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    Sakama's Magic

    Sakama
    Sakama

    Player 
    Lineage : None
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    Posts : 10
    Guild : Fairy Tail
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    Sakama's Magic Empty Sakama's Magic

    Post by Sakama 16th April 2017, 8:47 am

    Magic

    Primary Magic: Blood requip magic
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Holder
    Description: Blood requip magic is something Sakama was born into.  She first learned about it when she began training with her parents and gained a cut on her hand.  She was experience extreme emotion and was only wishing for a weapon to up her advantage.  At this thought, her blood began to transform into a sword before her eyes.  She then began training this magic, finding that only with her own blood spilled, was she allowed to summon this weapon.
    She uses it in battle only when she needs an upperhand because of the strain this summon puts on her body as it is using her own blood.  She found that she could summon separate weapons to her aid as she needed them, but only melee weapons.

    Strengths:

    • Great offensive and defensive capabilities.
    • Can be used in close quarters combat very well.
    • Easy to summon being as it uses her own blood.


    Weaknesses:

    • Being as it uses Sakama's blood, she becomes weaker the more she uses it.
    • Useless with long range combat.
    • If the wound where the blood is coming from is healed, then the weapon will begin decaying until it has dissipated.
    • Once the weapon has run it's course, if Sakama hasn't finished her fight, she will be too weak to continue.


    Lineage:
    VICTOR’S DESCENT:
    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground,  ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.  

    Unique Abilities:

    • Sakama's weapons do 25% more damage when another's blood covers the ground that she can use to power up her weapons.
    • As long as the weapon is equipped, any spell/weapon her level or lower attempting to use her own blood to harm her, has no effect.
    • Because she is used to open wounds for her requip magic, any magic dealing disease damage would be cut in half.


    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Summon sword
    Rank: D
    Type: Offensive
    Duration:3 posts
    Cooldown:4 posts
    Description: This spell is cast once blood has been spilled, be it her own or her opponents.  The blood gathers in her hand, creating a sword to be used in combat.  It forms the shape of a katana, sharp to the touch.  It can only hit someone in close combat, but because of the size, can be swung quickly.  Also, as a passive, the weapon does +25% melee damage.
    Actives:

    • Summons a katana made of her blood.

    Passives:

    • +25% melee damage.

    Strengths:

    • Great at offensive or defensive.
    • Not much required for casting.
    • Can be targeted by buffs for other spells.

    ( List all the positive aspects of the spell Like above, list all of the strengths of the spell.  You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
    Weaknesses:

    • Uses a lot of her own blood, making it hard to continue fighting once her blood is low.
    • Does not deflect magic.
    • Lowers senses because all focus is on casting.
    • Slower the longer she fights.
      ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)

      Name: Summon dual swords
      Rank: D
      Type: Offensive
      Duration:3 posts
      Cooldown:4 posts
      Description: This spell is cast once blood has been spilled, be it her own or her opponents.  The blood gathers in her hand, creating two swords to be used in combat.  It forms the shape of two daggers, sharp to the touch.  It can only hit someone in close combat, but because of the size, can be swung quickly.  Passive: +25% melee damage.
      Actives:

      • Summons twin daggers made of blood.

      Passives:

      • +25% melee damage.

      Strengths:

      • Quick movement.
      • Double the damage by using dual.
      • Can be targeted by buffs for other spells.

      ( List all the positive aspects of the spell Like above, list all of the strengths of the spell.  You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
      Weaknesses:

      • Cannot be used within 2 posts of Summon sword.
      • Uses more blood than sword.
      • Less powerful than other summoning spells.
      • Slower the longer she fights.
        ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)

        Name: Blood buff
        Rank: D
        Type: Supportive
        Duration:2 post
        Cooldown:3 posts
        Description: The caster uses blood of their enemy on the ground to buff up their summoned weapons, causing 5% extra weapon damage.
        Strengths:

        • Extra damage helps finish fights before the blood summons disappear.
        • Quick casting time.
        • No one can steal the power as she uses it.


        Weaknesses:

        • Not usable if no opponents blood has been spilled.
        • Long cooldown time.
        • Lots of energy used to cast.
        • Buffs can be negated by other spells.

          Name: Healing Hand
          Rank: D
          Type: Supportive
          Duration:Instant
          Cooldown: 2 Posts
          Description: This spell is an instant cast healing spell, used to restore 5% of the casters health after a summon spell is finished.  It also gives the caster a small burst of energy.
          Strengths:

          • If too much blood is lost, this spell balances health.
          • Instant cast time.
          • The caster gains a small burst of energy in able to make it somewhere to heal.

          Weaknesses:

          • Can only be cast after a summon spell ends.
          • If casters health is below 15%, the spell cannot be used.
          • The spell doesn't mend wounds fully, just temporarily.
          • After the small burst of energy, the caster must sleep.


            List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

            Name Name of the Spell )
            Rank: (What rank is your spell? H, S, A, B, C, or D)
            Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
            Fused Spells(What Spells Went into the Fusion and their Ranks?)








    Last edited by Sakama on 22nd April 2017, 3:02 pm; edited 2 times in total
    Sakama
    Sakama

    Player 
    Lineage : None
    Position : None
    Posts : 10
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Sakama's Magic Empty Re: Sakama's Magic

    Post by Sakama 19th April 2017, 2:55 pm

    bump, I need an approval still
    avatar
    Guest
    Guest

    Sakama's Magic Empty Re: Sakama's Magic

    Post by Guest 20th April 2017, 10:50 am

    Heeeyyy ^^ I am here to grade your magic, but there are a few things I need to ask you, I ask that you do not rush me as I am in a bit of a personal predicament right now, so I am trying to take my time with everything. With that over and done with, lets get going!

    Everything in this colour is a suggested change ^^

    Sakama wrote:Magic

    Primary Magic: Blood requip magic
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Holder
    Description: Blood requip magic is something Sakama was born into.  She first learned about it when she began training with her parents and gained a cut on her hand.  She was experience extreme emotion and was only wishing for a weapon to up her advantage.  At this thought, her blood began to transform into a sword before her eyes.  She then began training this magic, finding that only with her own blood spilled, was she allowed to summon this weapon.
    She uses it in battle only when she needs an upperhand because of the strain this summon puts on her body as it is using her own blood.  She found that she could summon separate weapons to her aid as she needed them, but only melee weapons.

    Strengths:

    • Great offensive and defensive capabilities.
    • Can be used in close quarters combat very well.
    • Easy to summon being as it uses her own blood.


    Weaknesses:

    • Being as it uses Sakama's blood, she becomes weaker the more she uses it.
    • Useless with long range combat.
    • If the wound where the blood is coming from is healed, then the weapon will begin decaying until it has dissipated.
    • Once the weapon has run it's course, if Sakama hasn't finished her fight, she will be too weak to continue.


    Lineage:
    VICTOR’S DESCENT:
    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground,  ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.  

    Unique Abilities:

    • Sakama's weapons do 25% more damage when another's blood covers the ground that she can use to power up her weapons.
    • As long as the weapon is equipped, any spell/weapon her level or lower attempting to use her own blood to harm her, has no effect.
    • Sakama is able to consume anything containing high levels of iron once every 10 posts to reduce the cooldown of her weapon by 1 post. Cooldown reductions aren't usually accepted, I would like you to change it to something more acceptable x)


    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Summon sword
    Rank: D
    Type: Offensive
    Duration:3 posts
    Cooldown:4 posts
    Description: This spell is cast once blood has been spilled, be it her own or her opponents.  The blood gathers in her hand, creating a sword to be used in combat.  It forms the shape of a katana, sharp to the touch.  It can only hit someone in close combat, but because of the size, can be swung quickly.( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)

    If this is a requip magic, this needs both a passive and an active as its requip, I want the sword to deal 25% increased melee damage
    Strengths:

    • Great at offensive or defensive.
    • Not much required for casting.
    • Can be targeted by buffs for other spells.

    ( List all the positive aspects of the spell Like above, list all of the strengths of the spell.  You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
    Weaknesses:

    • Uses a lot of her own blood, making it hard to continue fighting once her blood is low.
    • Does not deflect magic.
    • Lowers senses because all focus is on casting.
    • Slower the longer she fights.
      ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)

      Name: Summon dual swords
      Rank: D
      Type: Offensive
      Duration:3 posts
      Cooldown:4 posts
      Description: This spell is cast once blood has been spilled, be it her own or her opponents.  The blood gathers in her hand, creating a swords to be used in combat.  It forms the shape of two daggers, sharp to the touch.  It can only hit someone in close combat, but because of the size, can be swung quickly.( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)

      If this is a requip magic, this needs both a passive and an active as its requip, I want the swords to deal 25% increased melee damage

      Strengths:

      • Quick movement.
      • Double the damage by using dual.
      • Can be targeted by buffs for other spells.

      ( List all the positive aspects of the spell Like above, list all of the strengths of the spell.  You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
      Weaknesses:

      • Cannot be used within 2 posts of Summon sword.
      • Uses more blood than sword.
      • Less powerful than other summoning spells.
      • Slower the longer she fights.
        ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)

        Name: Blood buff
        Rank: D
        Type: Supportive
        Duration:2 post
        Cooldown:4 posts 3 posts
        Description: The caster uses blood of their enemy on the ground to buff up their summoned weapons, causing 5% extra weapon damage.
        Strengths:

        • Extra damage helps finish fights before the blood summons disappear.
        • Quick casting time.
        • No one can steal the power as she uses it.


        Weaknesses:

        • Not usable if no opponents blood has been spilled.
        • Long cooldown time.
        • Lots of energy used to cast.
        • Buffs can be negated by other spells.

          Name: Healing Hand
          Rank: D
          Type: Supportive
          Duration:Instant
          Cooldown: 2 Posts
          Description: This spell is an instant cast healing spell, used to restore 5% of the casters health after a summon spell is finished.  It also gives the caster a small burst of energy.
          Strengths:

          • If too much blood is lost, this spell balances health.
          • Instant cast time.
          • The caster gains a small burst of energy in able to make it somewhere to heal.

          Weaknesses:

          • Can only be cast after a summon spell ends.
          • If casters health is below 15%, the spell cannot be used.
          • The spell doesn't mend wounds fully, just temporarily.
          • After the small burst of energy, the caster must sleep.


            List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

            Name Name of the Spell )
            Rank: (What rank is your spell? H, S, A, B, C, or D)
            Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
            Fused Spells(What Spells Went into the Fusion and their Ranks?)








    Ok so, I have a few things to point out here. https://www.fairytail-rp.com/t23490-hp-magic-and-damage-rules Take a look at the rules here x) they can help you define how to plan out requip magic ^^ I also suggest here https://www.fairytail-rp.com/t5780-physical-body-equipment-and-pet-rules

    When you have done this, bump it :)
    Sakama
    Sakama

    Player 
    Lineage : None
    Position : None
    Posts : 10
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Sakama's Magic Empty Re: Sakama's Magic

    Post by Sakama 20th April 2017, 1:31 pm

    Bump bump. Fixed it. XD
    avatar
    Guest
    Guest

    Sakama's Magic Empty Re: Sakama's Magic

    Post by Guest 22nd April 2017, 9:24 am

    Just for clarification purposes, can you list out your passives and actives??

    Active:
    Active here

    Passive:
    Passive here
    Sakama
    Sakama

    Player 
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    Position : None
    Posts : 10
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    Sakama's Magic Empty Re: Sakama's Magic

    Post by Sakama 22nd April 2017, 3:02 pm

    Done and done.
    avatar
    Guest
    Guest

    Sakama's Magic Empty Re: Sakama's Magic

    Post by Guest 1st May 2017, 11:39 am

    Ok so, the actives need to be a spell of sorts to do with the weapon, a spell within a spell x) I hope that's understandable x) If you need any helps of sorts, then lots of requip magic listed in the approved magic apps will help you ^^
    desirée
    desirée

    Crystals


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    Sakama's Magic Empty Re: Sakama's Magic

    Post by desirée 16th December 2017, 6:26 pm

    Sakama's Magic XEibTrW


    _____________________________________________________________________________________

    Sakama's Magic IY2eFxu


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