Guild Spells
Guild Spells are powerful H Rank Spells that are more complex and widespread than regular H Rank Spells. Each Guild can have 3 of them, but there are a few rules and restrictions tied to it. First of all, it is important to know that these Guild Spells cannot and should not be of the same power level as you see it in the anime and the manga. Spells like Fairy Glitter and Fairy Law are clearly overpowered and benefit from the plot armor. This is an alternative universe and we try to keep everything as balanced as possible so that everyone can have a fair and equal chance. This means we have to keep everything realistic and say no to some of the canon stuff. For Fairy Tail's Guild Spells this simply means that you can still have Fairy Glitter and Fairy Law, but they have to be weaker versions than the originals. In this forum, the Guild Spells are the most powerful spells one can cast, but they are still H Rank. This also means that they are not entirely undodgeable.
( Although dodging or blocking these Spells is quite unrealistic for most of the mages... )
As mentioned above, a Guild may have 3 Guild Spells. The Guildmaster is the only one who is able to cast all 3. A Guild may also have 3 Aces and each Ace can learn 1 Guild Spell, but no two Aces can have the same Guild Spell. They each have to learn a different one. In order to learn a Guild Spell, the Ace must have a thread with the Guildmaster. This thread is the equivalent of an S Rank mission and reward the appropriate amount of Experience. It must be 60 posts long and have 250 words per post at least.
Guild Spells are the sole exception where mages that are not H Rank can cast an H Rank Spell. However, these spells will drain the mage of all magic and leave them unable to cast any other spells for the remainder of the thread.
(Unless the mage casting the spell is H Rank him-/herself.)
Guild Spells are powerful H Rank Spells that are more complex and widespread than regular H Rank Spells. Each Guild can have 3 of them, but there are a few rules and restrictions tied to it. First of all, it is important to know that these Guild Spells cannot and should not be of the same power level as you see it in the anime and the manga. Spells like Fairy Glitter and Fairy Law are clearly overpowered and benefit from the plot armor. This is an alternative universe and we try to keep everything as balanced as possible so that everyone can have a fair and equal chance. This means we have to keep everything realistic and say no to some of the canon stuff. For Fairy Tail's Guild Spells this simply means that you can still have Fairy Glitter and Fairy Law, but they have to be weaker versions than the originals. In this forum, the Guild Spells are the most powerful spells one can cast, but they are still H Rank. This also means that they are not entirely undodgeable.
( Although dodging or blocking these Spells is quite unrealistic for most of the mages... )
As mentioned above, a Guild may have 3 Guild Spells. The Guildmaster is the only one who is able to cast all 3. A Guild may also have 3 Aces and each Ace can learn 1 Guild Spell, but no two Aces can have the same Guild Spell. They each have to learn a different one. In order to learn a Guild Spell, the Ace must have a thread with the Guildmaster. This thread is the equivalent of an S Rank mission and reward the appropriate amount of Experience. It must be 60 posts long and have 250 words per post at least.
Guild Spells are the sole exception where mages that are not H Rank can cast an H Rank Spell. However, these spells will drain the mage of all magic and leave them unable to cast any other spells for the remainder of the thread.
(Unless the mage casting the spell is H Rank him-/herself.)
- Template:
- Code:
[b]Name:[/b]
[b]Guild:[/b]
[b]Type:[/b]
[b]Description:[/b]
[b]Strengths:[/b]
[b]Weaknesses:[/b]
[b]Duration/Cooldown:[/b]