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    Black Water Magic

    Celest Auxivista
    Celest Auxivista

    Player 
    Lineage : Demonic Carnage
    Position : None
    Posts : 10
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Black Water Magic Empty Black Water Magic

    Post by Celest Auxivista 20th November 2016, 12:33 pm

    Primary Magic: Black Water Magic
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: The user holds within them, the key to an extra-planar type of magic that acidifies water around them, and allows for control of water's state counterparts (Gas, Solid, plasma, etc...), and the use of this magic allows control over water, making versatility in control only limited by innovativeness, or imagination.

    STRENGTHS:
    -Toxic - The water is able to deal toxic damage
    -Environmental Hazard - This magic will cut through most natural metals, silts (like dirt), or plant life.
    -State-Change: The user can change the state of the acidic water they control, from plasmatic gases, to super-frozen solids (Sub-zero and above, no Absolute zero.)

    WEAKNESSES:

    -Difficulty: Since this controls and acidifies water in the region, the difficulty of control grows as the amount grows. After 2 Spell casts, the spells cost 1.25x of the normal amount of mana used, until 2+ spells lose cooldown state.
    -Acid Drip: The acid, though under control of the user, will drip from control, and will warp the environ underneath the user.
    -Difficulty 2: This magic also may hit allies, in addition to foes.
    --Slayers: Poison slayers can eat this type of magic.
    -Soluble: This can be defended against by normal water (Acid into Water soluble) and magic water attacks.

    Lineage:
    Demonic Carnage:
    Description: A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.
    Ability: The user transforms into a demon with horns, wings, and markings that glow in a bright neon green color. In this form the user’s magic capabilities become unusable. Though their magic is not accessible, they gain immense surge in physical speed (50%), strength (75%), and durability (+50% HP). They also gain the ability to shoot blasts of dark energy from their body that deals user ranked spell damage.
    Usage:4 post duration with a 6 post cooldown. Can't use magic during use of this ability. Bonus HP is taken first before true HP but temporary HP cannot recover while inactive and if you exit and reenter the sta

    Unique Abilities:
    -Toxic Flesh- The user is enveloped in a semi-permanent toxic solution running over their body, allowing for .25x damage from physical attack (Giving).~Passive~
    - Toxic Vision- The user can use toxic fumes to extend their vision out by 10ft extra in all directions.  ~Active~
    Duration: 3 Posts
    Cooldown:4 Posts
    - Hallucinogenic- any state of the water (Gas, liquid, solid) causes hallucinations in foes the same rank and below, or people without magical protection.

    D-Rank Spells:


    Last edited by Celest Auxivista on 26th November 2016, 9:39 am; edited 1 time in total
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    Black Water Magic Empty Re: Black Water Magic

    Post by Guest 20th November 2016, 6:16 pm

    Hey there, fellow Danganronpa fc Celest!
    I'm Ami. Feel free to call me... Ami...
    Anyways, i'm the one grading your magic today.
    All my comments will be in this fine color.
    Bump the thread once the edits i ask of you have been made. And if you have any questions, you can PM me or another member of staff.


    Celest Auxivista wrote:Primary Magic: Black Water Magic
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: The user holds within them, the key to an extra-planar type of magic that acidifies water around them, and allows for control of water's state counterparts (Gas, Solid, plasma, etc...), and the use of this magic allows control over water, making versatility in control only limited by innovativeness, or imagination.


    STRENGTHS:
    -Toxic - In addition to their normal damage, the acidic waters will impart .5 D-Rank damage in necrosis onto a living target, or .5 D-Rank Damage to nonliving things in form of acid erosion. This sounds more like an ability to me. You cannot have abilities for strengths
    -Environmental Hazard - This magic will cut through most natural metals, silts (like dirt), or plant life, up to 1 D-Rank Damage. Magic metals, etc... take .5 D-Rank damage from this magic once. (No DoT) Once again, sounds like more of an ability
    -State-Change: The user can change the state of the acidic water they control, from plasmatic gases, to super-frozen solids (Sub-zero and above, no Absolute zero.)
    -Toxic-Immunity - The user doesn't take poison or acid damage, from up to 1 rank above, and below that. Immunities count more as abilities


    WEAKNESSES:


    -Difficulty: Since this controls and acidifies water in the region, the difficulty of control grows as the amount grows. After 2 Spell casts, the spells cost 1.25x of the normal amount of mana used, until 2+ spells lose cooldown state.
    -Acid Drip: The acid, though under control of the user, will drip from control, and will warp the environ underneath the user.
    -Difficulty 2: This magic also may hit allies, in addition to foes.
    --Slayers: Poison slayers can eat this type of magic.
    -Soluble: This can be defended against by normal water (Acid into Water soluble) and magic water attacks.


    Lineage: (Input Lineage here) (Input comment here)


    Unique Abilities:
    -Toxic Flesh- The user is enveloped in a semi-permanent toxic solution running over their body, allowing for 1.25x damage from physical attack (Giving), and .75 damage from other sourced attacks (Physical) ~Passive~ You can deal 25% more or .25x. 1.25 = 125% extra. That's a lot. And please explain what you mean by the ".75 damage from other sourced attacks" statement
    - Toxic Vision- The user can use toxic fumes to extend their vision out by 10ft extra in all directions.  ~Active~
    Duration: 3 Posts
    Cooldown:4 Posts
    - Hallucinogenic- any state of the water (Gas, liquid, solid) causes hallucinations in foes the same rank, or people without magical protection. Might be better to state "same rank and below" just to be clear


    D-Rank Spells:
    Celest Auxivista
    Celest Auxivista

    Player 
    Lineage : Demonic Carnage
    Position : None
    Posts : 10
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Black Water Magic Empty Re: Black Water Magic

    Post by Celest Auxivista 26th November 2016, 9:39 am

    Danganronpa was lit.

    Bump
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    Black Water Magic Empty Re: Black Water Magic

    Post by Guest 26th November 2016, 9:55 am

    Spoiler:

    Black Water Magic 1SAHExu

      Current date/time is 5th November 2024, 7:43 am