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    Ace Cards - Cards of Fate (edited)

    Twisted Fate
    Twisted Fate

    1 Year Anniversary- Player 
    Lineage : Serpent's Fang
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    Posts : 55
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    Character Sheet
    First Skill: Cards of Fate
    Second Skill:
    Third Skill:

    Ace Cards - Cards of Fate (edited) Empty Ace Cards - Cards of Fate (edited)

    Post by Twisted Fate 11th February 2013, 8:12 am

    Primary Magic: Cards of Fate

    Secondary Magic: Nope

    Caster or Holder: Holder

    Description:
    Cards of Fate (CoF) is as the name suggests a type of card magic. It allows Ace to freely manipulate cards of any kind so that they can either cut or strike a target with great force (half the damage of a normal D-Rank spell). But CoF also involves using a special deck that has cards with different effects depending on how they are used and only these cards can have these effects through CoF. The deck used here is one that possesses cards in 5 colors with 5 different symbols: blue, red, gold, green and black/violet. Blue cards have an eye as a symbol; red cards have a sword; gold cards have chains depicted on them; green cards have an infinity symbol; black cards have a question mark.
    Each card has its own purpose and to utilize these effects they must be used in spells. The cards also have other effects when used in spells that require more than one card:

    Blue:
    This card is meant to sap magic from an opponent and transfer it to Ace whilst dealing damage. They can also be used as a catalyst for more powerful spells.

    Red:
    This card is an all-out offensive card made for damaging an enemy and to physically drain them and/or hinder them. For spells that use multiple cards it is these that determine how much damage a spell does, the ore red is in it, the more power is behind the spell.

    Gold:
    This card’s purpose is to disable the enemy(s) whilst dealing lesser damage. If used in combination with blue cards it becomes an AoE.

    Green:
    This is a support card that is used for buffs, defense and/or healing. If used with blue its potency can be enhanced. Using only a green card allows teleportation which is unsuited for battle due to a far too long charge-up. This teleport has a limited range of 7 miles but can be used to travel to any point within the radius. Free usage of this card also allows the creation of any element/material he desires, but only non-offensively (camp fires, drinking water, electricity to charge something, metal needed to patch up a train etc.)

    Black/Violet:
    An almost omnipotent card and the most powerful one in the deck. It uses principals of dark magic and possesses great power. Depending on how it is used it can be used to do things like creating intense beams of massive energy or even summoning forbidden creatures from the deepest pits of darkness.

    How each of these effects materialize can vary. The red card for example can become and explosion, landslide, a lava ball or even a sword. And depending on how the cards are combined they can be used for any number of spells. 5 different cards with no number limitation allows infinite combinations. This magic also requires physical fitness. Due to the dependence of cards and no natural or magical passive physical resilience the user must be swift and have A LOT of stamina.

    Strengths:
    -Massive unpredictability: Because there are so many combinations no one but Ace can remember them. And since different combinations cause different things the enemy cannot tell what’s really coming – only roughly what it may do. And this is only if they know what each card stands for.

    -Versatility: Since the combinations can be made to become nearly anything the situations Ace can adapt to is almost infinite.

    -Blue Cards: Its effect is also a great strong point as it allows to drain the enemy of its magic and returning more magic to Ace.

    -The cards used are indestructible and duplicate themselves after usage.

    - Since the cards are propelled by magic, wind doesn’t affect spells.

    - The mere fact that CoF allows the free manipulation of any type of cards gaining access to such a common item is easy.

    Weaknesses:
    -Versatility: As more and more of his spells are ruled out in a situation he only has few available to use (so if he has spells that predominantly use fire Ace can’t use them against water or fire mage)

    -Cost: While cool down and individual magic cost is usually low it allows fast repeated usage of spells. However this repeated usage must be done with heed as fast agile enemies will evade the attacks and force Ace to mow through his magic reserves.

    -If his cards were to be seal away from him or are hidden; Ace can only control cards that he has access to AND knows the rough location of.

    -This magic gives no passive resilience what so ever so Ace is quite vulnerable to any form of attack.

    Abilities/Powers:
    Teleport
    Card manipulation
    Recourse creation


    D-Rank Spells


    Name: Simply Blue
    Spoiler:

    Name: Hammered red

    Spoiler:


    Name: Lucky Gold
    Spoiler:

    Name: Kindred Green
    Spoiler:


    Last edited by Twisted Fate on 12th February 2013, 2:20 am; edited 4 times in total
    Soleice-kun
    Soleice-kun

    Elemental Avatar


    Elemental Avatar

    Moderator- VIP- Ten Wizard Saint Member- Guild Master- God Slayer- A-Rank- Veteran Level 1- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 1 Year Anniversary- Player 
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    Guild : Sabertooth
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    Age : 28
    Mentor : Cynthia Eidolon
    Experience : 0

    Character Sheet
    First Skill: Heaven Godslayer
    Second Skill: Ice-Make
    Third Skill:

    Ace Cards - Cards of Fate (edited) Empty Re: Ace Cards - Cards of Fate (edited)

    Post by Soleice-kun 11th February 2013, 11:38 pm

    Twisted Fate wrote:Primary Magic: Cards of Fate

    Secondary Magic: Nope

    Caster or Holder: Holder

    Description:
    Cards of Fate (CoF) is as the name suggests a type of card magic. It allows Ace to freely manipulate cards of any kind so that they can either cut or strike a target with great force (half the damage of a normal D-Rank spell). But CoF also involves using a special deck that has cards with different effects depending on how they are used and only these cards can have these effects through CoF. The deck used here is one that possesses cards in 5 colors with 5 different symbols: blue, red, gold, green and black/violet. Blue cards have an eye as a symbol; red cards have a sword; gold cards have chains depicted on them; green cards have an infinity symbol; black cards have a question mark.
    Each card has its own purpose and to utilize these effects they must be used in spells. The cards also have other effects when used in spells that require more than one card:

    Blue:
    This card is meant to sap magic from an opponent and transfer it to Ace whilst dealing damage. They can also be used as a catalyst for more powerful spells.

    Red:
    This card is an all-out offensive card made for damaging an enemy and to physically drain them and/or hinder them. For spells that use multiple cards it is these that determine how much damage a spell does, the ore red is in it, the more power is behind the spell.

    Gold:
    This card’s purpose is to disable the enemy(s) whilst dealing lesser damage. If used in combination with blue cards it becomes an AoE.

    Green:
    This is a support card that is used for buffs, defense and/or healing. If used with blue its potency can be enhanced. Using only a green card allows teleportation which is unsuited for battle due to a far too long charge-up. This teleport has a limited range of 7 miles but can be used to travel to any point within the radius. Free usage of this card also allows the creation of any element/material he desires, but only non-offensively (camp fires, drinking water, electricity to charge something, metal needed to patch up a train etc.)

    Black/Violet:
    An almost omnipotent card and the most powerful one in the deck. It uses principals of dark magic and possesses great power. Depending on how it is used it can be used to do things like creating intense beams of massive energy or even summoning forbidden creatures from the deepest pits of darkness.

    How each of these effects materialize can vary. The red card for example can become and explosion, landslide, a lava ball or even a sword. And depending on how the cards are combined they can be used for any number of spells. 5 different cards with no number limitation allows infinite combinations. This magic also requires physical fitness. Due to the dependence of cards and no natural or magical passive physical resilience the user must be swift and have A LOT of stamina.

    Strengths:
    -Massive unpredictability: Because there are so many combinations no one but Ace can remember them. And since different combinations cause different things the enemy cannot tell what’s really coming – only roughly what it may do. And this is only if they know what each card stands for.

    -Versatility: Since the combinations can be made to become nearly anything the situations Ace can adapt to is almost infinite.

    -Blue Cards: Its effect is also a great strong point as it allows to drain the enemy of its magic and returning more magic to Ace.

    -The cards used are indestructible and duplicate themselves after usage.

    - Since the cards are propelled by magic, wind doesn’t affect spells.

    - The mere fact that CoF allows the free manipulation of any type of cards gaining access to such a common item is easy.

    Weaknesses:
    -Versatility: As more and more of his spells are ruled out in a situation he only has few available to use (so if he has spells that predominantly use fire Ace can’t use them against water or fire mage)

    -Cost: While cool down and individual magic cost is usually low it allows fast repeated usage of spells. However this repeated usage must be done with heed as fast agile enemies will evade the attacks and force Ace to mow through his magic reserves.

    -If his cards were to be seal away from him or are hidden; Ace can only control cards that he has access to AND knows the rough location of.

    -This magic gives no passive resilience what so ever so Ace is quite vulnerable to any form of attack.

    Abilities/Powers:
    Teleport
    Card manipulation
    Recourse creation


    D-Rank Spells


    Name: Simply Blue
    Spoiler:

    Name: Hammered red

    Spoiler:


    Name: Lucky Gold
    Spoiler:

    Name: Kindred Green
    Spoiler:


    _____________________________________________________________________________________

    Ace Cards - Cards of Fate (edited) Jasper11

    Minato's Battle Theme
    Spoiler:

    Minato's Character Theme
    Spoiler:


    Eternum's Battle Theme
    Spoiler:


    Eternum's Main Guild Theme
    Spoiler:
    Twisted Fate
    Twisted Fate

    1 Year Anniversary- Player 
    Lineage : Serpent's Fang
    Position : None
    Posts : 55
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Cards of Fate
    Second Skill:
    Third Skill:

    Ace Cards - Cards of Fate (edited) Empty Re: Ace Cards - Cards of Fate (edited)

    Post by Twisted Fate 12th February 2013, 12:13 am

    So I buffed out what dents I could. For the cost I used percentages as I don't know how magic is measured here. I tried to change the power as detailed as I know, but without any base this is my best shot at it.


    _____________________________________________________________________________________

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    EXP
    60/150
    Borro
    Borro

    Moderator- Novice [250]- 1 Year Anniversary- Player 
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    Character Sheet
    First Skill: Fate and Games, Rules and Luck
    Second Skill: Muscles!
    Third Skill:

    Ace Cards - Cards of Fate (edited) Empty Re: Ace Cards - Cards of Fate (edited)

    Post by Borro 12th February 2013, 2:25 am

    Approved because OP cooldowns


    _____________________________________________________________________________________

    Ace Cards - Cards of Fate (edited) Nq4tx2
    Because my magic is confusing, here is the link for all those who need to reference it https://www.fairytail-rp.com/t2165-borro-magic#26678

      Current date/time is 15th November 2024, 2:39 pm