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    Text of Spirits

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    Completed Text of Spirits

    Post by Guest 14th September 2017, 5:36 pm

    Text of Spirits

    Primary Magic: Text of spirits

    Secondary Magic: (Must be filled in later. Magic you trained for goes here)

    Caster or Holder: Holder

    Description: Books hold many things, stories, knowledge, history and even spirits. The Book "Trem" or Text of spirits is not just filled with the knowledge of spirits but is also the key to summoning them. Using the book as a conduit of magic the user may call upon a spirit who resides within the book, each spirit has a dedicated chapter to it giving information on its history and abilities, the more chapters you go through the stronger the spirit. Now, a person cannot simply pick up the book, skip to chapter 50 and summon an extremely powerful spirit. Most books let you skip to the end if you wish however, this book is "living" as in it grows with its user, binding itself to them and their magical prowess. If the user is just starting they may only gain access to a few chapters; while a powerful wizard may be granted access to as many as 20 chapters.

    Vorian uses his tome to call upon spirits to fight in his place, Vorian despises getting dirty and thus uses his spirits as his weapon. Vorian holds a strong bond with his spirits and while others may see this spirits as simply tools, he sees them as companions relying on their strength just as much as they rely on his.

    Strengths:

    • Versatility - With many different spirits you can adapt to any situation.


    • Safety - This magic does not directly put the user in harms way and can stay away from combat.


    • Multiple summons - A strong wizard can summon multiple spirits at one time, enhancing their combat strength.


    Weaknesses:

    • Defenses - With a strong offense comes a poor defense, this magic usually leaves the caster to fend for themselves if the spirit is preoccupied.


    • Draining - The user must constantly use magic to keep their spirit out, if a user runs out of magic they lose their spirit and are defenseless.


    • Holder - With almost all holder magic if a wizard loses their conduit of magic they are completely useless in battle.


    • Summoning - The user must take time to summon their spirit, an enemy can easily take advantage of this time and attack the wizard.


    Lineage:

    Unique Abilities:

    Bookmarker - In a situation where Vorian must cease using his spirit he may "bookmark" their chapter and return them to his tome. If a spirit is called back out they retain any passives, shields, cooldowns, and injuries. Vorian may also remove his bookmarked spirit and put the spirit back on cooldown. If Vorian calls out another spirit the bookmarked spirit is canceled. A spirit can be bookmarked for 2 turns, and is on a 3 turn cooldown.

    Return - Similar to celestial spirit magic, Vorian can force his spirit away as long as the spirit also gives consent to the dismissal.

    Ley Lines - Vorian does not consider his spirits as shields for his use, thus such a strong bond allows each other to share their pain. Vorians spirits may take up to 30% all damage Vorian receives and as such Vorian may take up to 30% damage his spirits take. Vorian and his spirit must be within 60 meters of each other to retain their damage reduction.


    D Rank Spells:


    Last edited by Vorian on 25th September 2017, 1:41 pm; edited 1 time in total
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    Completed Re: Text of Spirits

    Post by Guest 24th September 2017, 10:04 am

    Hey ^^ It's me, Sally :D I am here to grade your magic ^^ If there is anything you are confused about, feel free to ask or anything of the sort :) The stuff I have noticed is in this color! ^^ LETS BEGIN :D


    (P.S. This is me getting to your magic xD)

    Vorian wrote:
    Text of Spirits

    Primary Magic: Text of spirits

    Secondary Magic: (Must be filled in later. Magic you trained for goes here)

    Caster or Holder: Holder

    Description: Books hold many things, stories, knowledge, history and even spirits. The Book "Trem" or Text of spirits is not just filled with the knowledge of spirits but is also the key to summoning them. Using the book as a conduit of magic the user may call upon a spirit who resides within the book, each spirit has a dedicated chapter to it giving information on its history and abilities, the more chapters you go through the stronger the spirit. Now, a person cannot simply pick up the book, skip to chapter 50 and summon an extremely powerful spirit. Most books let you skip to the end if you wish however, this book is "living" as in it grows with its user, binding itself to them and their magical prowess. If the user is just starting they may only gain access to a few chapters; while a powerful wizard may be granted access to as many as 20 chapters.

    Vorian uses his tome to call upon spirits to fight in his place, Vorian despises getting dirty and thus uses his spirits as his weapon. Vorian holds a strong bond with his spirits and while others may see this spirits as simply tools, he sees them as companions relying on their strength just as much as they rely on his.

    Strengths:

    • Versatility - With many different spirits you can adapt to any situation.


    • Safety - This magic does not directly put the user in harms way and can stay away from combat.


    • Multiple summons - A strong wizard can summon multiple spirits at one time, enhancing their combat strength.


    Weaknesses:

    • Defenses - With a strong offense comes a poor defense, this magic usually leaves the caster to fend for themselves if the spirit is preoccupied.


    • Draining - The user must constantly use magic to keep their spirit out, if a user runs out of magic they lose their spirit and are defenseless.


    • Holder - With almost all holder magic if a wizard loses their conduit of magic they are completely useless in battle.


    • Summoning - The user must take time to summon their spirit, an enemy can easily take advantage of this time and attack the wizard.


    Lineage:

    Unique Abilities:

    Spirit Caller - Vorian has a strong connection with the spirits in his tome and when he is not in possession of his tome he can sense the location of the book up to 60 meters away. I can't help but feel this is more of an AoE, so changing this to match the distance of an AoE at D would be great ^^, this will rank up with you luckily :)

    Bookmarker - In a situation where Vorian must cease using his spirit he may "bookmark" their chapter and return them to his tome. If a spirit is called back out they retain any passives, shields, cooldowns, and injuries. Vorian may also remove his bookmarked spirit and put the spirit back on cooldown. If Vorian calls out another spirit the bookmarked spirit is canceled. A spirit can be bookmarked for 2 turns, and is on a 3 turn cooldown.

    Return - Similar to celestial spirit magic, Vorian can force his spirit away as long as the spirit also gives consent to the dismissal.

    Ley Lines - Vorian does not consider his spirits as shields for his use, thus such a strong bond allows each other to share their pain. Vorians spirits may take up to 30% all damage Vorian receives and as such Vorian may take up to 30% damage his spirits take. Vorian and his spirit must be within 60 meters of each other to retain their damage reduction.

    You can only have 3 at D rank I am afraid... I suggest you strike one of them out ^^ so you don't lose and forget it :D and to indicate that you can't use it till C ^.^

    Signature:

    Signatures aren't unlocked till C rank, so strike this out to indicate you cannot use it yet ^.^ Just so you don't forget it :)

    D Rank Spells:

    All done ^^ bump when done
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    Completed Re: Text of Spirits

    Post by Guest 25th September 2017, 1:49 pm

    Buuump!

    (My reaction to seeing this reply)
    Text of Spirits Giphy
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    Completed Re: Text of Spirits

    Post by Guest 26th September 2017, 2:40 am

    Nice nice ^^ all approved :)

    (This is me hugging you coz i think you is adorablz! >D)

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