows the user to protect an ally from an attack

    Weaknesses:

    • Auramancer : Requires 'Aura' to be active to cast.
    • Longer Cool-down : Extends the cool-down to 3 Rounds, instead of minimum 2.


    Name: Tethers of the Broken
    Rank: D
    Type: [Activated]
    Duration: 3
    Cool-down: 4
    Description: Harnessing their aura. The user can extend their palm and unleash a tether (Chain, rope, wire, etc) to fire towards a target, wrap around them and then with creation further into the aura fires anchors into the ground to maintain the hold; during this time the aura creation will bury deeper and deeper into the flesh of their target causing a burning pain to shoot through their external systems. Although it does not necessarily limit the caster they do lose usage of one-arm while maintaining the spell.
    This technique can reach a maximum of 10 Meters (32 Feet)
    Strengths:

    • Tether : Binds a single target and prevents an action and movement for the duration
    • Searing : While the target is bound they take 'X' damage over time.

    Weaknesses:

    • Auramancer : Requires 'Aura' to be active to cast.
    • Limits : User cannot tether more than one target, no matter the power of the caster with this spell.
    • Maintained : User loses the use of one hand/arm during the duration of the spell (If the spell misses, the user can reuse their arm).

    avatar
    Guest
    Guest

    Aura - Broken Dreams Empty Re: Aura - Broken Dreams

    Post by Guest 15th February 2017, 8:44 pm

    Spoiler:

    Approved~!
    avatar
    Guest
    Guest

    Aura - Broken Dreams Empty Re: Aura - Broken Dreams

    Post by Guest 10th March 2017, 5:19 pm

    Unlocked at users request ^^

    Copy wrote:Link to Character : Copy

    Magic – Broken Dreams
    Aura - Broken Dreams BJHTYW6

    Primary Magic: Aura Magic
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: The root of Broken Dreams when weakly manifested simply appears in near un-seeable waves of energy; which is ultimately their ‘aura’ by manipulating and molding an aura of no color it is often confused for controlled heat waves. This aura once in a powerful enough individual appears in an almost space constellation fashion, being transparent black with specks of light breaking within’.
    In combat the aura surrounds the user, flowing much like a flame would. With the usage of will and mana the caster can manipulate the aura to take shape and solidify in certain shapes and conditions. For example, swords, massive hands, spears, shields, waves of energy.
    Strengths:

    • Excellent Close-Mid Range : The aura is swift to narrow distances when foes are close to mid-ranges (approximately 20 feet). Capable of molding into combative shapes and formations to compliment the range with deadly potency.
    • Fortress : With the aura endlessly surrounding the user in a mold of dancing constellations, they can swiftly and accurately solidify the aura in places to buffer and or negate damage outright from impacting the user.
    • Multi-Form : Due to the aura never truly existing as any one shape; it can branch out on a whim from the core (The caster) in multiple directions for defensive and offensive purposes.

    Weaknesses:

    • Poor Long-Range : In contrast to the strength of the aura's distances, it falls short in the longer ranges; struggling to maintain shapes and consistency. Sometimes not even capable of forming a physical manifestation.
    • Exhaustive : Although multi-functional, for the caster to remain attentive and focused on so many varied points in combat their energy-levels deplete at an excessive rate to maintain the aura. The more points of attack and defense steadily ramp up the costs from demand.
    • Disorientating : Paired with the reserves required to sufficiently maintain the user's aura; it comes hand-in-hand the greater points of defense and offense draw the user's attention in scattered places. Because of this their minds are more devoted towards those points that they typically struggle to protect their minds during the process.
    • Limits : While it seems the aura-user can endlessly expand their arsenal they are limited to the branches of defense and attack based off of their skill-level, because of this once their limit is discovered it can often be exploited by exceeding the potential.

    Lineage:
    Shinigami Protection:

    Unique Abilities:

    UA - Aura:

    UA - Aura's Titan:

    UA - Aura Reserves:

    UA - Wanderer's Soul:

    Spells:

    D-Rank

    Armor of the Broken (D-Rank):

    Arm of the Broken (D-Rank):

    Shell of the Broken (D-Rank):

    Tethers of the Broken (D-Rank):



    C-Rank

    Mocking Blade (C-Rank):

    Arsenal of the Broken (C-Rank):

    Will of the Broken (C-Rank):



    Signature Spells

    Transportation of the Broken (D-Rank):

    Destiny Destroyer/Divider (C-Rank):
    Julius Seas
    Julius Seas

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Novice [250]- Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 1623
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 1,855

    Character Sheet
    First Skill: Water
    Second Skill:
    Third Skill:

    Aura - Broken Dreams Empty Re: Aura - Broken Dreams

    Post by Julius Seas 10th March 2017, 5:47 pm

    Aura - Broken Dreams EDoA9eJ


    _____________________________________________________________________________________

    Squable:


    Aura - Broken Dreams X9tEBuc

      Current date/time is 21st November 2024, 7:03 pm