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    Tremor Magic

    Kael
    Kael

    1 Year Anniversary- Player 
    Lineage : Zeus's Descent
    Position : None
    Posts : 41
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Shirohige
    Experience : 0

    Character Sheet
    First Skill: Tremor Magic
    Second Skill: ---
    Third Skill:

    Tremor Magic Empty Tremor Magic

    Post by Kael 9th June 2013, 1:33 am

    Primary Magic: Tremor Magic
    Secondary Magic: ---
    Caster or Holder: Caster
    Description:
    Tremor magic allows the user to produce vibrations. This is often done by increasing the magical pressure in the targeted location(s), causing the area to burst due to the force producing shockwaves and explosions. The power of the shockwaves and tremors depends on the amount of magic used to perform it. This can be done on almost any medium, whether it may be land, water, or air. Its effect can also vary depending on the medium the shockwaves are used on (such as causing earthquakes when used in the land, giant waves when used in the water, and incredible wind force when used in the air). It is also possible to use this magic on the user himself, allowing him to enchant his limbs with pressurized magic causing point-blank shockwaves once the user connects to the target. The user can also buff himself with the destructive power of this magic, allowing him to deal more damage due to the boosts. Experienced users of this magic can split the earth itself, literally breaking it apart by causing deep fissures produced by using shockwaves underground. However, this feat is incredibly hard to master and requires tons of practice in order to master since it requires proper timing and concentration.

    Strengths:


    • Wide Area of Effect - Almost every spell provided by this magic causes damage in a wide scale. This puts the user in an advantage even if against multiple opponents, capable of striking many of them in just a single spell. If used wisely, the user can take down multiple opponents easily especially if the user is highly experienced in using this magic.
    • Great offensive capabilities and destructive power - Tremor magic focuses more on the offensive side so most of its spells are highly damaging and destructive compared to other spells from other magics. If paired with the large area of effect this magic has, the user can demolish practically anything in his path. Since Quakes cause vibrations in every particle its host contains, any spell from this magic can shatter objects pretty quickly compared to that of other magics by constantly producing vibrations in the medium. At higher ranks, the user's spells might have enough power to destroy any non-magic object and low-ranked weapons and armor, giving the user a lot of advantages when fighting mages who specialize in using those items. 
    • Can be used on any medium - Tremor magic can be used just about anywhere, whether it is land, water, or air. Some of the user's spells have effects that vary depending on the medium, giving the user a lot of options when in battle. For example, if the user uses this magic on the water, he can produce giant waves due to the force of the vibration.
    • Great melee coverage - Despite being more of an area of effect magic, Tremor magic still works well in terms of melee combat. With this magic, the user can enchant his body parts with the pressurized magic power allowing him to crack the air itself and send shockwaves to the target. If used properly and repeatedly, the user can greatly damage the opponent.



    Weaknesses:


    • Indiscriminate - Tremor magic deals damage in a wide range to anyone, whether it might be an ally or enemy. The user can't choose who his spells will hit so he must always be careful when using them. If used carelessly, the user might attack his allies and cause some casualties. Due to this, the user's allies tend to stay away from him, giving the user's opponents enough room to attack.
    • No control in the effects - The effects caused by the user's spells can't be controlled so the user must make precautions before use. If the user causes a tsunami or an earthquake with a spell of his, he can't control it since his magic doesn't grant him any manipulation for those elements which might mess a lot of things up.
    • Too destructive - Tremor magic is known as one of the most destructive magic. One wrong move can lead to a lot of mistakes, destroying anything caught within it. Proper timing is required in order to perform this magic so if the user lacks that ability, he might cause a lot of casualties.
    • Hard to master - due to the high amounts of capabilities this magic can do, it needs a lot of practice in order to master. It's incredibly difficult to master this spell since the user must have a good sense of timing and focus, something most rookies fail to understand.
    • Lacks Defensive Spells - Tremor magic is a type of magic geared towards offense so defense is often neglected. This might be bad since the user only has a few choices when faced with situations that need him to shield himself, putting him in a disadvantage. 



    Abilities/Powers:


    • Minor Shockwaves - Users of this magic can produce minor shockwaves capable of shaking someone up or knock them off balance. This is often done by the user stomping his foot on the ground or hitting the ground with the other end of a staff. However, this ability doesn't deal any damage and will simply give those caught within its radius a small push. As a D-rank mage, the radius of this ability is 8 meters.



    Name: Break Fist
    Rank: D
    Type: Offensive 
    Description:
    The user rushes to the opponent with his fist prepared to strike. If the user is already close to the opponent, he doesn't have to do this. Once the user is in melee range, he shoots his fist forward, punching the target with much force. Once the fist makes contact, the user enchants his fist with pressurized vibrations that instantly explode as a shockwave. The force of the shockwave can push the opponent back for about 5 meters (B-S rank mages will only be pushed back for about 2 meters), dealing one D-rank damage plus the damage of the user's ordinary punch. The blunt damage can leave the opponent with minor bruises. This spell is often used to end combos due to its push back effect.
    Strengths:
    This spell will push the opponent back for quite a distance, giving the user a lot of space to maneuver his next spells. It can also be used to stop keep the opponent away especially if the user needs to charge a spell, giving him more space to concentrate. It also deals a pretty good amount of damage for a D-rank spell since the power of the user's ordinary punch is also counted with the spell's normal damage. Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
    Weaknesses:
    The user must be in close range with the opponent in order to use this spell so it might be hard to use against enemies who have sniper-based magic. Any type of defense can block this attack since it's just a D-rank. If the opponent is invulnerable to normal attacks, only the shockwave part of the spell will work since the punching part is simply a normal attack (The shockwave is only enough to attack one person).
    Duration/Cooldowns Instant duration; 3 posts cooldown

    Name: Shockwave
    Rank: D
    Type: Offensive
    Description:
    The user pressurizes magic power in a certain point within 10 meters from him. After that, the magic power explodes, producing a shockwave with a radius of 5 meters. At full potential, the shockwave can knock anyone caught within its radius back for about 3 meters (1 meter only for higher ranked mages [B-S ranks]), dealing one full D-rank damage. This spell might cause effects if used in certain medium such as causing waves when used on water or leaving cracks in the ground when used on the ground.
    Strengths:
    It can hit multiple opponents at once. It also has enough force to knock someone down, leaving the target vulnerable to the user's next attack. This spell is usually used for initiation and has proven to be effective in this. If the opponent is trying to focus on something (such as channeling a spell), the user can use this spell to distract them. 
    Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
    Weaknesses:
    This spell is indiscriminate - it will hit anyone regardless of what the user views them as. Because of this, the user might attack his allies caught within its range. Being a D-rank spell, it doesn't really deal much damage so the opponent can easily get back up unless he's already beaten to a pulp. Its range isn't really that large so the opponent can simply get away from it before the shockwave is produced. Any person with the ability of flight can simply fly up to avoid this spell, leaving them unscathed. If used in any ordinary armor (those that only defend from physical attacks), the damage done by this spell is still the same unless the armor is enchanted by magical properties.
    Duration/Cooldowns Instant; 3 posts cooldown

    Name: Quake Palm
    Rank: D
    Type: Offensive
    Description:
    The user must be in close range (melee) with the opponent in order to perform this spell. Once this is done, the user slams his palm on the target's chest, releasing a shockwave in point blank range. This spell deals one D rank damage and will send the opponent flying back for about 10 meters (4 meters for B-S ranked mages), dealing more damage depending on how they land on the ground.
    Strengths:
    Kael often uses this spell to push the opponent away from him, saving him from any attack the opponent might do against him. Once hit, the force knocks the air out of someone which might make him vulnerable to the user's attacks. If the opponent is pushed back against a solid object, it might deal damage due to the blunt impact. 
    Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
    Weaknesses:
    This spell doesn't really deal much damage since it's simply a strong push. If the user misses this spell, he is left vulnerable since he's close to the opponent. The force of the shockwave will also push the user back which might leave him vulnerable especially if fighting against many people. The quake is too small to hit more than one person so it's pretty much a single-target spell. Just like Break Fist, this spell's damage will be greatly lessened (or, in other words, halved) if attacking an opponent with physical invunlerability. 
    Duration/Cooldowns Instant; 2 posts cooldown

    Name: Tremor Fists
    Rank: D
    Type: Supplementary (Buff)
    Description:
    The user punches both of his fists together, enchanting it with tremor magic. A yellow sphere of solidified vibration is formed afterwards, increasing the damage done by the user's fists by a slightly moderate amount. One punch from the user deals one D-rank damage due to the buff. Any punch the user releases while this spell is active has a 'shockwave' effect, producing much more force than any ordinary punch.
    Strengths:
    Since it is a buff spell, the user can use it until the duration ends. The user's fists deal more damage than they usually do which can definitely help the user especially if he's trying to destroy an obstacle or pummel someone. It also allows the user to deal much more damage due to the buff, giving him an edge in hand to hand combat. It can also be deactivated though the cooldown will still be the same.
    Weaknesses:
    If the opponent specializes in magic that allows him to keep his distance from the user or uses any type of sniper-based magic, this spell's effectiveness is greatly reduced since the user can't come close to his target. It can be blocked by any spell since every punch the user releases just deals one D-rank damage. Any punch-related spell the user has can't be used in conjunction with this so the user must deactivate it if he's planning to use a spell like that. If attacking an opponent with high physical endurance/invulnerability, the damage done by the user is halved since only the quake effect will strike the target.
    Duration/Cooldowns 3 posts duration, 3 posts cooldown



    Last edited by Kael on 14th June 2013, 7:36 pm; edited 4 times in total
    Kael
    Kael

    1 Year Anniversary- Player 
    Lineage : Zeus's Descent
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    Posts : 41
    Guild : Savage Skull
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    Mentor : Shirohige
    Experience : 0

    Character Sheet
    First Skill: Tremor Magic
    Second Skill: ---
    Third Skill:

    Tremor Magic Empty Re: Tremor Magic

    Post by Kael 12th June 2013, 1:53 am

    Bump!


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    Tremor Magic Empty Re: Tremor Magic

    Post by NightDrivenEn7 12th June 2013, 6:58 am

    Creative, I enjoy this. First time I have seen someone try to make it. 

    Just to label you should be able to produce one more weakness over strengths; some I noticed you had 3 for 3 when it should be 3 strengths and 4 weaknesses minimum. 

    What is the difference between the passive Shockwaves and the spell SHockwave? isn't it a bit odd to have both with such close names?

    Oh, and by the way, Type doesn't just reference an element. Even shockwaves or tremors have a specified element to them anyway. Type references Offensive, Counter, Supportive, Utility, Defensive, and so on as well.

    Break Fist sounds more like a counter punch than a normal attack. By ratio of damage you could be dealing almost twice as much; equal to C rank- damage with this D rank spell...that is a bit over powered to have it as both a counter and a normal. Not only that, there is no clear label about how much of a difference there is between the counter and normal attack for the spell. Granted it has good utility, but if you are going to add the counter effect; then you need to remove it as an anytime spell and have it specifically a counter spell. 

    I am also a bit confused on Quake Palm sense it sounds like you would be starting a minor quake....then again, at D rank I can see why this is not so. 

    Tremor fist is....a bit over the top when added with Break Fist. More or less that is something that will be fixed with Break Fist's revamp. However, the percentage has to go; you should be able to use a word to describe it (Minor, Moderate, Great, etc.) 

    Shockwave's range is a bit too great for a D rank spell. I can allow 20-30 feet, but I can't allow 60 feet for a range. Your entire basis of this magic so far has been melee range so I can see why you would want at least one long range spell; but it would be hard to generate shockwaves for a D rank from a distance compared to being a on contact hit. So knocking the air out of someone, no. Knocking them back, yes. 

    All in all it seems pretty decent for now, we will see how it goes. You need to explain how all of these spells would work against defensive based spells of same rank and higher as well. Armor, Shields, there are ways for people to defend themselves so you need to label the difference of damage and or what your magic does to these types of abilities.


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    "True Strength shall be shown, and the corruption of magic shall be broken."

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    Kael
    Kael

    1 Year Anniversary- Player 
    Lineage : Zeus's Descent
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    Posts : 41
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    Experience : 0

    Character Sheet
    First Skill: Tremor Magic
    Second Skill: ---
    Third Skill:

    Tremor Magic Empty Re: Tremor Magic

    Post by Kael 13th June 2013, 3:57 am

    Edited. 

    About the Break Fist, I planned it to be a normal attack so I just removed the counter effect in the strengths.


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    Soleice-kun

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    Tremor Magic Empty Re: Tremor Magic

    Post by Soleice-kun 13th June 2013, 8:06 pm

    Kael wrote:Primary Magic: Tremor Magic
    Secondary Magic: ---
    Caster or Holder: Caster
    Description:
    Tremor magic allows the user to produce vibrations. This is often done by increasing the magical pressure in the targeted location(s), causing the area to burst due to the force producing shockwaves and explosions. The power of the shockwaves and tremors depends on the amount of magic used to perform it. This can be done on almost any medium, whether it may be land, water, or air. Its effect can also vary depending on the medium the shockwaves are used on (such as causing earthquakes when used in the land, giant waves when used in the water, and incredible wind force when used in the air). It is also possible to use this magic on the user himself, allowing him to enchant his limbs with pressurized magic causing point-blank shockwaves once the user connects to the target. The user can also buff himself with the destructive power of this magic, allowing him to deal more damage due to the boosts. Experienced users of this magic can split the earth itself, literally breaking it apart by causing deep fissures produced by using shockwaves underground. However, this feat is incredibly hard to master and requires tons of practice in order to master since it requires proper timing and concentration.

    Strengths:


    • Wide Area of Effect - Almost every spell provided by this magic causes damage in a wide scale. This puts the user in an advantage even if against multiple opponents, capable of striking many of them in just a single spell. If used wisely, the user can take down multiple opponents easily especially if the user is highly experienced in using this magic.
    • Great offensive capabilities - Tremor magic focuses more on the offensive side so most of its spells are highly damaging and destructive compared to other spells from other magics. If paired with the large area of effect this magic has, the user can demolish practically anything in his path.
    • Can be used on any medium - Tremor magic can be used just about anywhere, whether it is land, water, or air. Some of the user's spells have effects that vary depending on the medium, giving the user a lot of options when in battle. For example, if the user uses this magic on the water, he can produce giant waves due to the force of the vibration.
    • Great melee coverage - Despite being more of an area of effect magic, Tremor magic still works well in terms of melee combat. With this magic, the user can enchant his body parts with the pressurized magic power allowing him to crack the air itself and send shockwaves to the target. If used properly and repeatedly, the user can greatly damage the opponent.



    Weaknesses:


    • Indiscriminate - Tremor magic deals damage in a wide range to anyone, whether it might be an ally or enemy. The user can't choose who his spells will hit so he must always be careful when using them. If used carelessly, the user might attack his allies and cause some casualties. Due to this, the user's allies tend to stay away from him, giving the user's opponents enough room to attack.
    • No control in the effects - The effects caused by the user's spells can't be controlled so the user must make precautions before use. If the user causes a tsunami or an earthquake with a spell of his, he can't control it since his magic doesn't grant him any manipulation for those elements which might mess a lot of things up.
    • Too destructive - Tremor magic is known as one of the most destructive magic. One wrong move can lead to a lot of mistakes, destroying anything caught within it. Proper timing is required in order to perform this magic so if the user lacks that ability, he might cause a lot of casualties.
    • Hard to master - due to the high amounts of capabilities this magic can do, it needs a lot of practice in order to master. It's incredibly difficult to master this spell since the user must have a good sense of timing and focus, something most rookies fail to understand.
    • Lacks Defensive Spells - Tremor magic is a type of magic geared towards offense so defense is often neglected. This might be bad since the user only has a few choices when faced with situations that need him to shield himself, putting him in a disadvantage. 



    Abilities/Powers:


    • Minor Shockwaves - Users of this magic can produce minor shockwaves capable of shaking someone up or knock them off balance. This is often done by the user stomping his foot on the ground or hitting the ground with the other end of a staff. However, this ability doesn't deal any damage and will simply give those caught within its radius a small push. As a D-rank mage, the radius of this ability is 8 meters.



    Name: Break Fist
    Rank: D
    Type: Offensive 
    Description:
    The user rushes to the opponent with his fist prepared to strike. If the user is already close to the opponent, he doesn't have to do this. Once the user is in melee range, he shoots his fist forward, punching the target with much force. Once the fist makes contact, the user enchants his fist with pressurized vibrations that instantly explode as a shockwave. The force of the shockwave can push the opponent back for about 5 meters (B-S rank mages will only be pushed back for about 2 meters), dealing one D-rank damage plus the damage of the user's ordinary punch. The blunt damage can leave the opponent with minor bruises. This spell is often used to end combos due to its push back effect.
    Strengths:
    This spell will push the opponent back for quite a distance, giving the user a lot of space to maneuver his next spells. It can also be used to stop keep the opponent away especially if the user needs to charge a spell, giving him more space to concentrate. It also deals a pretty good amount of damage for a D-rank spell since the power of the user's ordinary punch is also counted with the spell's normal damage. Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
    Weaknesses:
    The user must be in close range with the opponent in order to use this spell so it might be hard to use against enemies who have sniper-based magic. Any type of defense can block this attack since it's just a D-rank. If the opponent is invulnerable to normal attacks, only the shockwave part of the spell will work since the punching part is simply a normal attack. 
    <-- Please specify a range for this attack (number-wise)
    Duration/Cooldowns Instant duration; 3 posts cooldown

    Name: Shockwave
    Rank: D
    Type: Offensive
    Description:
    The user pressurizes magic power in a certain point within 10 meters from him. After that, the magic power explodes, producing a shockwave with a radius of 7 meters. At full potential, the shockwave can knock anyone caught within its radius back for about 5 meters (2 meters for higher ranked mages [B-S ranks]), dealing one full D-rank damage. This spell might cause effects if used in certain medium such as causing waves when used on water or leaving cracks in the ground when used on the ground. 
    Strengths:
    It can hit multiple opponents at once. It also has enough force to knock someone down, leaving the target vulnerable to the user's next attack. This spell is usually used for initiation and has proven to be effective in this. If the opponent is trying to focus on something (such as channeling a spell), the user can use this spell to distract them. 
    Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
    Weaknesses:
    This spell is indiscriminate - it will hit anyone regardless of what the user views them as. Because of this, the user might attack his allies caught within its range. Being a D-rank spell, it doesn't really deal much damage so the opponent can easily get back up unless he's already beaten to a pulp.
    Duration/Cooldowns Instant; 3 posts cooldown

    Name: Quake Palm
    Rank: D
    Type: Offensive
    Description:
    The user must be in close range with the opponent in order to perform this spell. Once this is done, the user slams his palm on the target's chest, releasing a shockwave in point blank range. This spell deals one D rank damage and will send the opponent flying back for about 10 meters (4 meters for B-S ranked mages), dealing more damage depending on how they land on the ground. 
    <-- Please specify a range for this attack (number-wise)
    Strengths:
    Kael often uses this spell to push the opponent away from him, saving him from any attack the opponent might do against him. Once hit, the force knocks the air out of someone which might make him vulnerable to the user's attacks. If the opponent is pushed back against a solid object, it might deal damage due to the blunt impact. 
    Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
    Weaknesses:
    This spell doesn't really deal much damage since it's simply a strong push. If the user misses this spell, he is left vulnerable since he's close to the opponent. The force of the shockwave will also push the user back which might leave him vulnerable especially if fighting against many people. The quake is too small to hit more than one person so it's pretty much a single-target spell.
    Duration/Cooldowns Instant; 2 posts cooldown

    Name: Tremor Fists
    Rank: D
    Type: Supplementary (Buff)
    Description:
    The user punches both of his fists together, enchanting it with tremor magic. A yellow sphere of solidified vibration is formed afterwards, increasing the damage done by the user's fists by a slightly moderate amount. One punch from the user deals one D-rank damage due to the buff. Any punch the user releases while this spell is active has a 'shockwave' effect, producing much more force than any ordinary punch.
    Strengths:
    Since it is a buff spell, the user can use it until the duration ends. The user's fists deal more damage than they usually do which can definitely help the user especially if he's trying to destroy an obstacle or pummel someone. It also allows the user to deal much more damage due to the buff, giving him an edge in hand to hand combat. It can also be deactivated though the cooldown will still be the same.
    Weaknesses:
    If the opponent specializes in magic that allows him to keep his distance from the user or uses any type of sniper-based magic, this spell's effectiveness is greatly reduced since the user can't come close to his target. It can be blocked by any spell since every punch the user releases just deals one D-rank damage. Any punch-related spell the user has can't be used in conjunction with this so the user must deactivate it if he's planning to use a spell like that.
    Duration/Cooldowns 3 posts duration, 3 posts cooldown



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    Kael
    Kael

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    First Skill: Tremor Magic
    Second Skill: ---
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    Tremor Magic Empty Re: Tremor Magic

    Post by Kael 14th June 2013, 5:01 am

    Just to let you know, those two spells are melee attacks... they are close-ranged spells so I don't think adding range in numbers is necessary. Plus, I've also specified the ranges of the quakes released. I said in the Quake Palm spell that the shockwave is only single target (as mentioned in the weaknesses). Break Fist also releases a single-target shockwave (added that to the last part just to avoid confusion). Hope that covers things up :)


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    Tremor Magic Empty Re: Tremor Magic

    Post by NightDrivenEn7 14th June 2013, 2:55 pm

    7 meteres is a bit too large for a ranged attack at your level. That indicates you can make a city sized one if you were about...A-H rank. The range increase per level can be mean, so 21 feet to start off with is too much. that gives your spell a total of shoving an opponent 51+ feet away from you. As a melee fighter, you really shouldn't find a need to shove someone of equal level THAT far away from close range. I can see it being useful if used in the manner of knocking someone Towards you, but you don't specify that use so the shockwave radius is a bit...too much. 

    I also only see a reference in one of your spells to armor/shields of either magic or physical. I need you to explain in all of them plus maybe your main magic as to how yours works both against and with that conjunction to an enemy. Being quake, I can see you at higher levels able to cause armor to shatter by making it constantly vibrate disturbing its structure. But in any case, as of now you only got one and I want to see it in all of your spells even your buff. 

    Other than that it seems like you did a nice job with the clean up.


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    Kael
    Kael

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    First Skill: Tremor Magic
    Second Skill: ---
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    Tremor Magic Empty Re: Tremor Magic

    Post by Kael 14th June 2013, 7:37 pm

    Bump! Hope things are alright now :P


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    Mentor : Cynthia Eidolon
    Experience : 0

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

    Tremor Magic Empty Re: Tremor Magic

    Post by Soleice-kun 19th June 2013, 4:58 am

    Approved


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    Tremor Magic Jasper11

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      Current date/time is 6th November 2024, 5:37 am