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    Lost Magic: Maguilty Sense

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    Completed Lost Magic: Maguilty Sense

    Post by Guest 12th November 2016, 9:48 pm

    The Magic of Emotion
    Primary Magic: Maguilty Sense
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description:

    A magic once thought lost to the ages, Maguilty Sense is a caster magic that cannot be compared to another. This magic allows for the user to connect themselves mentally and emotionally to another, allowing them to effectively make "their senses as one". This can be done with more than just one person at the time. The general assumption made with this magic is that it is entirely useless in combat. In fact, this is widely untrue. Maguilty Sense is a magic that works entirely off of making the users powerful emotions elicit corporeal effects onto the world. As such, this magic is as versatile as the emotions of the user.

    In combat Tyra shares the role of both a control caster and a damage dealer. However, unlike most damage dealing magics, Tyra's Maguilty Sense has differing effects based on which emotion is used to facilitate the damage. These damaging effects come in many different forms. These forms can range from simple energy based slashes, to simple blades, to even full weapons-should she focus enough on it. But, returning to the "control" portion of this magic. Tyra's "control" comes in the form of either connecting herself with another to directly share her pain with them or just outright making them feel an emotion that would be considered unhelpful for the situation: such as making a diplomat have a short fuse, a warrior that relies on power given from rage to feel calm and pacified, and so on. Like any other control based magic, this is straining for Tyra, and as such, is not fully prepared for combat. However, it is still useful when a situation to use it presents itself.

    Strengths:

    • Versatile: Due to being magic that is focused on making something non-physical like emotion have tangible effects, Maguilty Sense is among some of the most versatile types of magic.
    • Non-Elemental: Both a strength and a weakness, Maguilty Sense is a magic that works entirely off of concepts, rather than elements. This in and of itself makes it possible for Maguilty Sense to damage people with a non-physical body with physical attacks, attacking the sense of pain directly, while also making it impossible for the spells associated with this magic to be eaten by Slayers.
    • Ease of Fusion: Having initially been created to allow magic users to combine their spells and magics more easily, Maguilty Sense spells are inherently easy to combine into fusions and unison raids. (Essentially making it easier in terms of plot, not mechanics)

    Weaknesses:

    • Non-Elemental: As Maguilty Sense works off the concept of emotion, rather than Elements, Maguilty Sense doesn't quite have the advantage against any of the more common magics out there, making it quite hard for Tyra to get the edge over anyone outright.
    • Limited Arsenal: While Tyra can spawn weapons made of physical emotion, she can only manipulate or create weapons of a certain size. Weapons larger than a greatsword cannot be generated, nor can overly complex weapons.
    • Double Edged Sword: When linked to another, Tyra will feel all pain that person is put through, and vice versa.
    • Overloading: Should Tyra attempt to link with someone that has chaotic emotions, such as someone with BPD or Multiple Personality Disorder, not only will she be unable to, but she will enter an "overload" state where she is unable to properly focus, making her unable to link to another person for three of her own posts, and halving the damage caused by any of her offensive spells.

    Lineage:
    Unique Abilities:

    • A Voice Returned: A passive ability that Tyra discovered through her use of Maguilty Sense, she is capable of-with the consent of the person she is attempting to speak to-Transmit her thoughts directly into the mind of another, essentially making her telepathic.
    • Faith, Embodied: Twice per topic, Tyra is able to surround herself or an ally in a teal aura of faith. This aura does not cover more than just their immediate self, and lasts for three posts. However, while this Aura is active, the aura acts as a defensive shell, taking the next spell that would make contact with the target of this ability and shattering instead, taking all damage that would have been given. This ability can only take amounts of damage that are equivalent to Tyra's rank however. (Note: This ability caps out at A Rank in terms of how much damage can be absorbed)
    • Weaponize Emotion: Tyra's most common ability, she can passively form weapons or tools out of her strong emotions, enabling her to always be armed should she need to be. (Note: Every Other rank she gains, the level of durability and power of these weapons gains a rank. Current Rank: Weak)


    Spells:

    Name: Sensory Link
    Rank: D
    Type: Utility
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The bread and butter of Tyra's Magic, Sensory Link is the most basic spell that Tyra has access to. In order to use this spell, Tyra focuses on a specific point on the target's body, and then spends the mana required to activate this spell, causing a burst of pink light to be launched from her fingertip. Within moments-if contact is made-the target becomes marked with either a simple pink heart on their body, or some type of pink jewelry made entirely of magical energy. She can link multiple people to this at once, however her current maximum is three. 

    Typically, Tyra will be the other end of the link, causing her emotions and pain to be shared with the target, making it harder to fight her. While hard to dodge because of its immense speed-traveling at around thirty feet per second with a range of forty-nine feet-this move can be dodged entirely due to the fact that it currently has to travel in a straight line, and cannot change directions once casted. Should this hit something like a rock or tree however, the spell will immediately go into cooldown. Unfortunately, while the sense of pain allows Tyra to share any damage done to her with an opponent, the sharing of emotions only will do just that: Share emotion.
    Strengths:

    • Linking: This spell's primary Strength is that it allows Tyra to link two people's senses together, forcing each person in the link to share the pain they feel, allowing Tyra to focus on the weaker opponent while still dealing damage to the other participant, or forcing the battle into a stalemate by linking the initial target to herself.

    Weaknesses:

    • Directing: This spell has a very obvious tell as to which direction it is going, as Tyra must point in the direction she wishes to launch the spell in.
    • Straight as an Arrow: While this spell is very fast, it can only travel in a straight line, making it very easy to dodge by simply moving in any direction other than forward or backwards.


    Name: Guilty Arrow Storm
    Rank: D
    Type: Offensive, AoE
    Description: One of the simplest offensive spells in Tyra's arsenal, this spell creates exactly what it's name implies: A storm of arrows. These arrows are formed entirely out of Tyra's powerful Faith, allowing them to attack one's sense of pain directly, even if their body is not solid or corporeal. In terms of range, These arrows form thirty feet in the air, and rain down among a forty foot area. There are around ten arrows, and it takes each arrow does 2 points of damage.
    Duration: 1 Post
    Cooldown: 2 Posts
    Strengths:

    • Overwhelming: As an AoE spell, Guilty Arrow Storm is capable of hitting more than one opponent, allowing Tyra to deal damage across a much wider area than just one person.
    • The Power of Faith: This spell can hit opponents that are either non-solid or incorporeal, by attacking the sense of pain, rather than the physical body.

    Weaknesses:

    • Easily Deflected: Due to the non-elemental nature of this spell, it can easily be blocked or deflected with quick enough reflexes and a decent weapon.
    • Easy to Dodge: While it does cover a wide area, the bombardment of arrows is rather slow, making it easy to get out of the effective range of the spell.
    • The Failure of Faith: Should Tyra's confidence in her powers be shaken enough, this spell will completely fail.


    Name Bulwark of Faith
    Rank: D
    Type: Defensive
    Description: A spell based almost entirely off of one of the Unique Abilities Tyra discovered, Bulwark of Faith allows Tyra to create a teal colored barrier that surrounds her or another target on all sides, allowing her to either defend from an attack, or prevent an attack from connecting with her or her team to begin with. As a barrier, it can withstand 3 D-Rank spells before shattering. If she uses it to protect an Ally, they must be within fifteen feet of Tyra for the spell to be effective.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths:

    • Trapping: Because of her ability to target an opponent to surround with the barrier, Tyra can use the barrier to trap an opponent.

    Weaknesses:

    • Short Range: Despite being an effective spell, Bulwark of faith has a very short range, making it only effective for a good fifteen feet away from her in any direction.
    • Trapping: If she surrounds herself or an ally with the barrier, they will be unable to cast any spell while within it without shattering the barrier.


    Name Maguilty Rays
    Rank: D
    Type: Support/Offensive
    Description: The user materializes and sends forth long yellow blades towards the opponent. These blades take the shape of long yellow curved lines, which form in three different lines on both the left and right sides, pinching in on the opponent to attempt to trap them between the lines. This spell moves rather fast, travelling at a good ten feet per second to reach its thirty foot maximum range.
    Duration: 1 post
    Cooldown: 2 posts
    Strengths:


    • Pain Stimulation: As a spell dedicated directly to stimulating ones sense of pain, getting hit with every Maguilty Ray will deal an extra ten points of damage on top of the next attack that connects with the opponent.


    Weaknesses:

    • Non-Damaging: Because of the nature of this spell, it is not meant to deal damage, and as such is meant to be used only while with a team.
    • Easy to Deflect: Just like Guilty Arrow Storm, it is easy to deflect Maguilty Rays if you have the right level of reflexes and or a spell that could push them away.


    Name: Guilty Bow
    Rank: D
    Type: Offensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: One of Tyra's more normal spells, Guilty Bow is a very self explanatory spell. To activate this spell, Tyra holds her hand out in front of her, channelling any emotion she is currently feeling, which will usually change the color of the weapon, but at this level of magic power, does little else. However, in doing this, the energy spirals outwards, forming the frame of a normal looking longbow. This Longbow acts like any weapon formed by Tyra's passive ability to form weapons when the string isn't pulled. However, it is when the string is pulled that this spells more unique point is revealed: It is a ranged spell. One of the few that Tyra is actually capable of successfully managing. As for how it works, the spell itself travels at a rate of about a meter per second, due to the fact that she is literally using it to fire arrows at her opponents, and has a range of about thirty meters. Other than the use as a regular bow, Tyra can also smack people with the weapon itself, much like someone with a real bow could.
    Strengths:

    • Range: This is one of Tyra's few actual ranged spells, giving her a good range to fight with, rather than being forced to fight up close.

    Weaknesses:

    • Close Combat:Being that she summoned a bow, Tyra really isn't cut out for close combat when this spell is active.
    • Locked In: While this spell is active, Tyra's Unique Ability "Weaponize Emotion" can only create arrows, limiting her combat capability until the spell is ended.


    Last edited by Tyra Gassion on 7th January 2017, 8:51 pm; edited 5 times in total
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    Completed Re: Lost Magic: Maguilty Sense

    Post by Guest 15th November 2016, 3:58 pm

    Hey there, Tyra! You can find my edit requests in this color. Please fix them and bump the thread once it's been edited.
    Tyra Gassion wrote:
    The Magic of Emotion
    Primary Magic: Maguilty Sense
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description:

    A magic once thought lost to the ages, Maguilty Sense is a caster magic that cannot be compared to another. This magic allows for the user to connect themselves mentally and emotionally to another, allowing them to effectively make "their senses as one". This can be done with more than just one person at the time. The general assumption made with this magic is that it is entirely useless in combat. In fact, this is widely untrue. Maguilty Sense is a magic that works entirely off of making the users powerful emotions elicit corporeal effects onto the world. As such, this magic is as versatile as the emotions of the user.[/color]

    In combat Tyra shares the role of both a control caster and a damage dealer. However, unlike most damage dealing magics, Tyra's Maguilty Sense has differing effects based on which emotion is used to facilitate the damage. These damaging effects come in many different forms. These forms can range from simple energy based slashes, to simple blades, to even full weapons-should she focus enough on it. But, returning to the "control" portion of this magic. Tyra's "control" comes in the form of either connecting herself with another to directly share her pain with them or just outright making them feel an emotion that would be considered unhelpful for the situation: such as making a diplomat have a short fuse, a warrior that relies on power given from rage to feel calm and pacified, and so on. Like any other control based magic, this is straining for Tyra, and as such, is not fully prepared for combat. However, it is still useful when a situation to use it presents itself.

    Strengths:

    • Versatile: Due to being magic that is focused on making something non-physical like emotion have tangible effects, Maguilty Sense is among some of the most versatile types of magic.
    • Non-Elemental: Both a strength and a weakness, Maguilty Sense is a magic that works entirely off of concepts, rather than elements. This in and of itself makes it possible for Maguilty Sense to damage people with a non-physical body with physical attacks, attacking the sense of pain directly, while also making it impossible for the spells associated with this magic to be eaten by Slayers.
    • Ease of Fusion: Having initially been created to allow magic users to combine their spells and magics more easily, Maguilty Sense spells are inherently easy to combine into fusions and unison raids. (Essentially making it easier in terms of plot, not mechanics)

    Weaknesses:

    • Non-Elemental: As Maguilty Sense works of the concept of emotion, rather than Elements, Maguilty Sense doesn't quite have the advantage against any of the more common magics out there, making it quite hard for Tyra to get the edge over anyone outright.
    • Limited Arsenal: While Tyra can spawn weapons made of physical emotion, she can only manipulate or create weapons of a certain size. Weapons larger than a greatsword cannot be generated, nor can overly complex weapons.
    • Double Edged Sword: When linked to another, Tyra will feel all pain that person is put through, and vice versa.
    • Overloading: Should Tyra attempt to link with someone that has chaotic emotions, such as someone with BPD or Multiple Personality Disorder, not only will she be unable to, but she will enter an "overload" state where she is unable to properly focus, making her unable to link to another person for three of her own posts, and halving the damage caused by any of her offensive spells.

    Lineage:
    Unique Abilities:

    • A Voice Returned: A passive ability that Tyra discovered through her use of Maguilty Sense, she is capable of-with the consent of the person she is attempting to speak to-Transmit her thoughts directly into the mind of another, essentially making her telepathic.
    • Faith, Embodied: Twice per topic, Tyra is able to surround herself or an ally in a teal aura of faith. This aura does not cover more than just their immediate self, and lasts for three posts. However, while this Aura is active, the aura acts as a defensive shell, taking the next spell that would make contact with the target of this ability and shattering instead, taking all damage that would have been given. This ability can only take amounts of damage that are equivalent to Tyra's rank however. (Note: This ability caps out at A Rank in terms of how much damage can be absorbed)
    • Weaponize Emotion: Tyra's most common ability, she can passively form weapons or tools out of her strong emotions, enabling her to always be armed should she need to be. (Note: Every Other rank she gains, the level of durability and power of these weapons gains a rank. Current Rank: Weak)

      Spells:

      Name: Sensory Link
      Rank: D
      Type: Utility
      Duration: 3 posts
      Cooldown: 4 posts
      Description: The bread and butter of Tyra's Magic, Sensory Link is the most basic spell that Tyra has access to. In order to use this spell, Tyra focuses on a specific point on the target's body, and then spends the mana required to activate this spell, causing a burst of pink light to be launched from her fingertip. Within moments-if contact is made-the target becomes marked with either a simple pink heart on their body, or some type of pink jewelry made entirely of magical energy. Typically, Tyra herself will be the other end of the link, causing her emotions and pain to be shared with the target. While hard to dodge because of its immense speed, this move can be dodged entirely due to the fact that it currently has to travel in a straight line, and cannot change directions once casted. Should this hit something like a rock or tree however, the spell will immediately go into cooldown. Please specify a range and speed for the spell, as well as how many people it can affect at once. Please also state if the emotions that they feel cause damage to the other player.
      Strengths:

      • Linking: This spell's primary Strength is that it allows Tyra to link two people's senses together, forcing each person in the link to share the pain they feel, allowing Tyra to focus on the weaker opponent while still dealing damage to the other participant, or forcing the battle into a stalemate by linking the initial target to herself.

      Weaknesses:

      • Directing: This spell has a very obvious tell as to which direction it is going, as Tyra must point in the direction she wishes to launch the spell in.
      • Straight as an Arrow: While this spell is very fast, it can only travel in a straight line, making it very easy to dodge by simply moving in any direction other than forward or backwards.


      Name Guilty Arrow Storm
      Rank: D
      Type: Offensive, AoE
      Description: One of the simplest offensive spells in Tyra's arsenal, this spell creates exactly what it's name implies: A storm of arrows. These arrows are formed entirely out of Tyra's powerful Faith, allowing them to attack one's sense of pain directly, even if their body is not solid or corporeal. Please state the range and speed of the arrows, how many arrows there are, as well as how the damage is split among the arrows (e.g. 2 arrows each deal 10 HP).
      Duration: 1 Post
      Cooldown: 2 Posts
      Strengths:

      • Overwhelming: As an AoE spell, Guilty Arrow Storm is capable of hitting more than one opponent, allowing Tyra to deal damage across a much wider area than just one person.
      • The Power of Faith: This spell can hit opponents that are either non-solid or incorporeal, by attacking the sense of pain, rather than the physical body.

      Weaknesses:

      • Easily Deflected: Due to the non-elemental nature of this spell, it can easily be blocked or deflected with quick enough reflexes and a decent weapon.
      • Easy to Dodge: While it does cover a wide area, the bombardment of arrows is rather slow, making it easy to get out of the effective range of the spell.
      • The Failure of Faith: Should Tyra's confidence in her powers be shaken enough, this spell will completely fail.


      Name Bulwark of Faith
      Rank: D
      Type: Defensive
      Description: A spell based almost entirely off of one of the Unique Abilities Tyra discovered, Bulwark of Faith allows Tyra to create a teal colored barrier that surrounds her or another target on all sides, allowing her to either defend from an attack, or prevent an attack from connecting with her or her team to begin with. Since this is a barrier, please state that it can withstand either 2 or 3 D-rank spells and/or 1.5 C-rank spells. Please also state the range an ally can be at before they're considered out of range of the spell's casting ability.
      Duration: 3 posts
      Cooldown: 4 posts
      Strengths:

      • Trapping: Because of her ability to target an opponent to surround with the barrier, Tyra can use the barrier to trap an opponent.

      Weaknesses:

      • Short Range: Despite being an effective spell, Bulwark of faith has a very short range, making it only effective for a good ten feet away from her in any direction.
      • Trapping: If she surrounds herself or an ally with the barrier, they will be unable to cast any spell while within it without shattering the barrier.


      Name Maguilty Rays
      Rank: D
      Type: Support/Offensive
      Description: The user materializes and sends forth long yellow blades towards the opponent. These blades take the shape of long yellow curved lines, which form in three different lines on both the left and right sides, pinching in on the opponent to attempt to trap them between the lines. Please state the range and speed of the lines.
      Duration: 1 post
      Cooldown: 2 posts
      Strengths:


      • Pain Stimulation: This seems to be unfinished.



      Weaknesses:

      • Non-Damaging:
      • Because of the nature of this spell, it is not meant to deal damage, and as such is meant to be used only while with a team.
      • Easy to Deflect:
      • Just like Guilty Arrow Storm, it is easy to deflect Maguilty Rays if you have the right level of reflexes and or a spell that could push them away.



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    Completed Re: Lost Magic: Maguilty Sense

    Post by Guest 15th November 2016, 6:39 pm

    Edited!
    avatar
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    Guest

    Completed Re: Lost Magic: Maguilty Sense

    Post by Guest 16th November 2016, 3:40 pm

    Requests are in this color
    Tyra Gassion wrote:
    The Magic of Emotion
    Primary Magic: Maguilty Sense
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description:

    A magic once thought lost to the ages, Maguilty Sense is a caster magic that cannot be compared to another. This magic allows for the user to connect themselves mentally and emotionally to another, allowing them to effectively make "their senses as one". This can be done with more than just one person at the time. The general assumption made with this magic is that it is entirely useless in combat. In fact, this is widely untrue. Maguilty Sense is a magic that works entirely off of making the users powerful emotions elicit corporeal effects onto the world. As such, this magic is as versatile as the emotions of the user.

    In combat Tyra shares the role of both a control caster and a damage dealer. However, unlike most damage dealing magics, Tyra's Maguilty Sense has differing effects based on which emotion is used to facilitate the damage. These damaging effects come in many different forms. These forms can range from simple energy based slashes, to simple blades, to even full weapons-should she focus enough on it. But, returning to the "control" portion of this magic. Tyra's "control" comes in the form of either connecting herself with another to directly share her pain with them or just outright making them feel an emotion that would be considered unhelpful for the situation: such as making a diplomat have a short fuse, a warrior that relies on power given from rage to feel calm and pacified, and so on. Like any other control based magic, this is straining for Tyra, and as such, is not fully prepared for combat. However, it is still useful when a situation to use it presents itself.

    Strengths:

    • Versatile: Due to being magic that is focused on making something non-physical like emotion have tangible effects, Maguilty Sense is among some of the most versatile types of magic.
    • Non-Elemental: Both a strength and a weakness, Maguilty Sense is a magic that works entirely off of concepts, rather than elements. This in and of itself makes it possible for Maguilty Sense to damage people with a non-physical body with physical attacks, attacking the sense of pain directly, while also making it impossible for the spells associated with this magic to be eaten by Slayers.
    • Ease of Fusion: Having initially been created to allow magic users to combine their spells and magics more easily, Maguilty Sense spells are inherently easy to combine into fusions and unison raids. (Essentially making it easier in terms of plot, not mechanics)

    Weaknesses:

    • Non-Elemental: As Maguilty Sense works of the concept of emotion, rather than Elements, Maguilty Sense doesn't quite have the advantage against any of the more common magics out there, making it quite hard for Tyra to get the edge over anyone outright.
    • Limited Arsenal: While Tyra can spawn weapons made of physical emotion, she can only manipulate or create weapons of a certain size. Weapons larger than a greatsword cannot be generated, nor can overly complex weapons.
    • Double Edged Sword: When linked to another, Tyra will feel all pain that person is put through, and vice versa.
    • Overloading: Should Tyra attempt to link with someone that has chaotic emotions, such as someone with BPD or Multiple Personality Disorder, not only will she be unable to, but she will enter an "overload" state where she is unable to properly focus, making her unable to link to another person for three of her own posts, and halving the damage caused by any of her offensive spells.

    Lineage:
    Unique Abilities:

    • A Voice Returned: A passive ability that Tyra discovered through her use of Maguilty Sense, she is capable of-with the consent of the person she is attempting to speak to-Transmit her thoughts directly into the mind of another, essentially making her telepathic.
    • Faith, Embodied: Twice per topic, Tyra is able to surround herself or an ally in a teal aura of faith. This aura does not cover more than just their immediate self, and lasts for three posts. However, while this Aura is active, the aura acts as a defensive shell, taking the next spell that would make contact with the target of this ability and shattering instead, taking all damage that would have been given. This ability can only take amounts of damage that are equivalent to Tyra's rank however. (Note: This ability caps out at A Rank in terms of how much damage can be absorbed)
    • Weaponize Emotion: Tyra's most common ability, she can passively form weapons or tools out of her strong emotions, enabling her to always be armed should she need to be. (Note: Every Other rank she gains, the level of durability and power of these weapons gains a rank. Current Rank: Weak)


    Spells:

    Name: Sensory Link
    Rank: D
    Type: Utility
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The bread and butter of Tyra's Magic, Sensory Link is the most basic spell that Tyra has access to. In order to use this spell, Tyra focuses on a specific point on the target's body, and then spends the mana required to activate this spell, causing a burst of pink light to be launched from her fingertip. Within moments-if contact is made-the target becomes marked with either a simple pink heart on their body, or some type of pink jewelry made entirely of magical energy. She can link multiple people to this at once, however her current maximum is three. 

    Typically, Tyra will be the other end of the link, causing her emotions and pain to be shared with the target, making it harder to fight her. While hard to dodge because of its immense speed-traveling at around thirty feet per second with a range of one hundred and twenty feet 36 meters is far too large of a range for a D-rank spell. Please lower this to 15 meters (aka 49ft)-this move can be dodged entirely due to the fact that it currently has to travel in a straight line, and cannot change directions once casted. Should this hit something like a rock or tree however, the spell will immediately go into cooldown. Unfortunately, while the sense of pain allows Tyra to share any damage done to her with an opponent, the sharing of emotions only will do just that: Share emotion.
    Strengths:

    • Linking: This spell's primary Strength is that it allows Tyra to link two people's senses together, forcing each person in the link to share the pain they feel, allowing Tyra to focus on the weaker opponent while still dealing damage to the other participant, or forcing the battle into a stalemate by linking the initial target to herself.

    Weaknesses:

    • Directing: This spell has a very obvious tell as to which direction it is going, as Tyra must point in the direction she wishes to launch the spell in.
    • Straight as an Arrow: While this spell is very fast, it can only travel in a straight line, making it very easy to dodge by simply moving in any direction other than forward or backwards.


    Name: Guilty Arrow Storm
    Rank: D
    Type: Offensive, AoE
    Description: One of the simplest offensive spells in Tyra's arsenal, this spell creates exactly what it's name implies: A storm of arrows. These arrows are formed entirely out of Tyra's powerful Faith, allowing them to attack one's sense of pain directly, even if their body is not solid or corporeal. In terms of range, These arrows form thirty feet in the air, and rain down among a forty foot area. There are around fifty arrows, and it takes two arrows to do 10 points of damage. The damage here doesn't make any sense to me, 50 arrows means each arrow deals only 2.5HP. Two arrows would not equal 10 HP, if they did that means each arrow deals 5 HP and you could only have up to 4 arrows in order equate 20 HP in damage. Please, fix this.
    Duration: 1 Post
    Cooldown: 2 Posts
    Strengths:

    • Overwhelming: As an AoE spell, Guilty Arrow Storm is capable of hitting more than one opponent, allowing Tyra to deal damage across a much wider area than just one person.
    • The Power of Faith: This spell can hit opponents that are either non-solid or incorporeal, by attacking the sense of pain, rather than the physical body.

    Weaknesses:

    • Easily Deflected: Due to the non-elemental nature of this spell, it can easily be blocked or deflected with quick enough reflexes and a decent weapon.
    • Easy to Dodge: While it does cover a wide area, the bombardment of arrows is rather slow, making it easy to get out of the effective range of the spell.
    • The Failure of Faith: Should Tyra's confidence in her powers be shaken enough, this spell will completely fail.


    Name Bulwark of Faith
    Rank: D
    Type: Defensive
    Description: A spell based almost entirely off of one of the Unique Abilities Tyra discovered, Bulwark of Faith allows Tyra to create a teal colored barrier that surrounds her or another target on all sides, allowing her to either defend from an attack, or prevent an attack from connecting with her or her team to begin with. As a barrier, it can withstand either 2 or 3 D-rank spells and/or 1.5 C-rank spells before shattering. If she uses it to protect an Ally, they must be within fifteen feet of Tyra for the spell to be effective. I think you misunderstood what I meant. The barrier can only protect against either 2 or 3 D-rank spells, your choice, but it must be one or the other. 2 D-rank spells means it can withstand 1 C-rank spell, 3 D-rank spells means it can withstand 1.5 C-rank spells.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths:

    • Trapping: Because of her ability to target an opponent to surround with the barrier, Tyra can use the barrier to trap an opponent.

    Weaknesses:

    • Short Range: Despite being an effective spell, Bulwark of faith has a very short range, making it only effective for a good fifteen feet away from her in any direction.
    • Trapping: If she surrounds herself or an ally with the barrier, they will be unable to cast any spell while within it without shattering the barrier.


    Name Maguilty Rays
    Rank: D
    Type: Support/Offensive
    Description: The user materializes and sends forth long yellow blades towards the opponent. These blades take the shape of long yellow curved lines, which form in three different lines on both the left and right sides, pinching in on the opponent to attempt to trap them between the lines. This spell moves rather fast, travelling at a good ten feet per second to reach its thirty foot maximum range.
    Duration: 1 post
    Cooldown: 2 posts
    Strengths:


    • Pain Stimulation: As a spell dedicated directly to stimulating ones sense of pain, getting hit with every Maguilty Ray will deal an extra ten points of damage on top of the next attack that connects with the opponent.


    Weaknesses:

    • Non-Damaging: Because of the nature of this spell, it is not meant to deal damage, and as such is meant to be used only while with a team.
    • Easy to Deflect: Just like Guilty Arrow Storm, it is easy to deflect Maguilty Rays if you have the right level of reflexes and or a spell that could push them away.

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    Completed Re: Lost Magic: Maguilty Sense

    Post by Guest 16th November 2016, 3:56 pm

    Sorry, everything has been fixed!
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    Completed Re: Lost Magic: Maguilty Sense

    Post by Guest 16th November 2016, 5:17 pm

    Lost Magic: Maguilty Sense AESz729
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    Completed Re: Lost Magic: Maguilty Sense

    Post by Guest 7th January 2017, 4:20 pm

    Unlocked at users request :)

    Tyra Gassion wrote:
    The Magic of Emotion
    Primary Magic: Maguilty Sense
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description:

    A magic once thought lost to the ages, Maguilty Sense is a caster magic that cannot be compared to another. This magic allows for the user to connect themselves mentally and emotionally to another, allowing them to effectively make "their senses as one". This can be done with more than just one person at the time. The general assumption made with this magic is that it is entirely useless in combat. In fact, this is widely untrue. Maguilty Sense is a magic that works entirely off of making the users powerful emotions elicit corporeal effects onto the world. As such, this magic is as versatile as the emotions of the user.

    In combat Tyra shares the role of both a control caster and a damage dealer. However, unlike most damage dealing magics, Tyra's Maguilty Sense has differing effects based on which emotion is used to facilitate the damage. These damaging effects come in many different forms. These forms can range from simple energy based slashes, to simple blades, to even full weapons-should she focus enough on it. But, returning to the "control" portion of this magic. Tyra's "control" comes in the form of either connecting herself with another to directly share her pain with them or just outright making them feel an emotion that would be considered unhelpful for the situation: such as making a diplomat have a short fuse, a warrior that relies on power given from rage to feel calm and pacified, and so on. Like any other control based magic, this is straining for Tyra, and as such, is not fully prepared for combat. However, it is still useful when a situation to use it presents itself.

    Strengths:

    • Versatile: Due to being magic that is focused on making something non-physical like emotion have tangible effects, Maguilty Sense is among some of the most versatile types of magic.
    • Non-Elemental: Both a strength and a weakness, Maguilty Sense is a magic that works entirely off of concepts, rather than elements. This in and of itself makes it possible for Maguilty Sense to damage people with a non-physical body with physical attacks, attacking the sense of pain directly, while also making it impossible for the spells associated with this magic to be eaten by Slayers.
    • Ease of Fusion: Having initially been created to allow magic users to combine their spells and magics more easily, Maguilty Sense spells are inherently easy to combine into fusions and unison raids. (Essentially making it easier in terms of plot, not mechanics)

    Weaknesses:

    • Non-Elemental: As Maguilty Sense works of the concept of emotion, rather than Elements, Maguilty Sense doesn't quite have the advantage against any of the more common magics out there, making it quite hard for Tyra to get the edge over anyone outright.
    • Limited Arsenal: While Tyra can spawn weapons made of physical emotion, she can only manipulate or create weapons of a certain size. Weapons larger than a greatsword cannot be generated, nor can overly complex weapons.
    • Double Edged Sword: When linked to another, Tyra will feel all pain that person is put through, and vice versa.
    • Overloading: Should Tyra attempt to link with someone that has chaotic emotions, such as someone with BPD or Multiple Personality Disorder, not only will she be unable to, but she will enter an "overload" state where she is unable to properly focus, making her unable to link to another person for three of her own posts, and halving the damage caused by any of her offensive spells.

    Lineage:
    Unique Abilities:

    • A Voice Returned: A passive ability that Tyra discovered through her use of Maguilty Sense, she is capable of-with the consent of the person she is attempting to speak to-Transmit her thoughts directly into the mind of another, essentially making her telepathic.
    • Faith, Embodied: Twice per topic, Tyra is able to surround herself or an ally in a teal aura of faith. This aura does not cover more than just their immediate self, and lasts for three posts. However, while this Aura is active, the aura acts as a defensive shell, taking the next spell that would make contact with the target of this ability and shattering instead, taking all damage that would have been given. This ability can only take amounts of damage that are equivalent to Tyra's rank however. (Note: This ability caps out at A Rank in terms of how much damage can be absorbed)
    • Weaponize Emotion: Tyra's most common ability, she can passively form weapons or tools out of her strong emotions, enabling her to always be armed should she need to be. (Note: Every Other rank she gains, the level of durability and power of these weapons gains a rank. Current Rank: Weak)


    Spells:

    Name: Sensory Link
    Rank: D
    Type: Utility
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The bread and butter of Tyra's Magic, Sensory Link is the most basic spell that Tyra has access to. In order to use this spell, Tyra focuses on a specific point on the target's body, and then spends the mana required to activate this spell, causing a burst of pink light to be launched from her fingertip. Within moments-if contact is made-the target becomes marked with either a simple pink heart on their body, or some type of pink jewelry made entirely of magical energy. She can link multiple people to this at once, however her current maximum is three. 

    Typically, Tyra will be the other end of the link, causing her emotions and pain to be shared with the target, making it harder to fight her. While hard to dodge because of its immense speed-traveling at around thirty feet per second with a range of forty-nine feet-this move can be dodged entirely due to the fact that it currently has to travel in a straight line, and cannot change directions once casted. Should this hit something like a rock or tree however, the spell will immediately go into cooldown. Unfortunately, while the sense of pain allows Tyra to share any damage done to her with an opponent, the sharing of emotions only will do just that: Share emotion.
    Strengths:

    • Linking: This spell's primary Strength is that it allows Tyra to link two people's senses together, forcing each person in the link to share the pain they feel, allowing Tyra to focus on the weaker opponent while still dealing damage to the other participant, or forcing the battle into a stalemate by linking the initial target to herself.

    Weaknesses:

    • Directing: This spell has a very obvious tell as to which direction it is going, as Tyra must point in the direction she wishes to launch the spell in.
    • Straight as an Arrow: While this spell is very fast, it can only travel in a straight line, making it very easy to dodge by simply moving in any direction other than forward or backwards.


    Name: Guilty Arrow Storm
    Rank: D
    Type: Offensive, AoE
    Description: One of the simplest offensive spells in Tyra's arsenal, this spell creates exactly what it's name implies: A storm of arrows. These arrows are formed entirely out of Tyra's powerful Faith, allowing them to attack one's sense of pain directly, even if their body is not solid or corporeal. In terms of range, These arrows form thirty feet in the air, and rain down among a forty foot area. There are around ten arrows, and it takes each arrow does 2 points of damage.
    Duration: 1 Post
    Cooldown: 2 Posts
    Strengths:

    • Overwhelming: As an AoE spell, Guilty Arrow Storm is capable of hitting more than one opponent, allowing Tyra to deal damage across a much wider area than just one person.
    • The Power of Faith: This spell can hit opponents that are either non-solid or incorporeal, by attacking the sense of pain, rather than the physical body.

    Weaknesses:

    • Easily Deflected: Due to the non-elemental nature of this spell, it can easily be blocked or deflected with quick enough reflexes and a decent weapon.
    • Easy to Dodge: While it does cover a wide area, the bombardment of arrows is rather slow, making it easy to get out of the effective range of the spell.
    • The Failure of Faith: Should Tyra's confidence in her powers be shaken enough, this spell will completely fail.


    Name Bulwark of Faith
    Rank: D
    Type: Defensive
    Description: A spell based almost entirely off of one of the Unique Abilities Tyra discovered, Bulwark of Faith allows Tyra to create a teal colored barrier that surrounds her or another target on all sides, allowing her to either defend from an attack, or prevent an attack from connecting with her or her team to begin with. As a barrier, it can withstand 3 D-Rank spells before shattering. If she uses it to protect an Ally, they must be within fifteen feet of Tyra for the spell to be effective.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths:

    • Trapping: Because of her ability to target an opponent to surround with the barrier, Tyra can use the barrier to trap an opponent.

    Weaknesses:

    • Short Range: Despite being an effective spell, Bulwark of faith has a very short range, making it only effective for a good fifteen feet away from her in any direction.
    • Trapping: If she surrounds herself or an ally with the barrier, they will be unable to cast any spell while within it without shattering the barrier.


    Name Maguilty Rays
    Rank: D
    Type: Support/Offensive
    Description: The user materializes and sends forth long yellow blades towards the opponent. These blades take the shape of long yellow curved lines, which form in three different lines on both the left and right sides, pinching in on the opponent to attempt to trap them between the lines. This spell moves rather fast, travelling at a good ten feet per second to reach its thirty foot maximum range.
    Duration: 1 post
    Cooldown: 2 posts
    Strengths:


    • Pain Stimulation: As a spell dedicated directly to stimulating ones sense of pain, getting hit with every Maguilty Ray will deal an extra ten points of damage on top of the next attack that connects with the opponent.


    Weaknesses:

    • Non-Damaging: Because of the nature of this spell, it is not meant to deal damage, and as such is meant to be used only while with a team.
    • Easy to Deflect: Just like Guilty Arrow Storm, it is easy to deflect Maguilty Rays if you have the right level of reflexes and or a spell that could push them away.

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    Completed Re: Lost Magic: Maguilty Sense

    Post by Guest 7th January 2017, 8:53 pm

    Change has been made: The free D-Rank Spell I got from Secret Santa has been added!
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    Completed Re: Lost Magic: Maguilty Sense

    Post by desirée 16th December 2017, 6:01 pm

    Lost Magic: Maguilty Sense XEibTrW


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    Lost Magic: Maguilty Sense IY2eFxu


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