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    The Fire

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    The Fire Empty The Fire

    Post by Guest 22nd December 2016, 10:25 am

    THE FIRE

    Evidence of Accomplishment: Character change
    Description:
    "Fire burns brighter in the dark."
    After being denied entrance to both Heaven and Hell, Stingy Jack became a simple wandering spirit in the world of the living. He was, essentially, a lost soul: one that was unable to pass on, not because of unfinished business, but because of his own fault. Each day agonizingly passed by, watching as the people of the living went about their daily chores to watching the souls of the dead pass on to Heaven or Hell. It became not something of hatred or sorrow, but a longing to belong somewhere other than on Earthland as a lost soul. However, he was unable to do anything that would fix the trickery he had pulled off with God and the Devil, himself. So, he lived out the rest of his eternity watching as the world around him progressed day by day into what it is now. Though as he day passed by, he began to believe that no matter how much he wandered, how much he "lived on," he would always be stuck.

    One night, he was watching as a little girl wandered a small pathway on her way back home when she veered off strangely from the path. He watched her as she wandered deeper and deeper into the woods until, at long last, she discovered she lost her way. The girl wailed and cried out for help, but in the day and age that they were in, no one would ever come to her rescue. She continued to howl for help, but her cries soon became whimpers and eventually, she stopped calling completely. Jack did not leave her side; no, Jack stuck beside her, despite never having been seen by the little girl, as he did not want her to be alone. It became his bright idea that, perhaps, he should attempt to help her get back home, to do everything his power to help. So, he tried sticks and stones, throwing them in hope of gaining the little girl's attention, but he seemed to only frighten her.

    He was slowly beginning to give up on trying to get her attention that wasn't as fearful as the one she was displaying now. However, just as he was about to give up, Jack attempted one last thing: he slowly placed one hand on the girl's shoulder. The little girl's eyes sparkled like flames for a moment, and when she looked at him, a gleam of happiness sparked in her eyes. Jack smiled at her a smile so warm and comforting, it made the little girl smile back and even hug one of his legs. No communication between the two ever happened, it was a sort of connection in which the little girl just knew. And so, Jack grabbed hold of her hand and with a beckon of his head, the man led the little girl out of the forest. To her, Jack appeared as a wispy, translucent being that had a soft, fire-like glow emitting around his body and it was that, that led her out.

    The little girl made it home by Jack's own hand, safe and sound, and he figured that his life would go on just as it would. Yet, as Jack left the house, in which the little girl lived, an entity stopped him in his tracks, calling out to him. This entity knew what Jack had done for the little girl and was quite proud of the trickster's decisions to be good. Because of this, the entity believed Jack to be worthy enough to become what it called "an elemental," and he would be known as the "Jack O'Lantern." It would be his job each night to go out and look for those who were lost in the woods or could not find their way home. And he would lead them home to safety, of which stories would begin to form around him, creating what he would be to the people of the living. He would be an entity of flames, who was friendly and helpful, who guided those lost in the night back home to their life.
    Strengths:

    • Naturally speaking, the flames of a fire are capable of dealing 50% extra damage to nature type magic
    • Fighting fire with wind is nearly impossible to win against, as wind will only fuel the flames of a fire instead
    • Fighting fire with ice is also not much of a great idea as ice can be melted by the flames and thus, 50% more damage can be done to ice type magic as well

    Weaknesses:

    • Quelling the flames of a fire is almost near impossible and, as a result, the flames can cause collateral damage to the surroundings
    • Fire is, naturally, much weaker to water in that water is capable of dousing its flames and putting it out; so, water magic of any type deals 50% more in damage to this magic
    • The flames of fire are considerably weaker to earth type magic, this is due to the earth being able to snuff out its life; so, earth magic of any type deals 50% more in damage to this magic
    • Fighting against other fire users is completely useless when using this magic, as fighting fire with fire will only fuel them both

    Unique Abilities:

    • Fireproof: The user is the birth of a legend, of how the Jack O'Lantern came to be, and thus, is symbolized by the lantern's flame. This flame signifies that the user is not only the one who is able to wield the flames of the Lantern, but is also the flame itself. As a result, the user is completely immune to all types of fire magic that are lower in rank to them, regardless of what they are. Any fire type magics that are of equal rank to the user will have their damage naturally reduced by 50%. For all types of fire magic that are one rank above the user, their damage will be reduced by 25% against the user. Those flames that are two ranks higher than the user will have their damage reduced by 10% of what they can naturally deal. Flames that are any rank higher than two ranks of the user will still be able to deal full damage to the user.
    • Burning Aura: As the very essence of the Jack O'Lantern, the user has a burning aura around them that acts like the flickering flames of a candle. The farther away from the user a person is, the less heat that they will feel emitting from the user's body and the less damage they receive. It's a great way for a person to keep warm, especially during the colder seasons, but just like a flame, the user is hotter to the touch the closer a person is. Ranging out to eighty [80] meters at the user's current rank (+15m per rank up to SS), and being in the vicinity around the user, a person will feel the burning aura. Damage equates to 25% of user-rank damage to a single or multiple target(s) that are near the user and continues over a set of ten (10) posts. Once all of the damage is received, the targets will no longer be dealt damage and the "damage aspect" of the ability goes on cooldown for eleven (11) posts. However, all cosmetic effects of the aura remain, including random pieces of scenery catching on fire, heat being felt, et cetera.
    • Heat Sight: Over time, the user has quickly adjusted to their elemental body and as such, have learned to utilize all aspects of it. Because of this, the user is now able to access what is known as "heat vision," where they are able to see things that give off heat signatures. Their vision no longer acts like a normal human's, but instead they see things in an array of colors signifying heat. The colder a person or object is, the deeper of blue they are, and the hotter the person or object is, the brighter the color they become until they turn white. A deep, dark blue means the person or object is so cold that it's become frozen and a white hue means the person or object is unbearably hot. As this is connected to the user's own vision, the ability has no range, rather the range is as far as the eye can naturally see. Since this is now their regular vision, anything or anyone that the user sees may appear as a jumbled mess or simply a mass.


    Name: Fingers of Fire
    Rank: D
    Duration: Instant
    Cooldown: 2 posts
    Type: Elemental, Fire, Instant, Unholy
    Description: The user is capable of momentarily coating their hand in a blazing fire, a fire so hot that touching it would instantly burn a person. Because the user's hand is coated in fire, their melee damage is briefly buffed by 50% of their natural damage output. This means that on top of the unarmed melee damage that they already deal, they deal an extra 50% to a target. So, because the user is, say A-rank, they already naturally deal D-rank damage, plus the 50% would mean they deal 30HP. Damage that is dealt through this spell is transferred from melee damage to spell damage, but only for the duration of the spell. Its range is close combat, and because the user is forced into fighting with their fists, it's at higher risk of missing. Evidently, because the user's fist can miss the target, the 50% extra damage can easily be bypassed by any magus.
    Strengths:

    • The user's melee damage is changed from unarmed melee damage to spell damage for the duration of the spell
    • Because the user's unarmed melee damage may already deal D-rank damage naturally or higher, it simply buffs the damage by 50%
    • Requires close combat range, in which the target may feel the burning effects of the flames that carry over from the user's primary magic

    Weaknesses:

    • Requires close combat range, so the user has to get close up and in their target's face to make the spell work
    • Has a higher chance of missing the target due to being in close combat range and target is more likely to dodge
    • Buffs only a single hand on the user for one hit, and once that hit is used, whether it strikes or misses, it cannot be used again
    • Fire is naturally weaker against water and earth, thus its damage is reduced by 50% up against magi of these elements


    Name: Fire Spiral of Al'Kabor
    Rank: C
    Duration: Instant
    Cooldown: 3 posts
    Type: Elemental, Fire, Instant, Unholy
    Description: In a forty (40) meter diameter around the user, the user can cast out a blast of flames that envelop those near them and the vicinity around them. Those that are within zero to ten (0-10) meters of the user will receive 100% of C-rank damage and are considered the epicenter of attack. Anyone that is eleven to twenty-one (11-21) meters away from the user will receive 75% of C-rank damage and are considered outside of the epicenter. From twenty-two to thirty-two (22-32) meters from the user, targets will receive 50% of C-rank damage and are to be considered outside of the epicenter. For those that are thirty-three to forty (33-40) meters from where the user stands will receive 25% of C-rank damage. Because of such a large range and because the user is within the epicenter itself, they, too, will receive 100% C-rank damage. On top of that, the burn effect on their primary magic will activate and deal damage to them on top of the C-rank damage.
    Strengths:

    • The spell has a large range of effect, allowing for a multitude of people in a small vicinity to be affected
    • Deals various damage over the course of the spell's range, and can range from 25% C-rank damage to 100% C-rank damage
    • Everyone receives damage depending on where they stand in the spell's range, but can be dealt very little to full damage

    Weaknesses:

    • Not only is damage dealt to the ones that are locked within the range of the spell, but it also deals damage to the user
    • Because of the flames being connected to the user's primary magic as well, the user also receives a burn effect
    • This is also capable of affecting allies if they are caught within the range of the spell, forcing them to receive the same amount of damage as an enemy
    • Damage varies depending on where a person stands in the spell's range, from as little as 25% C-rank damage to 100% C-rank damage


    Name: Elemental Shield
    Rank: B
    Duration: 6 posts
    Cooldown: 7 posts
    Type: Barrier, Elemental, Fire, Unholy
    Description: The user is the very essence of the flame found within Jack O'Lanterns, and thus, is able to utilize it to their advantage. By allowing for the flames to consume them, the user can transform their body into a fire elemental for a duration of six (6) posts. However, since the user's body is made entirely from flames, water deals a natural +50% in damage to the user. But while this elemental body is activated, they are able to withstand 3x B-rank damage or 1.5x A-rank damage. Likewise, wind/air is able to push them around much easier than if the user was not to be in their elemental form. And just like water, they receive +50% in damage from earth type magics, regardless of the rank they are. This does not have a set range as it affects the user's body and once it wears off, it wears off and cannot be used again.
    Strengths:

    • Allows the user to turn their body from something solid and penetrable to something immaterial and elemental
    • Grants the user the ability to withstand 3x B-rank damage or 1.5x A-rank damage when in this elemental form
    • This does not have to be done on just the user, instead of transforming themselves, they can turn an ally into a fire elemental

    Weaknesses:

    • Because their body is forced into an elemental state and one that is made of flames, they receive extra damage from water magic
    • Likewise, damage that is received by the user or ally from earth type magics is increased by +50%
    • Wind/air magic is able to easily push the user or ally around compared to when they were in their solid, natural form
    • Spells of higher rank than the elemental body may cause it to receive such damage, crack, and instantly go on cooldown


    Name: Conflagration
    Rank: A
    Duration: Instant
    Cooldown: 5 posts
    Type: Elemental, Fire, Instant, Unholy
    Description: The user becomes a blaze of fire, themselves, having their body enveloped by the devastating flames of their magic. When their body is entirely consumed by the flames, they are able to combust themselves, causing collateral damage to a small vicinity. These flames rush outward in a diameter of ninety (90) meters and at a rate of 45 m/s, destroying the landscape around the user. Because of the user being the epicenter of the attack in a way, the user receives 100% A-rank damage upon casting the spell. Anyone that is within 22.5 meters of the user will also receive 100% A-rank damage upon contact with the flames. Those within forty-five (45) meters of the user will only receive 75% of A-rank damage when struck by the flames cast out from the user. Magi that are 67.5 meters from the user will receive 50% of A-rank damage when the flames come in contact with them. Lastly, those that are ninety (90) meters away from the user will only receive 25% of A-rank damage from the attack.
    Strengths:

    • A large range of effect, allowing a multitude of people to be affected by the damage of the attack rather than just a few
    • Damage varies depending on where a person standings, but everyone affected by the spell receives some sort of damage
    • Causes collateral damage to the surroundings, making nature type magic ineffective when in the vicinity of the user

    Weaknesses:

    • Damage varies depending on where a person stands, so one person could receive full damage while another only receives 25%
    • The user is considered a ticking time bomb in that they are the epicenter of the attack and receive damage as well
    • Causes collateral damage to the surroundings, making those allied with the user struggle if they are nature-type magi
    • Allies caught within the conflagration will be dealt the same amount of damage that was intended for enemies


    Name: Tears of the Sun
    Rank: S
    Duration: Instant
    Cooldown: 8 posts
    Type: Elemental, Fire, Instant, Unholy
    Description: The user's eyes light aflame, glowering with a deep and foreboding hue that staring into the flames causes a person equal to or lower in rank to the user to become petrified. They're unable to move, they're destined to watch as the flames continue to burn endlessly, staring back at them. But these flames aren't the only flames; the sky begins to darken until the very clouds above are a pitch black. Flickers of flames rain down upon those within a 120 meters around the user, crashing down on anything and everything. Because of the immense strain it puts on the user, it costs double the MP to cast and even deals 87% of it total damage to the user. Those within thirty (30) meters of the user will be dealt 175% S-rank damage just as the user receives 131% of that. Anyone within sixty (60) meters of the user will receive 131% of S-rank damage from the flames that leak from the sky like tears. For those that are within ninety (90) meters of the user, they will receive 87% of the damage intended for them. The rest that are within 120 meters of the user will only receive 43% of S-rank damage from the spell's attack.
    Strengths:

    • Everyone equal or lower in rank to the user are unable to move for the duration of the spell's casting
    • Everyone receives some sort of damage over the large range of attack, whether it's a lot or very little
    • Large range of attack, allowing for a multitude of people to be affected by the spell in one given area

    Weaknesses:

    • Damage varies depending on where a person stands, meaning someone could receive little damage compared to someone else
    • The user receive 87% of the total damage intended from the spell and also uses double the amount of MP to cast
    • Affects allies that are caught within the spell's range, dealing to them damage that is normally dealt to enemies
    • Collateral damage to surroundings, destroying what life there may have been or buildings that may be around


    Name: Daevon's Fire
    Rank: S
    Duration: N/a
    Cooldown: N/a
    Type: Elemental, Fire, Signature, Unholy
    Description: Drawing both of their hands to one side of their body, the user begins to charge up a small orb of fire between the palms of their hands. It doesn't take but a few seconds for this fireball to charge up to full size in their hand and they are able to fire it off. The fireball flies at its target at a rate of 10m/s and can reach up to a range of 150 meters before it runs out of fuel. However, the catch to this beautiful work of art is that halfway through its range, the fireball slowly turns into that of a tornado. This raging tornado is 150 meters wide, ripping up anything that is around it and dealing damage to anything in its path. But the actual tornado only deals 100% S-rank damage to those that it is able to suck up in its path and those outside of it only receive 75% S-rank damage. For once, the user doesn't receive damage from this spell, but can get hit by debris that is tore up from the tornado.
    Strengths:

    • Starts out as a small fireball that fools the target into believing they can easily dodge the oncoming attack
    • Turns into a massive tornado about halfway through its range, creating and causing collateral damage to the surroundings
    • Is able to suck up targets in its path and deal 100% damage to them versus those that are outside of the tornado receiving only 75% of damage

    Weaknesses:

    • Causes collateral damage to the surroundings, tearing up debris that can hit anyone and everyone around it
    • Can cause injury to allies due to them getting in the way of the tornado and being sucked up by it
    • Only deals 100% S-rank damage compared to dealing extra damage like most of the other spells the user can cast
    • Tornado moves at an extremely slow rate, allowing for targets to be able to move out of the way from being sucked up

    wordstagged
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    The Fire Empty Re: The Fire

    Post by Guest 16th February 2017, 5:38 am

    Eyyyooo :D you know what I am here for ^^ so let's get to it! hehehe. Neat magic, btw o.o

    Requests can be found in thiisssss colour ^.^

    Blad Dragoon wrote:
    THE FIRE

    Evidence of Accomplishment: Character change
    Description:
    "Fire burns brighter in the dark."
    After being denied entrance to both Heaven and Hell, Stingy Jack became a simple wandering spirit in the world of the living. He was, essentially, a lost soul: one that was unable to pass on, not because of unfinished business, but because of his own fault. Each day agonizingly passed by, watching as the people of the living went about their daily chores to watching the souls of the dead pass on to Heaven or Hell. It became not something of hatred or sorrow, but a longing to belong somewhere other than on Earthland as a lost soul. However, he was unable to do anything that would fix the trickery he had pulled off with God and the Devil, himself. So, he lived out the rest of his eternity watching as the world around him progressed day by day into what it is now. Though as he day passed by, he began to believe that no matter how much he wandered, how much he "lived on," he would always be stuck.

    One night, he was watching as a little girl wandered a small pathway on her way back home when she veered off strangely from the path. He watched her as she wandered deeper and deeper into the woods until, at long last, she discovered she lost her way. The girl wailed and cried out for help, but in the day and age that they were in, no one would ever come to her rescue. She continued to howl for help, but her cries soon became whimpers and eventually, she stopped calling completely. Jack did not leave her side; no, Jack stuck beside her, despite never having been seen by the little girl, as he did not want her to be alone. It became his bright idea that, perhaps, he should attempt to help her get back home, to do everything his power to help. So, he tried sticks and stones, throwing them in hope of gaining the little girl's attention, but he seemed to only frighten her.

    He was slowly beginning to give up on trying to get her attention that wasn't as fearful as the one she was displaying now. However, just as he was about to give up, Jack attempted one last thing: he slowly placed one hand on the girl's shoulder. The little girl's eyes sparkled like flames for a moment, and when she looked at him, a gleam of happiness sparked in her eyes. Jack smiled at her a smile so warm and comforting, it made the little girl smile back and even hug one of his legs. No communication between the two ever happened, it was a sort of connection in which the little girl just knew. And so, Jack grabbed hold of her hand and with a beckon of his head, the man led the little girl out of the forest. To her, Jack appeared as a wispy, translucent being that had a soft, fire-like glow emitting around his body and it was that, that led her out.

    The little girl made it home by Jack's own hand, safe and sound, and he figured that his life would go on just as it would. Yet, as Jack left the house, in which the little girl lived, an entity stopped him in his tracks, calling out to him. This entity knew what Jack had done for the little girl and was quite proud of the trickster's decisions to be good. Because of this, the entity believed Jack to be worthy enough to become what it called "an elemental," and he would be known as the "Jack O'Lantern." It would be his job each night to go out and look for those who were lost in the woods or could not find their way home. And he would lead them home to safety, of which stories would begin to form around him, creating what he would be to the people of the living. He would be an entity of flames, who was friendly and helpful, who guided those lost in the night back home to their life.
    Strengths:

    • Naturally speaking, the flames of a fire are capable of dealing 50% extra damage to nature type magic
    • Fighting fire with wind is nearly impossible to win against, as wind will only fuel the flames of a fire instead
    • Fighting fire with ice is also not much of a great idea as ice can be melted by the flames and thus, 50% more damage can be done to ice type magic as well

    Weaknesses:

    • Quelling the flames of a fire is almost near impossible and, as a result, the flames can cause collateral damage to the surroundings
    • Fire is, naturally, much weaker to water in that water is capable of dousing its flames and putting it out; so, water magic of any type deals 50% more in damage to this magic
    • The flames of fire are considerably weaker to earth type magic, this is due to the earth being able to snuff out its life; so, earth magic of any type deals 50% more in damage to this magic
    • Fighting against other fire users is completely useless when using this magic, as fighting fire with fire will only fuel them both

    Unique Abilities:

    • Fireproof: The user is the birth of a legend, of how the Jack O'Lantern came to be, and thus, is symbolized by the lantern's flame. This flame signifies that the user is not only the one who is able to wield the flames of the Lantern, but is also the flame itself. As a result, the user is completely immune to all types of fire magic that are lower in rank to them, regardless of what they are. Any fire type magics that are of equal rank to the user will have their damage naturally reduced by 50%. For all types of fire magic that are one rank above the user, their damage will be reduced by 25% against the user. Those flames that are two ranks higher than the user will have their damage reduced by 10% of what they can naturally deal. Flames that are any rank higher than two ranks of the user will still be able to deal full damage to the user.
    • Burning Aura: As the very essence of the Jack O'Lantern, the user has a burning aura around them that acts like the flickering flames of a candle. The farther away from the user a person is, the less heat that they will feel emitting from the user's body and the less damage they receive. It's a great way for a person to keep warm, especially during the colder seasons, but just like a flame, the user is hotter to the touch the closer a person is. Ranging out to eighty [80] meters at the user's current rank (+15m per rank up to SS), and being in the vicinity around the user, a person will feel the burning aura. Damage equates to 25% of user-rank damage to a single or multiple target(s) that are near the user and continues over a set of ten (10) posts. Once all of the damage is received, the targets will no longer be dealt damage and the "damage aspect" of the ability goes on cooldown for eleven (11) posts. However, all cosmetic effects of the aura remain, including random pieces of scenery catching on fire, heat being felt, et cetera. I suggest to make it so that you can only use this once per thread, especially since it happens for 10 posts.
    • Heat Sight: Over time, the user has quickly adjusted to their elemental body and as such, have learned to utilize all aspects of it. Because of this, the user is now able to access what is known as "heat vision," where they are able to see things that give off heat signatures. Their vision no longer acts like a normal human's, but instead they see things in an array of colors signifying heat. The colder a person or object is, the deeper of blue they are, and the hotter the person or object is, the brighter the color they become until they turn white. A deep, dark blue means the person or object is so cold that it's become frozen and a white hue means the person or object is unbearably hot. As this is connected to the user's own vision, the ability has no range, rather the range is as far as the eye can naturally see. Since this is now their regular vision, anything or anyone that the user sees may appear as a jumbled mess or simply a mass.


    It says you can only keep 2 unique abilities, so you will have to drop one I am afraid.

    Name: Fingers of Fire
    Rank: D
    Duration: Instant
    Cooldown: 2 posts
    Type: Elemental, Fire, Instant, Unholy
    Description: The user is capable of momentarily coating their hand in a blazing fire, a fire so hot that touching it would instantly burn a person. Because the user's hand is coated in fire, their melee damage is briefly buffed by 50% of their natural damage output. This means that on top of the unarmed melee damage that they already deal, they deal an extra 50% to a target. So, because the user is, say A-rank, they already naturally deal D-rank damage, plus the 50% would mean they deal 30HP. Damage that is dealt through this spell is transferred from melee damage to spell damage, but only for the duration of the spell. Its range is close combat, and because the user is forced into fighting with their fists, it's at higher risk of missing. Evidently, because the user's fist can miss the target, the 50% extra damage can easily be bypassed by any magus.
    Strengths:

    • The user's melee damage is changed from unarmed melee damage to spell damage for the duration of the spell
    • Because the user's unarmed melee damage may already deal D-rank damage naturally or higher, it simply buffs the damage by 50%
    • Requires close combat range, in which the target may feel the burning effects of the flames that carry over from the user's primary magic

    Weaknesses:

    • Requires close combat range, so the user has to get close up and in their target's face to make the spell work
    • Has a higher chance of missing the target due to being in close combat range and target is more likely to dodge
    • Buffs only a single hand on the user for one hit, and once that hit is used, whether it strikes or misses, it cannot be used again
    • Fire is naturally weaker against water and earth, thus its damage is reduced by 50% up against magi of these elements


    Name: Fire Spiral of Al'Kabor
    Rank: C
    Duration: Instant
    Cooldown: 3 posts
    Type: Elemental, Fire, Instant, Unholy
    Description: In a forty (40) meter diameter around the user, the user can cast out a blast of flames that envelop those near them and the vicinity around them. Those that are within zero to ten (0-10) meters of the user will receive 100% of C-rank damage and are considered the epicenter of attack. Anyone that is eleven to twenty-one (11-21) meters away from the user will receive 75% of C-rank damage and are considered outside of the epicenter. From twenty-two to thirty-two (22-32) meters from the user, targets will receive 50% of C-rank damage and are to be considered outside of the epicenter. For those that are thirty-three to forty (33-40) meters from where the user stands will receive 25% of C-rank damage. Because of such a large range and because the user is within the epicenter itself, they, too, will receive 100% C-rank damage. On top of that, the burn effect on their primary magic will activate and deal damage to them on top of the C-rank damage.
    Strengths:

    • The spell has a large range of effect, allowing for a multitude of people in a small vicinity to be affected
    • Deals various damage over the course of the spell's range, and can range from 25% C-rank damage to 100% C-rank damage
    • Everyone receives damage depending on where they stand in the spell's range, but can be dealt very little to full damage

    Weaknesses:

    • Not only is damage dealt to the ones that are locked within the range of the spell, but it also deals damage to the user
    • Because of the flames being connected to the user's primary magic as well, the user also receives a burn effect
    • This is also capable of affecting allies if they are caught within the range of the spell, forcing them to receive the same amount of damage as an enemy
    • Damage varies depending on where a person stands in the spell's range, from as little as 25% C-rank damage to 100% C-rank damage


    Name: Elemental Shield
    Rank: B
    Duration: 6 posts
    Cooldown: 7 posts
    Type: Barrier, Elemental, Fire, Unholy
    Description: The user is the very essence of the flame found within Jack O'Lanterns, and thus, is able to utilize it to their advantage. By allowing for the flames to consume them, the user can transform their body into a fire elemental for a duration of six (6) posts. However, since the user's body is made entirely from flames, water deals a natural +50% in damage to the user. But while this elemental body is activated, they are able to withstand 3x B-rank damage or 1.5x A-rank damage. Likewise, wind/air is able to push them around much easier than if the user was not to be in their elemental form. And just like water, they receive +50% in damage from earth type magics, regardless of the rank they are. This does not have a set range as it affects the user's body and once it wears off, it wears off and cannot be used again.
    Strengths:

    • Allows the user to turn their body from something solid and penetrable to something immaterial and elemental
    • Grants the user the ability to withstand 3x B-rank damage or 1.5x A-rank damage when in this elemental form
    • This does not have to be done on just the user, instead of transforming themselves, they can turn an ally into a fire elemental

    Weaknesses:

    • Because their body is forced into an elemental state and one that is made of flames, they receive extra damage from water magic
    • Likewise, damage that is received by the user or ally from earth type magics is increased by +50%
    • Wind/air magic is able to easily push the user or ally around compared to when they were in their solid, natural form
    • Spells of higher rank than the elemental body may cause it to receive such damage, crack, and instantly go on cooldown


    Name: Conflagration
    Rank: A
    Duration: Instant
    Cooldown: 5 posts
    Type: Elemental, Fire, Instant, Unholy
    Description: The user becomes a blaze of fire, themselves, having their body enveloped by the devastating flames of their magic. When their body is entirely consumed by the flames, they are able to combust themselves, causing collateral damage to a small vicinity. These flames rush outward in a diameter of ninety (90) meters and at a rate of 45 m/s, destroying the landscape around the user. Because of the user being the epicenter of the attack in a way, the user receives 100% A-rank damage upon casting the spell. Anyone that is within 22.5 meters of the user will also receive 100% A-rank damage upon contact with the flames. Those within forty-five (45) meters of the user will only receive 75% of A-rank damage when struck by the flames cast out from the user. Magi that are 67.5 meters from the user will receive 50% of A-rank damage when the flames come in contact with them. Lastly, those that are ninety (90) meters away from the user will only receive 25% of A-rank damage from the attack.
    Strengths:

    • A large range of effect, allowing a multitude of people to be affected by the damage of the attack rather than just a few
    • Damage varies depending on where a person standings, but everyone affected by the spell receives some sort of damage
    • Causes collateral damage to the surroundings, making nature type magic ineffective when in the vicinity of the user

    Weaknesses:b

    • Damage varies depending on where a person stands, so one person could receive full damage while another only receives 25%
    • The user is considered a ticking time bomb in that they are the epicenter of the attack and receive damage as well
    • Causes collateral damage to the surroundings, making those allied with the user struggle if they are nature-type magi
    • Allies caught within the conflagration will be dealt the same amount of damage that was intended for enemies


    Name: Tears of the Sun
    Rank: S
    Duration: Instant
    Cooldown: 8 posts
    Type: Elemental, Fire, Instant, Unholy
    Description: The user's eyes light aflame, glowering with a deep and foreboding hue that staring into the flames causes a person equal to or lower in rank to the user to become petrified. They're unable to move, they're destined to watch as the flames continue to burn endlessly, staring back at them. But these flames aren't the only flames; the sky begins to darken until the very clouds above are a pitch black. Flickers of flames rain down upon those within a 120 meters around the user, crashing down on anything and everything. Because of the immense strain it puts on the user, it costs double the MP to cast and even deals 87% check your weaknesses of it total damage to the user. Those within thirty (30) meters of the user will be dealt 175% S-rank damage just as the user receives 131% of that 150% sounds just fine in my opinion, 175 almost deals double, change this and you're good to go :).. Anyone within sixty (60) meters of the user will receive 131% of S-rank damage from the flames that leak from the sky like tears. For those that are within ninety (90) meters of the user, they will receive 87% of the damage intended for them. The rest that are within 120 meters of the user will only receive 43% of S-rank damage from the spell's attack.
    Strengths:

    • Everyone equal or lower in rank to the user are unable to move for the duration of the spell's casting
    • Everyone receives some sort of damage over the large range of attack, whether it's a lot or very little
    • Large range of attack, allowing for a multitude of people to be affected by the spell in one given area

    Weaknesses:

    • Damage varies depending on where a person stands, meaning someone could receive little damage compared to someone else
    • The user receive 75% of the total damage intended from the spell and also uses double the amount of MP to cast you have 75% here, but in your description, it says 87%, which one is it??
    • Affects allies that are caught within the spell's range, dealing to them damage that is normally dealt to enemies
    • Collateral damage to surroundings, destroying what life there may have been or buildings that may be around


    Name: Daevon's Fire
    Rank: S
    Duration: N/a woaaaahhh calm down xD, you will need a duration as the spell sounds like it needs one, I suggest 1 or 2 posts since it also sounds like a charged spell, please correct me if I am wrong.
    Cooldown: N/a I suggest a 2 post cooldown due to how much destruction it can make
    Type: Elemental, Fire, Signature, Unholy
    Description: Drawing both of their hands to one side of their body, the user begins to charge up a small orb of fire between the palms of their hands. It doesn't take but a few seconds for this fireball to charge up to full size in their hand and they are able to fire it off. The fireball flies at its target at a rate of 10m/s and can reach up to a range of 150 meters before it runs out of fuel. However, the catch to this beautiful work of art is that halfway through its range, the fireball slowly turns into that of a tornado. This raging tornado is 150 meters wide, ripping up anything that is around it and dealing damage to anything in its path. But the actual tornado only deals 100% S-rank damage to those that it is able to suck up in its path and those outside of it only receive 75% S-rank damage. For once, the user doesn't receive damage from this spell, but can get hit by debris that is tore up from the tornado.
    Strengths:

    • Starts out as a small fireball that fools the target into believing they can easily dodge the oncoming attack
    • Turns into a massive tornado about halfway through its range, creating and causing collateral damage to the surroundings
    • Is able to suck up targets in its path and deal 100% damage to them versus those that are outside of the tornado receiving only 75% of damage

    Weaknesses:

    • Causes collateral damage to the surroundings, tearing up debris that can hit anyone and everyone around it
    • Can cause injury to allies due to them getting in the way of the tornado and being sucked up by it
    • Only deals 100% S-rank damage compared to dealing extra damage like most of the other spells the user can cast
    • Tornado moves at an extremely slow rate, allowing for targets to be able to move out of the way from being sucked up

    wordstagged

    The rest looks great :) just bump it when you are done ^.^
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    The Fire Empty Re: The Fire

    Post by Guest 16th February 2017, 7:01 am

    Read the rules, Salrynn, H-ranks get a third UA.

    Instant spells are able to deal up to 75% extra damage, that is still within rules.

    Tornado only does pure damage for 1 post, I don't see why it needs a duration or cool down.

    I'll fix the weakness.
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    Guest

    The Fire Empty Re: The Fire

    Post by Guest 17th February 2017, 9:23 am

    I have took everything else into account lolololololololol.

    you can keep the 75% and the N/A for your signatures duration/cooldown.

    The Fire VkztGmZ

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