Fairy Tail RP

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    Guild Spell Registration

    Mifune
    Mifune

    The White Wizard


    The White Wizard

    Developer/GFX Artist- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Guild Master- Dragon Slayer- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Best GFX Artist Award- 1 Year Anniversary- Player 
    Lineage : Malefic Illusions
    Position : None
    Posts : 1004
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Oykai
    Experience : 500

    Character Sheet
    First Skill: Death Wish
    Second Skill:
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Mifune 21st June 2015, 6:57 am

    Name: Aganippis
    Rank: H+
    Duration: 1 post
    Cooldowns: N/A
    Type: Supportive
    Description: The user extends his/her hand and channels an enormous amount of magical power in to the palm, and slowly tips his/her hand.  The Magic manifests itself in to a drop of water that falls from the users palm and lands on the ground creating magic ripples that resemble water.  As the ripples travel outward, wreathes of mistletoe will rapidly sprout and small puddles of water will manifest creating a small beautiful garden surrounding the user.  From the magic water, many feminine figures will emerge and soar in to the sky, splashing and dancing.  These female creatures will dance through the air and very quickly go to the aide of all allies in the area.

    These Muses will embrace the allies and be absorbed in to them. The water of which they were made of will fuel them with an overwhelming source of power and inspiration, to the point that they will be capable of composing Spells of extreme complexity and beauty.  The effects however do not last and those affected will only be capable of imagining a single, powerful spell that will be composed primarily of the raw magical power the Aganippis has granted them and influenced slightly by the allies primary magic.  There are two spells the Allies can choose from depending on the situation, one offensive, the other Defensive and the spell will cost the Allies 0% magic.

    The Sword:

    The Shield:

    Strengths:


    • Provides all allies with a means to use a strong offensive or defensive spell.
    • The number of allies that can be affected has no limit.
    • The muses that are summoned are liquid and cannot be destroyed.


    Weaknesses:


    • This spell does not provide the caster with an additional spell.
    • The caster must be standing still for an entire post to be able to cast this spell.
    • All allies affected will only be able to use one of the two spells unanimously.  
    • This spell costs 35% MP


    Last edited by Shuhei on 11th July 2015, 3:10 am; edited 2 times in total


    _____________________________________________________________________________________

    Kirahunter
    Kirahunter

    The Phoenix


    The Phoenix

    Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Guild Master- Demon Slayer- S-Rank- A-Rank- Haiku Contest Participant- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Hero- 1 Year Anniversary- Player 
    Lineage : Keeper of War
    Position : None
    Posts : 1358
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 1,250

    Character Sheet
    First Skill: Seith - Human Possession
    Second Skill: Stardust
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Kirahunter 28th June 2015, 3:19 pm

    Name: Fairy Law
    Rank: H+
    Duration: Instant
    Cooldowns: Minimum of once per thread
    Type: Holy, Absolute Offense
    Description: The caster gathers obscene amounts of magical power between their cupped hands. This creates a glowing ball of incredible light that is almost blinding to look at. This intense gathering of magic whites out the eyes of the caster. Once the power is gathered the caster simply invokes the spell by saying "Fairy Law, Activate!" In response everything within 200 meters is consumed in a brilliant golden light. This light burns all that the caster perceives to be their enemy while leaving their allies unharmed(Disclaimer: Does not do fire damage or turn things to ash the "burning," will more refer to the holy light that feels like it is burning the targets). The light also reduces the magic energy within its enemies by 50%. Additionally its holy power burns away dark spirits and the undead. This perception of allies and enemies is a matter of the heart and there is no way to "lie," to Fairy Law. The magic knows the true enemies and allies of the caster and acts accordingly. Naturally neutral parties are also unaffected.
    Strengths:
    -Legendary Magic: The destructive power of this spell is so great that it is considered the stuff of legends.
    -Know thy enemy: Fairy Law's unique friendly fire protection makes it a great tactical tool.
    -What Escape?: With a monstrous range and light as its delivery system, one does not simply avoid Fairy Law.
    Weaknesses:
    -You cannot lie to your heart: Fairy Law knows what's up. No matter the situation if your heart truly does not see a person as your enemy Fairy Law cannot hurt them.
    -Deterrent Magic: Fairy Law is meant to be a deterrent not a weapon. Its usage is deadly to the caster and making a mistake while casting it can cause the spell to damage the caster along with their enemies.
    -Young Hearts: It is said to take ten years to perfect Fairy Law. Even the greatest members of Fairy Tail like Heero, Ebony, Nightken and Simon have been around for maybe five years at most. On top of that none of them have been training to use Fairy Law since day one. Without extensive training casting this spell drains the user 20% of their health and stunts their growth for life.
    -Price of Power: This spell drains 50% of the caster's magic power.


    Last edited by Kirahunter on 7th July 2015, 7:22 pm; edited 1 time in total


    _____________________________________________________________________________________

    [20:44:53] Kirahunter : also I like the sound of my own voice
    [20:44:59] Kirahunter : so I had to say something

    Missions Completed

    D- 6 (150 exp)
    C- 1 (50 exp)
    B- 1 (1,050 exp)
    A- 0
    S- 0

    Total:1250

    Character
    Primary Magic
    Felicity
    Felicity

    Administrator- Moderator- Developer/GFX Artist- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Slayer- Dragon Slayer- Dark Guild Ace- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- 1 Year Anniversary- Player 
    Lineage : Evil Angel
    Position : None
    Posts : 2984
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 75987.5

    Character Sheet
    First Skill: Toxic Scourge
    Second Skill:
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Felicity 2nd July 2015, 11:47 pm

    Shuhei wrote:Name: Aganippis
    Rank: H+
    Duration: 1 post
    Cooldowns: N/A
    Type: Supportive
    Description: The user extends his/her hand and channels an enormous amount of magical power in to the palm, and slowly tips his/her hand.  The Magic manifests itself in to a drop of water that falls from the users palm and lands on the ground creating magic ripples that resemble water.  As the ripples travel outward, wreathes of mistletoe will rapidly sprout and small puddles of water will manifest creating a small beautiful garden surrounding the user.  From the magic water, many feminine figures will emerge and soar in to the sky, splashing and dancing.  These female creatures will dance through the air and very quickly go to the aide of all allies in the area.

    These Muses will embrace the allies and be absorbed in to them. The water of which they were made of will fuel them with an overwhelming source of power and inspiration, to the point that they will be capable of composing Spells of extreme complexity and beauty.  The effects however do not last and those affected will only be capable of imagining a single, powerful spell that will be composed primarily of the raw magical power the Aganippis has granted them and influenced slightly by the allies primary magic.  There are two spells the Allies can choose from depending on the situation, one offensive, the other Defensive and the spell will cost the Allies 0% magic.

    The Sword:

    The Shield:

    Strengths:


    • Provides all allies with a means to use a strong offensive or defensive spell.
    • The number of allies that can be affected has no limit.
    • The muses that are summoned are liquid and cannot be destroyed.


    Weaknesses:


    • This spell does not provide the caster with an additional spell.
    • The caster must be standing still for an entire post to be able to cast this spell.
    • All allies affected will only be able to use one of the two spells unanimously.  
    • This spell costs 35% MP



    _____________________________________________________________________________________


    WE'LL HELP TONIGHT TO SPLIT ITS SEAMS
    GIVE THE BRUISES OUT LIKE GIFTS, YOU'LL GET THE PICTURE OF YOUR DREAMS
    Guild Spell Registration - Page 2 ObrztW

    Felicity
    Felicity

    Administrator- Moderator- Developer/GFX Artist- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Slayer- Dragon Slayer- Dark Guild Ace- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- 1 Year Anniversary- Player 
    Lineage : Evil Angel
    Position : None
    Posts : 2984
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 75987.5

    Character Sheet
    First Skill: Toxic Scourge
    Second Skill:
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Felicity 2nd July 2015, 11:57 pm

    Kirahunter wrote:Name: Fairy Law
    Rank: H+
    Duration: Instant
    Cooldowns: Minimum of once per thread
    Type: Holy, Absolute Offense
    Description: The caster gathers obscene amounts of magical power between their cupped hands. This creates a glowing ball of incredible light that is almost blinding to look at. This intense gathering of magic whites out the eyes of the caster. Once the power is gathered the caster simply invokes the spell by saying "Fairy Law, Activate!" In response a town sized area < "Town-sized" is quite vague. A town could be as big as what a government perceives it to be / stamps on a map. 200 meter diameter will do good. is consumed in a brilliant golden light. This light burns all that the caster perceives to be their enemy while leaving their allies unharmed. < I hope you don't mean KO; 'cause I'm pretty sure it won't take out H Rank mages like a joke. The light also reduces the magic energy within its enemies by 50%. Additionally its holy power burns away dark spirits and the undead. This perception of allies and enemies is a matter of the heart and there is no way to "lie," to Fairy Law. The magic knows the true enemies and allies of the caster and acts accordingly. Naturally neutral parties are also unaffected.
    Strengths:
    -Legendary Magic: The destructive power of this spell is so great that it is considered the stuff of legends.
    -Know thy enemy: Fairy Law's unique friendly fire protection makes it a great tactical tool.
    -What Escape?: With a monstrous range and light as its delivery system, one does not simply avoid Fairy Law.
    Weaknesses:
    -You cannot lie to your heart: Fairy Law knows what's up. No matter the situation if your heart truly does not see a person as your enemy Fairy Law cannot hurt them.
    -Deterrent Magic: Fairy Law is meant to be a deterrent not a weapon. Its usage is deadly to the caster and making a mistake while casting it can cause the spell to damage the caster along with their enemies.
    -Young Hearts: It is said to take ten years to perfect Fairy Law. Even the greatest members of Fairy Tail like Heero, Ebony, Nightken and Simon have been around for maybe five years at most. On top of that none of them have been training to use Fairy Law since day one. Without extensive training casting this spell drains the user 20% of their health and stunts their growth for life. < Do you really need to enter "years" in here? The time on this RPing site is quite liquid, I'd really avoid specifying the time. Besides, Ebony, Heero and whoever haven't aged in their character apps, have they? (I don't keep track on anyone, but I've never heard of it happening.) Also, what defines how "trained" an FT ace/GM is? Are you planning to make a training thread that prepares your character?
    -Price of Power: This spell drains 50% of the caster's magic power.


    _____________________________________________________________________________________


    WE'LL HELP TONIGHT TO SPLIT ITS SEAMS
    GIVE THE BRUISES OUT LIKE GIFTS, YOU'LL GET THE PICTURE OF YOUR DREAMS
    Guild Spell Registration - Page 2 ObrztW

    Kihia
    Kihia

    Pretty as a peach 1


    Pretty as a peach 1

    Administrator- Moderator- Dragon VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Bloodline of the Frozen Armor
    Position : None
    Posts : 1525
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Iarok Kaloka (deceased)
    Experience : 337.5

    Character Sheet
    First Skill: Ice Make Magic
    Second Skill: Crystal Make Magic
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Kihia 4th July 2015, 1:15 pm

    Spell Slot purchases: https://www.fairytail-rp.com/t7275p30-the-guild-shop#188708

    Auroria Serpantis Melodia:

    Spawn of Echidna:

    Armor of the Sacred Ivory Lamia:

    Serpantia Metronome:

    Sublustris Squamis:



    Last edited by Kihia on 18th July 2015, 4:35 pm; edited 4 times in total


    _____________________________________________________________________________________

    Guild Spell Registration - Page 2 Kihisi10
    Guild Spell Registration - Page 2 17496c10
    EXP:350/1200



    Themes:
    Kirahunter
    Kirahunter

    The Phoenix


    The Phoenix

    Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Guild Master- Demon Slayer- S-Rank- A-Rank- Haiku Contest Participant- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Hero- 1 Year Anniversary- Player 
    Lineage : Keeper of War
    Position : None
    Posts : 1358
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 1,250

    Character Sheet
    First Skill: Seith - Human Possession
    Second Skill: Stardust
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Kirahunter 7th July 2015, 7:28 pm

    @aedre I don't want to quote a quote sooooooooooooo

    Range Thing: Modified as requested

    Added disclaimer regarding damage to clarify that the spell does not vaporize people. I'm not sure what to say about the "taking H-Ranks like a joke," thing. It's a H+ attack spell so doesn't it just go without saying that it does H+ damage?

    Regarding "Young Hearts." Canon Fairy Law is described as requiring 20 years of training or it risks back firing. As 20 years will all but certainly never pass on our site(our biggest timeskip ever was 1 year) it can just be assumed that this weakness will always apply unless some time shenanigans are pulled. You can put me on record saying I don't plan on doing any Time Shenanigans nor do I have the means to, I can't speak for anyone else though because I'm not anyone else. The bottom line is it does 20% damage to the caster and I just needed a reason why, canon presented the answer in the form of "Train for 20 years or it'll blow up in your face!" Does this clarify any concerns?


    _____________________________________________________________________________________

    [20:44:53] Kirahunter : also I like the sound of my own voice
    [20:44:59] Kirahunter : so I had to say something

    Missions Completed

    D- 6 (150 exp)
    C- 1 (50 exp)
    B- 1 (1,050 exp)
    A- 0
    S- 0

    Total:1250

    Character
    Primary Magic
    Mifune
    Mifune

    The White Wizard


    The White Wizard

    Developer/GFX Artist- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Guild Master- Dragon Slayer- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Best GFX Artist Award- 1 Year Anniversary- Player 
    Lineage : Malefic Illusions
    Position : None
    Posts : 1004
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Oykai
    Experience : 500

    Character Sheet
    First Skill: Death Wish
    Second Skill:
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Mifune 11th July 2015, 3:10 am

    Made edits to Aganippis.


    _____________________________________________________________________________________

    Felicity
    Felicity

    Administrator- Moderator- Developer/GFX Artist- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Slayer- Dragon Slayer- Dark Guild Ace- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- 1 Year Anniversary- Player 
    Lineage : Evil Angel
    Position : None
    Posts : 2984
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 75987.5

    Character Sheet
    First Skill: Toxic Scourge
    Second Skill:
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Felicity 29th July 2015, 3:57 am

    Shuhei wrote:Name: Aganippis
    Rank: H+
    Duration: 1 post
    Cooldowns: N/A
    Type: Supportive
    Description: The user extends his/her hand and channels an enormous amount of magical power in to the palm, and slowly tips his/her hand.  The Magic manifests itself in to a drop of water that falls from the users palm and lands on the ground creating magic ripples that resemble water.  As the ripples travel outward, wreathes of mistletoe will rapidly sprout and small puddles of water will manifest creating a small beautiful garden surrounding the user.  From the magic water, many feminine figures will emerge and soar in to the sky, splashing and dancing.  These female creatures will dance through the air and very quickly go to the aide of all allies in the area.

    These Muses will embrace the allies and be absorbed in to them. The water of which they were made of will fuel them with an overwhelming source of power and inspiration, to the point that they will be capable of composing Spells of extreme complexity and beauty.  The effects however do not last and those affected will only be capable of imagining a single, powerful spell that will be composed primarily of the raw magical power the Aganippis has granted them and influenced slightly by the allies primary magic.  There are two spells the Allies can choose from depending on the situation, one offensive, the other Defensive and the spell will cost the Allies 0% magic.

    The Sword:

    The Shield:

    Strengths:


    • Provides all allies with a means to use a strong offensive or defensive spell.
    • The number of allies that can be affected has no limit.
    • The muses that are summoned are liquid and cannot be destroyed.


    Weaknesses:


    • This spell does not provide the caster with an additional spell.
    • The caster must be standing still for an entire post to be able to cast this spell.
    • All allies affected will only be able to use one of the two spells unanimously.  
    • This spell costs 35% MP


    Approved.


    _____________________________________________________________________________________


    WE'LL HELP TONIGHT TO SPLIT ITS SEAMS
    GIVE THE BRUISES OUT LIKE GIFTS, YOU'LL GET THE PICTURE OF YOUR DREAMS
    Guild Spell Registration - Page 2 ObrztW

    Felicity
    Felicity

    Administrator- Moderator- Developer/GFX Artist- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Slayer- Dragon Slayer- Dark Guild Ace- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- 1 Year Anniversary- Player 
    Lineage : Evil Angel
    Position : None
    Posts : 2984
    Guild : Savage Skull
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 75987.5

    Character Sheet
    First Skill: Toxic Scourge
    Second Skill:
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Felicity 29th July 2015, 3:59 am

    Kirahunter wrote:Name: Fairy Law
    Rank: H+
    Duration: Instant
    Cooldowns: Minimum of once per thread
    Type: Holy, Absolute Offense
    Description: The caster gathers obscene amounts of magical power between their cupped hands. This creates a glowing ball of incredible light that is almost blinding to look at. This intense gathering of magic whites out the eyes of the caster. Once the power is gathered the caster simply invokes the spell by saying "Fairy Law, Activate!" In response everything within 200 meters is consumed in a brilliant golden light. This light burns all that the caster perceives to be their enemy while leaving their allies unharmed(Disclaimer: Does not do fire damage or turn things to ash the "burning," will more refer to the holy light that feels like it is burning the targets). The light also reduces the magic energy within its enemies by 50%. Additionally its holy power burns away dark spirits and the undead. This perception of allies and enemies is a matter of the heart and there is no way to "lie," to Fairy Law. The magic knows the true enemies and allies of the caster and acts accordingly. Naturally neutral parties are also unaffected.
    Strengths:
    -Legendary Magic: The destructive power of this spell is so great that it is considered the stuff of legends.
    -Know thy enemy: Fairy Law's unique friendly fire protection makes it a great tactical tool.
    -What Escape?: With a monstrous range and light as its delivery system, one does not simply avoid Fairy Law.
    Weaknesses:
    -You cannot lie to your heart: Fairy Law knows what's up. No matter the situation if your heart truly does not see a person as your enemy Fairy Law cannot hurt them.
    -Deterrent Magic: Fairy Law is meant to be a deterrent not a weapon. Its usage is deadly to the caster and making a mistake while casting it can cause the spell to damage the caster along with their enemies.
    -Young Hearts: It is said to take ten years to perfect Fairy Law. Even the greatest members of Fairy Tail like Heero, Ebony, Nightken and Simon have been around for maybe five years at most. On top of that none of them have been training to use Fairy Law since day one. Without extensive training casting this spell drains the user 20% of their health and stunts their growth for life.
    -Price of Power: This spell drains 50% of the caster's magic power.

    Approved.


    _____________________________________________________________________________________


    WE'LL HELP TONIGHT TO SPLIT ITS SEAMS
    GIVE THE BRUISES OUT LIKE GIFTS, YOU'LL GET THE PICTURE OF YOUR DREAMS
    Guild Spell Registration - Page 2 ObrztW

    Verona Stone
    Verona Stone

    1 Year Anniversary- Player 
    Lineage : Seductor's Touch
    Position : None
    Posts : 68
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 250

    Character Sheet
    First Skill: Fire Dragon Slayer
    Second Skill: Ice Dragon Slayer(Inactive)
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Verona Stone 31st July 2015, 9:22 am

    Kihia wrote:Spell Slot purchases: https://www.fairytail-rp.com/t7275p30-the-guild-shop#188708

    Auroria Serpantis Melodia:

    Spawn of Echidna:

    Armor of the Sacred Ivory Lamia:

    Serpantia Metronome:

    Sublustris Squamis:


    Raven here! You're approved >.> Now leave meh alone!


    _____________________________________________________________________________________

    Guild Spell Registration - Page 2 NLfB0WM
    avatar
    King Elyx

    The Vanquisher


    The Vanquisher

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- X-Rank- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 1 Year Anniversary- Player 
    Lineage : Quatro and Stella
    Position : In bed with the harem
    Posts : 4043
    Guild : Golden Phoenix
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 1,538,536.25

    Character Sheet
    First Skill: ???
    Second Skill: ???
    Third Skill:

    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by King Elyx 10th August 2015, 7:04 pm

    Name: Zephyr Meadows
    Rank: H+
    Duration: 4 Turns
    Cooldowns: Once per thread
    Type: Supportive/Field
    Description:
    Meadows:

    To use this spell, the user must keep their mentality calm and relaxed. Once that it done, the user must execute this spell with their eyes closed. The Guild Ace of Leaves for Black Rose and it's Guildmaster can use this spell by manipulating all of their magic power towards their palms, putting it out as time seems to freeze. The user did not control time itself, but the surroundings are definitely different, stuck in place. When this spell is casted out, all existence within a 450 meter radius is caught into a world that seems like time stopped. The current surroundings begin to shatter to pieces of dust, and instead replaces the current surroundings with a meadow-like field. This field is tall grass surrounding everything caught inside, and comes with some heavy benefits for the user and their allies while their enemies suffer heavy punishments. The one who casted out this spell will be known as the Master of the Meadows. They even receive an umbrella that serves as a weapon as well. All allies of the user gains 6% Health per turn, and the cost for their magic power is cut in half while these field is active. Whenever an opponent is hit, the damage they take is doubled. The user also is forced to pay a huge amount of magic power, so in return for that, the field also makes sure to provide him/her with Magic Power. Whenever they take damage, half of the damage is converted into Magic Power. Once the spell lifts itself over, the surroundings once again shatter to pieces of dust and return back to where the user was previously before this spell was used.

    Strengths:
    -User and Allies gain 5% Health per turn
    -The cost for spells used by the user and allies are cut by 50% while this spell is active.
    -The User gets an umbrella
    -All outside sources that are not in the spell can't get involved with what goes on inside
    -All damage inflicted to opponents by the user is multiplied by 1.5
    -Whenever the user takes a hit, 50% of the damage is converted to MP.

    Weaknesses:
    -This costs the user 50% of their MP
    -Outside help can't enter, only allies that are caught in the field may help the user
    -The spell cant be cancelled out by the user at free will, the spell must go through all of the duration time, or if the health or magic of the user is too low.
    -If the user and allies all end up losing, even while in this world, they are trapped in it until the spell lifts over.
    -Just Ordinary Meadow Fields, doesn't provide much extra when it comes to enhancing battle.
    -This spell is instantly stopped the moment where the users health hits below 50%. This spell requires a lot of energy to be active, and the users body won't be strong enough to let this world continue while below 50%.
    -If the users Magic Power is at 0%, the spell is also instantly lifted over.

    Note:
    [3:14:35 PM] Kakuma: yay
    [3:14:38 PM] Kakuma: Ok guys
    [3:14:53 PM] Kakuma: So im giving you guys free reign on the Guild spells
    [3:15:19 PM] Kakuma: but remember Kakuma and future members will have to be able to use them
    [3:15:44 PM] Kakuma: We have 4 spells
    [3:15:49 PM] Kakuma: so each of you get one

    [4:25:42 PM] Shima: So we put the spells in the Guild Spell suggestion thread?
    [4:26:01 PM] Kakuma: No you make them up and put them in the guild spell approval thread
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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Rosetta Crawford 19th August 2015, 11:36 am

    Seems legit. Approved


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    Post by Ardere Kasai 27th September 2015, 12:40 pm

    Hydra’s Fang (Head of Justice):

    Hydra’s Scales (Head of Resilience):

    Hydra's Rage (Head of Destruction):


    _____________________________________________________________________________________

    Guild Spell Registration - Page 2 FYZkfE1
    God Force:

    Legacy Form:

    Eris
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    Post by Eris 5th April 2016, 1:20 pm

    Guild Spells

    Defense:
    Grim Blasphemy:

    Support:
    Grim Dawn:


    Offense:
    Grim Reaping:


    Last edited by Eris on 27th April 2016, 10:11 am; edited 2 times in total


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    Post by King Elyx 11th April 2016, 2:40 pm

    Original:

    Modified Version:

    I read the Guild Spells Ruling a little bit closer. So I revised the spell since the Duration possible has a minimum of eight posts. Also, 50% MP for a Guild Spell that only lasts for four turns? ^.^
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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Aliannah 27th April 2016, 8:21 am

    Fire King Ardere wrote:
    Hydra’s Fang (Head of Justice):

    Hydra’s Scales (Head of Resilience):

    Hydra's Rage (Head of Destruction):

    Approved


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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Aliannah 27th April 2016, 8:38 am

    Eris wrote:Guild Spells

    Defense:
    Grim Blasphemy:

    Support:
    Grim Dawn:


    Offense:
    Grim Reaping:


    _____________________________________________________________________________________

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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Aliannah 27th April 2016, 8:43 am

    Elyx Reiaki wrote:
    Original:

    Modified Version:

    I read the Guild Spells Ruling a little bit closer. So I revised the spell since the Duration possible has a minimum of eight posts. Also, 50% MP for a Guild Spell that only lasts for four turns? ^.^
    All looks good just fix these please


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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Eris 27th April 2016, 10:10 am

    It doesn't even have a mechanical benefit,  it is just theme and flavor that wont even effect most people.   A result of the type of magic is being used,   A defensive wall of fire would still give off heat and still burn if you touched it,  or catch things on fire.   A defensive wall of ice would still drain heat from a room,  a barrier of light gives off, well, light, and would weaken dark creatures.  This is a very dark and unholy death/curse-related spell and as such has a negative plot significance for the divine or immortal. 


    It does not drain their strength,  it does not hinder their speed.   It's a feeling,  and a plot point that may never be significant but is important to show none the less,  it goes a long way to illustrate the nature of the spell and provide flavor.

    Gave it more detail.   Replaced spell(s) with an item.  Took out the automatic HP gain (It increased max HP), leaving only the heal and the variable buff.

    Reduced the damage rank, and explained how it resists resistances.  Though few people would resist it anyway.  Death magic is something people I've found more often give -immunity- to than resistance.  In the handful of instances I've seen it. 



    Reduced Durations,  and added the element/descriptors to the Type. 


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    Post by King Elyx 27th April 2016, 12:15 pm

    Zephyr Meadows:

    Acknowledged comments and edited accordingly. Thank you ^.^
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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Aliannah 27th April 2016, 1:12 pm

    Eris wrote:Guild Spells

    Defense:
    Grim Blasphemy:

    Support:
    Grim Dawn:


    Offense:
    Grim Reaping:

    Approved


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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Aliannah 27th April 2016, 1:12 pm

    Elyx Reiaki wrote:
    Zephyr Meadows:

    Acknowledged comments and edited accordingly. Thank you ^.^

    Approved


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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Godlike Frederik 22nd June 2016, 12:16 pm

    Name Act of Denial
    Rank Guild Spell
    Type Offensive/Supportive
    Duration 10 Posts
    Cooldown 10 Threads
    Authorized User Guildmaster of Sabertooth
    Authorized User Paragon of Denial



    Summary Only usable by the Paragon of Denial or the Guild Master of Sabertooth, this spell is among the most costly of all. The user can cast this spell by losing 50% of his/her maximum HP, as well as 40% Magic Power. Doing so causes the user to engulf everything within a 1 mile radius around him/herself in a world that's between worlds. The sky appears dark and no sources of light are anywhere to be found, yet for some reason not a single shadow exists as everything is perfectly lit up. In this world, through the use of 5% of the user's maximum HP and 5MP per action, the user of this spell is able to trigger up to two effect but cannot trigger the same effect more than once per post.

    • The user can cause all enemies within this 1 mile radius to take S Rank damage
    ---- Swords rain from every angle, appearing out of every wall, every ceiling, every blade of grass and spec of dust, impaling all enemies and causing a 1 meter eruption of matter that is rather curious in composition. It feels very real, but at the same time feels unreal.

    • The user can cause all allies within this 1 mile radius to be purified/cleansed of all debuffs, status effects, curses, and crowd control effects.
    ---- Time is reversed around the wounds of all allies, removing a certain amount of damage that was previously caused to them. Any and all debuffs, status effects, curses, and crowd control effects caused by H Rank and lower spells are instantly removed.

    • The user can reverse time for all allies within this spell's range and heal them.
    ---- Time reverses for all members of Sabertooth to heal them for 1x H Rank of damage. Time reverses for all allies that are not ST members, and will heal them for 1x S Rank damage instead. Those who are normally damaged by healing spells will not be damaged by this because it doesn't heal in the conventional sense, as it simply undoes the action that caused injury in the first place. The user of this spell does not receive this healing.

    • The user is able to speed up the flow of magic for 1 post causing all allies to gain 5MP instantly. The user of "Act of Denial" does not gain any of this MP.

    • The user is able to undo any 1 action performed before his/her post, but no more than 1 posting cycle, and substitute it with the inverse action. This can include but not limiting to; causing an opponent's spell to hit the opponent instead of an ally, nullifying a spell entirely, undoing damage to buildings, unbreaking a bone, undoing death of a player (must be planned), undoing the death of all non-important NPC's that died in the aforementioned time period, etc...

    However, for the duration of this spell, all allies caught inside this world recover HP and MP at a rate of 7.5% per post. If they would have full HP or MP, they would continue to generate it and it will be stored in a type of energy field around them until they need it. All enemies caught within this spell will take 50% H Rank damage on the first post, and 25% H Rank damage each post after until the end of the spell. The caster of this spell cannot be frozen in time by any effect below X Rank, but they are not immune to anything unless by a separate effect.

    Once this spell has concluded, the caster of this spell will have the effectiveness of ALL of his/her spell reduced all the way down to 0% making it so they do absolutely nothing at all until the end of the thread. WHILE this spell is being used, the caster is 100% unable to move. He/she will be omniscient regarding what is occurring in every nanometer of this 1 miles radius, but cannot do anything to protect him/her own self. Those on the outside world can enter this spell, those on the inside can exit it. There is no force stopping the passage of others in or out of the spell, but there is a very visible area where the spell is in effect in the form of a large hemisphere of distorted light particles.

    Strengths

    • The user is 100% aware of every last detail of what goes on inside the range of this spell.
    • The spell has immense range...
    • Damage capability for this spell is massive.
    • The user is able to stop time
    • The user is able to heal wounds
    • The user is able to stop the flow of magic
    • The user is able to increase the flow of magic
    • The user is able to Reject Reality, and substitute his/her own
    • All allies in range get an increase to their HP and MP regen that doesn't stop if they're at full for either of those.
    Weaknesses

    • Costs HALF the user's maximum HP to activate the spell.
    • Costs 40 magic power to activate the spell.
    • Costs 5 MP to use the bonus abilities.
    • Costs 5% of the user's maximum HP to use the bonus abilities.
    • Can only use a maximum of 2 of the bonus abilities per post.
    • Cannot use the same ability twice in one post.
    • The user of the spell is unable to move a single muscle while this spell is active.
    • The user of the spell cannot use ANY other spels while this one is active.
    • If the healing bonus ability is used, the user of this spell doesn't get healed.
    • If the MP restoration bonus ability is used, the user of this spell doesn't get it.
    • This spell has a 10 thread (not 10 post) cooldown.
    • When this spell is over with, the user of it has all of their spells made 100% useless as they will do nothing at all if used.
    • Allies or civilians that need to leave the area of this spell cannot do so without the use of an H Rank teleportation spell.



    credits goes to Niyol


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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Aliannah 22nd June 2016, 7:47 pm

    Freddy wrote:However, for the duration of this spell, all allies caught inside this world recover HP and MP at a rate of 7.5% per post. If they would have full HP or MP, they would continue to generate it and it will be stored in a type of energy field around them until they need it. All enemies caught within this spell will take 50% H Rank damage on the first post, and 25% H Rank damage each post after until the end of the spell. The caster of this spell cannot be frozen in time by any effect below X Rank, but they are not immune to anything unless by a separate effect.

    Heyo.
    So like with your two already abilities this seems too much of an add-on due to the capabilities that you already are asking for with their usage of 5MP


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    Guild Spell Registration - Page 2 Empty Re: Guild Spell Registration

    Post by Guest 27th August 2016, 7:02 am

    Replacing Fairy Tail's current guild spells with these new ones:
    Guild Spells:


    Last edited by Kanix Kumonosu on 24th September 2016, 6:11 pm; edited 2 times in total

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