- Spellz:
- Offensive:
- Name: Prophecy of the Seven Hellswords
Rank: H+
Duration:
Cooldowns: Once Per Thread
Type: Offensive
Description: Seven huge blades fly up a massive 300 meters into the air, the blades pointed towards the ground, stretching 100 meters in length. They circle around the user, and will follow them wherever they go. Every post, one of these massive blades drop onto the ground with a mighty amount of force, a huge pillar of nightmarish black flames erupting upon impact is formed, reaching up to a 150 meter radius. Those who are not members of Golden Phoenix take 50% damage of the users rank, and this damage can't be reduced in any way. Any impact with these blades will be null, as these swords don't take any knockback. However, when one does attack and strike the ground, it will disappear for the moment until the last post of the duration. On the final post, when all of the blades are gone, they all reform once again above the user before launching themselves all down in a mighty unison, causing a similar explosion, but enhanced with a 300-meter radius, and inflicts 2 times the users rank in damage.
Strengths:
-Every post, one of the seven swords drop onto the ground, inflicting 50% user rank damage to Non GP members.
-A finale on the 8th post will occur when all seven drop at once, inflicting 2 user-rank hits worth of spell damage.
-These blades can't be stopped once summoned, even after the user dies. They don't take knockback, that's most likely it.
Weaknesses:
-Area attack most certainly can harm allies
-Those who are Fallen slayers may eat spells per turn this way. It will count as an H rank spell per explosion
-These swords drop per post, no choice there
-There is no more to this spell than swords dropping onto the ground and causing a huge explosion of fire. No debuffs or anything to null an opponent.
- Supportive:
- Name: Parable of the Forbidden Chronicle
Rank: H+
Duration: 12 Turns
Cooldowns: Once Per Thread
Type: Supportive
Description: The user will summon a pillar of light in the shape of a topaz in front of them, this pillar reaching towards the skies and beyond, acting as a beacon for the duration. The radiance of the beacon gives guild members a special boost. All Golden Phoenix members within a 300 Meter radius obtains a new set of eyes, those that are white as if they are blind. However, they could not see any better while they obtain these eyes. Their awareness and reaction times increase by 50% due to how much better than can interpret images in their head. They also make the users resistant to the negative effects of opposing attacks, unless that attack is specifically an H rank spell, no more, no less. Negative effects include blinding, burning, illusions, mental attacks, etc. The one who casts out this supportive spell can see through all affected Golden Phoenix members health and Magic power, and can also see the same things for those who are not a member provided they are S rank or lower.
Strengths:
-50% Buffed Reaction Time
-Resistance to opposing negative effects that don't belong to H rank spells
-The user can see others magic power and MP if they have these eyes, or if they are someone else that is S-ranked or lower.
-The smallest bit of light will be magnified in darkness, allowing those with these eyes to see even through the worst of darknesses.
Weaknesses:
-A jewel made of light is formed, acting as a beacon for where the spell was executed.
-This beacon may also be eaten by any Heaven Slayer of any sort. If done so, it acts as an H rank spell being eaten
-Those who are not within the 300-meter spell when it is activated don't obtain these eyes.
-Allies who don't belong to Golden Phoenix also don't get these eyes.
-Any H rank spells with debuffs will be successful, regardless if the eyes are equipped on the target or not
- Defensive:
- Name: Bulwark of Infinite Flame
Rank: H+
Duration: Up to 8 posts; can be increased with additional members channeling, and each additional guild member adds 1 post to the duration; absolute maximum duration of 15 posts.
Cooldowns: Once per thread
Type: Blue Flame; Defensive
Description: A large, fire-made sphere with a diameter of up to 500 meters is formed, crushing all objects on its borders (non-GP members take user-ranked damage at or near). The initial caster of this spell is incapable of moving for as long as it is in effect, as well as any other guild members who channel the spell with the Ace who cast it first. Only the original caster of the spell has to be at least an Ace. Additional guild members do not have to be Aces, but must be at least B-rank to assist. Members of Golden Phoenix are not damaged by the flames but they are still affected by the heat. Guild members are expected to carry plenty of water with them on guild-wide events. Enemies of the Guild take 5% damage to health every post as long as they are within the barrier. Every two posts, the barrier gains enough Magic to protect against an additional user-ranked spell. This barrier can withstand up to 4 User-ranked spells worth of attack.
Strengths:- As a spell stronger than H-rank, it can withstand up to 4 user-ranked spells, due to the power of the flames.
- Physically hitting the sphere deals damage to the attacker equal to the shield's rank.
- This spell can be prolonged if there is more than one guild member is channeling Magic to it (up to seven more can channel).
Weaknesses:- Being fire-based, it is slightly weaker against water-based spells, and as such can only withstand up to 3 water-based user-ranked spells.
- Being blue fire, it is far more potent than red flame and can vastly raise the temperature within the sphere, which means potential overheating under stress. Bring LOTS of water if guild members intend to take the heat!
- The caster of the spell is bound to be inside of the barrier. Otherwises, if they get out, the spell instantly ends and begins the cooldown.
- The original castor can't continue this spell if their health falls below 30% of their maximum amount.
- As a spell stronger than H-rank, it can withstand up to 4 user-ranked spells, due to the power of the flames.
Guild Spell Registration
King ElyxThe Vanquisher
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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:
- Post n°51
Re: Guild Spell Registration
Cr1tikal-
Posts : 1756
Cosmic Coins : 8
Dungeon Tokens : 0
Age : 34
Experience : 0
Character Sheet
First Skill: FrostFire Dragon Slayer
Second Skill: Cosmic Slayer
Third Skill:
- Post n°52
Re: Guild Spell Registration
Your three default spells are approved! \o/ (We already talked over skype for all of them beforehand)
Guest- Guest
- Post n°53
Re: Guild Spell Registration
Quoting this as they haven't been graded in a week and were skipped over.
Kanix Laspor wrote:Replacing Fairy Tail's current guild spells with these new ones:
- Guild Spells:
- Faery Kiss:
Name: Faery Kiss
Rank: H+
Type: Area of Effect, Heal, Damage Over Time, Faery
Duration: 8 posts
Cooldown: 3 threads
Description: This spell does the exact opposite of what a Damage Over Time spell does; instead of dealing damage, it repairs damage over a set amount of posts. When it’s initially cast on one or more persons, the spell “deals” 50% damage to the people that it was cast upon, repairing any damage done to them. Versus healing for mage-ranked damage, the spell heals for S-rank damage to anyone that is inside of the healing aura. Lasting for a total of eight ( 8 ) posts, it then deals an extra 50% in damage over the next four posts until its duration is up. Damage equated to the person’s rank is 2.5x the normal amount a spell deals; thus, an A-rank mage would be healed for 250HP versus 80HP. Status effects are removed from those the spell heals, making them immune to status effects for the next three (3) posts after the duration. The spell may not seem all that useful, but when in doubt, it’s definitely a last-resort heal spell someone can use on a large (20) crowd of people as long as they are in a 200-meter radius.
Strengths:
- As a Damage Over Time spell, “damage” dealt to the user is 2.5x more than what a natural spell is able to heal for
- It can heal an upwards of 20 people max, but this excludes the user being able to be healed by the spell for its duration
- The spell ultimately removes any status effects applied to any of the people the user chooses to heal, making them immune for the next three (3) posts
Weaknesses:
- The user isn’t able to be healed for the duration of the spell, as the spell is meant to heal allies as a supportive spell
- Enemies that happen to be caught in the radius will be healed as well, giving a huge disadvantage to the “heroes”
- It can be stopped at any point in time by another magus, forcing the healing to do less damage than it was meant to
- As a result of the spell being stopped early, the people are not given the immunity to the status effects and thus, can be affected by them
- Faery Dance:
Name: Faery Dance
Rank: H+
Type: Nature, Crowd Control, Channelled, Faery
Duration: 11 posts
Cooldown: 4 threads
Description: The user emits an aura around them that causes the tempers of those caught in the range of the spell to be reversed and replaced by peaceful attitudes. It can’t be seen by those who are not a part of Fairy Tail, but a mist-like dust coats a 200-meter radius around the user that affects all those caught inside of it. Anyone stuck inside of this aura finds themselves unable to physically fight each other, despite if they are on opposite sides of the spectrum or not. They still have the ability to resist its effects, but any damage done to an “opponent” is reduced by 65% for the duration of the spell as long as they are equal to or lower in rank than the user. This includes all monsters, npcs, et cetera that are caught within the aura of the spell, but monsters that are higher-ranked than the user only have a damage reduction of 50%. Unfortunately, for the spell to remain up, the user must continuously focus on keeping the dust surrounding the people, which leaves them vulnerable to attacks.
Strengths:
- Anyone caught in the 200-meter radius are quelled by the effects of the spell and unable to truly hurt anyone they’re around
- Damage of those caught in the aura are reduced by 75% if they are equal to or lower in rank to the user, with higher-ranked opponents reduced by 50%
- A source of crowd control, meant to keep violence at bay and destruction less likely if people are not capable of fighting each other
Weaknesses:
- Even though it’s stated people are not capable of fighting each other, they still have the will and ability to ignore the effects
- It may not work on monsters, npcs, et cetera that are two ranks or higher than the user in spite of the spell’s effects
- If the spell is not channelled, the user loses focus, et cetera, then the spell is reduced to literal dust and unable to quell tempers
- The spell affects everyone, this includes allies, acquaintances, et cetera, so no one is able to fight each other during the duration
- Faery Wind:
Name: Faery Wind
Rank: H+
Type: Nature, Illusion, Supportive, Faery
Duration: 10 posts
Cooldown: 4 threads
Description: Designed as a means to distract and confuse opponents, this spell allows the user to place up a barrier around themselves or a selected target to create an illusion. The illusion can be whatever the user imagines it to be, from another human being or animal to that of a distinctively large city. It can be used as a means of protection from something that may be searching out to destroy whatever it is the user has cast the illusion on, including themselves. Only magi of higher rank than the user are capable of seeing through the illusion if their magic or some sort of item permits it. This illusion ultimately protects the target from damage by blocking 3 S-rank or 1 SS-rank attack that is thrown at them in a 200-meter radius. If wanted, the user can cast the illusion on a large group of people (up to 20 at a single time) that will bring up the barrier-like illusion. However, in doing so, they must channel the spell, concentrating on keeping it up, so that it does not falter during its duration.
Strengths:
- It can protect a single person at any given time or a large group of up to 20 people for a duration of 10 posts
- The spell is capable of blocking 3 S-rank spells so long as the user is channeling the spell and focusing on keeping it up
- A last resort defense against bad, bringing up a barrier around a person and creating an illusion to essentially hide them
Weaknesses:
- Magi of higher rank than the user are capable of seeing through the illusion and quickly eliminating the barrier
- The illusion is created via dust, so any wind magi that is of higher rank than the user can negate the effects of the spell
- The user must concentrate on keeping the spell up (a.k.a channeling) in order to get the full effects of what it does
- Duration is 10 posts, but at any given point in time, the spell can be broken and it goes into cooldown for the next 4 threads
King ElyxThe Vanquisher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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:
- Post n°54
Re: Guild Spell Registration
Kanix Kumonosu wrote:Quoting this as they haven't been graded in a week and were skipped over.Kanix Laspor wrote:Replacing Fairy Tail's current guild spells with these new ones:
- Guild Spells:
- Faery Kiss:
Name: Faery Kiss
Rank: H+
Type: Area of Effect, Heal, Damage Over Time, Faery
Duration: 8 posts
Cooldown: 3 threads
Description: This spell does the exact opposite of what a Damage Over Time spell does; instead of dealing damage, it repairs damage over a set amount of posts. When it’s initially cast on one or more persons, the spell “deals” 50% damage to the people that it was cast upon, repairing any damage done to them. Versus healing for mage-ranked damage, the spell heals for S-rank damage to anyone that is inside of the healing aura. Lasting for a total of eight ( 8 ) posts, it then deals an extra 50% in damage over the next four posts until its duration is up Can we remove the extra 50% added? Trust me, with damage reduction abilities, the original amount was already more than enough.. Damage equated to the person’s rank is 2.5x the normal amount a spell deals; thus, an A-rank mage would be healed for 250HP versus 80HP. Status effects are removed from those the spell heals, making them immune to status effects for the next three (3) posts after the duration See, you're healing more than double the amount you normally heal. For Status effects, say that this spells makes those within it immune to A rank or lower status effects (Of both positive and negative) during the duration, not after it.. The spell may not seem all that useful Are you kidding me <_<, but when in doubt, it’s definitely a last-resort heal spell someone can use on a large (20) crowd of people as long as they are in a 200-meter radius. With that said, edit the strengths and weaknesses accordingly and things shall be set!
Strengths:
- As a Damage Over Time spell, “damage” dealt to the user is 2.5x more than what a natural spell is able to heal for
- It can heal an upwards of 20 people max, but this excludes the user being able to be healed by the spell for its duration
- The spell ultimately removes any status effects applied to any of the people the user chooses to heal, making them immune for the next three (3) posts
Weaknesses:
- The user isn’t able to be healed for the duration of the spell, as the spell is meant to heal allies as a supportive spell
- Enemies that happen to be caught in the radius will be healed as well, giving a huge disadvantage to the “heroes”
- It can be stopped at any point in time by another magus, forcing the healing to do less damage than it was meant to
- As a result of the spell being stopped early, the people are not given the immunity to the status effects and thus, can be affected by them
- Faery Dance:
Name: Faery Dance
Rank: H+
Type: Nature, Crowd Control, Channelled, Faery
Duration: 11 posts
Cooldown: 4 threads
Description: The user emits an aura around them that causes the tempers of those caught in the range of the spell to be reversed and replaced by peaceful attitudes. It can’t be seen by those who are not a part of Fairy Tail, but a mist-like dust coats a 200-meter radius around the user that affects all those caught inside of it. Anyone stuck inside of this aura finds themselves unable to physically fight each other, despite if they are on opposite sides of the spectrum or not. They still have the ability to resist its effects explain how so., but any damage done to an “opponent” is reduced by 65% for the duration of the spell as long as they are equal to or lower in rank than the user. This includes all monsters, npcs, et cetera that are caught within the aura of the spell, but monsters that are higher-ranked than the user only have a damage reduction of 50%. Unfortunately, for the spell to remain up, the user must continuously focus on keeping the dust surrounding the people, which leaves them vulnerable to attacks. Say that in this state, they are unable to use spells, active abilities (From any source), and items. You still have passives and triggers that allow one to defend themselves.
Strengths:
- Anyone caught in the 200-meter radius are quelled by the effects of the spell and unable to truly hurt anyone they’re around
- Damage of those caught in the aura are reduced by 75% It was 65% in the description, which is it? if they are equal to or lower in rank to the user, with higher-ranked opponents reduced by 50%
- A source of crowd control, meant to keep violence at bay and destruction less likely if people are not capable of fighting each other
Weaknesses:
- Even though it’s stated people are not capable of fighting each other, they still have the will and ability to ignore the effects
- It may not work on monsters, npcs, et cetera that are two ranks or higher than the user in spite of the spell’s effects
- If the spell is not channelled, the user loses focus, et cetera, then the spell is reduced to literal dust and unable to quell tempers
- The spell affects everyone, this includes allies, acquaintances, et cetera, so no one is able to fight each other during the duration
- Faery Wind:
Name: Faery Wind
Rank: H+
Type: Nature, Illusion, Supportive, Faery
Duration: 10 posts
Cooldown: 4 threads
Description: Designed as a means to distract and confuse opponents, this spell allows the user to place up a barrier around themselves or a selected target to create an illusion. The illusion can be whatever the user imagines it to be, from another human being or animal to that of a distinctively large city. It can be used as a means of protection from something that may be searching out to destroy whatever it is the user has cast the illusion on, including themselves. Only magi of higher rank than the user are capable of seeing through the illusion if their magic or some sort of item permits it. This illusion ultimately protects the target from damage by blocking 3 S-rank or 1 SS-rank attack that is thrown at them in a 200-meter radius. If wanted, the user can cast the illusion on a large group of people (up to 20 at a single time) that will bring up the barrier-like illusion. However, in doing so, they must channel the spell, concentrating on keeping it up, so that it does not falter during its duration. The damage from the outside has been explained, but how much damage can one do from the inside in order to break out? Or are they unable to break out? If this is the case, the number of people that this can effect... Hm, seeing that cooldown, I'd probably set it to 10.
Strengths:
- It can protect a single person at any given time or a large group of up to 20 people for a duration of 10 posts
- The spell is capable of blocking 3 S-rank spells so long as the user is channeling the spell and focusing on keeping it up
- A last resort defense against bad, bringing up a barrier around a person and creating an illusion to essentially hide them
Weaknesses:
- Magi of higher rank than the user are capable of seeing through the illusion and quickly eliminating the barrier
- The illusion is created via dust, so any wind magi that is of higher rank than the user can negate the effects of the spell
- The user must concentrate on keeping the spell up (a.k.a channeling) in order to get the full effects of what it does
- Duration is 10 posts, but at any given point in time, the spell can be broken and it goes into cooldown for the next 4 threads
Graded as requested! Get Em!
Guest- Guest
- Post n°55
Re: Guild Spell Registration
Kanix Kumonosu wrote:Replacing Fairy Tail's current guild spells with these new ones:
- Guild Spells:
- Faery Kiss:
Name: Faery Kiss
Rank: H+
Type: Area of Effect, Heal, Damage Over Time, Faery
Duration: 8 posts
Cooldown: 3 threads
Description: This spell does the exact opposite of what a Damage Over Time spell does; instead of dealing damage, it repairs damage over a set amount of posts. When it’s initially cast on one or more persons, the spell “deals” 50% damage to the people that it was cast upon, repairing any damage done to them. Versus healing for mage-ranked damage, the spell heals for S-rank damage to anyone that is inside of the healing aura. Damage equated to the person’s rank is 2.5x the normal amount a spell deals; thus, an A-rank mage would be healed for 250HP versus 80HP. Status effects are removed from those the spell heals, making them immune to A-rank or lower status effects for the next three (3) posts after the duration. When in need of a spell that can heal, this is definitely the go-to heal spell someone can use on a large (20) crowd of people as long as they are in a 200-meter radius.
Strengths:
- As a Damage Over Time spell, “damage” dealt to the user is 2.5x more than what a natural spell is able to heal for
- It can heal an upwards of 20 people max, but this excludes the user being able to be healed by the spell for its duration
- The spell ultimately removes any status effects of A-rank or lower applied to any of the people the user chooses to heal, making them immune for the next three (3) posts
Weaknesses:
- The user isn’t able to be healed for the duration of the spell, as the spell is meant to heal allies as a supportive spell
- Enemies that happen to be caught in the radius will be healed as well, giving a huge disadvantage to the “heroes”
- It can be stopped at any point in time by another magus, forcing the healing to do less damage than it was meant to
- As a result of the spell being stopped early, the people are not given the immunity to the status effects and thus, can be affected by them
- Faery Dance:
Name: Faery Dance
Rank: H+
Type: Nature, Crowd Control, Channeled, Faery
Duration: 11 posts
Cooldown: 4 threads
Description: The user emits an aura around them that causes the tempers of those caught in the range of the spell to be reversed and replaced by peaceful attitudes. It can’t be seen by those who are not a part of Fairy Tail, but a mist-like dust coats a 200-meter radius around the user that affects all those caught inside of it. Anyone stuck inside of this aura finds themselves unable to physically fight each other, despite if they are on opposite sides of the spectrum or not. They still have the ability to resist its effects as their wills are not tampered with, just their attitudes, but any damage done to an “opponent” is reduced by 65% for the duration of the spell as long as they are equal to or lower in rank than the user. This includes all monsters, npcs, et cetera that are caught within the aura of the spell, but monsters that are higher-ranked than the user only have a damage reduction of 50%. Spells cannot be used while this spell is going; however, passives and triggers are not affected by the likes of this spell. Unfortunately, for the spell to remain up, the user must continuously focus on keeping the dust surrounding the people, which leaves them vulnerable to attacks.
Strengths:
- Anyone caught in the 200-meter radius are quelled by the effects of the spell and unable to truly hurt anyone they’re around
- Damage of those caught in the aura are reduced by 65% if they are equal to or lower in rank to the user, with higher-ranked opponents reduced by 50%
- A source of crowd control, meant to keep violence at bay and destruction less likely if people are not capable of fighting each other
Weaknesses:
- Even though it’s stated people are not capable of fighting each other, they still have the will and ability to ignore the effects
- It may not work on monsters, npcs, et cetera that are two ranks or higher than the user in spite of the spell’s effects
- If the spell is not channeled, the user loses focus, et cetera, then the spell is reduced to literal dust and unable to quell tempers
- The spell affects everyone, this includes allies, acquaintances, et cetera, so no one is able to fight each other during the duration
- Faery Wind:
Name: Faery Wind
Rank: H+
Type: Nature, Illusion, Supportive, Faery
Duration: 10 posts
Cooldown: 4 threads
Description: Designed as a means to distract and confuse opponents, this spell allows the user to place up a barrier around themselves or a selected target to create an illusion. The illusion can be whatever the user imagines it to be, from another human being or animal to that of a distinctively large city. It can be used as a means of protection from something that may be searching out to destroy whatever it is the user has cast the illusion on, including themselves. Only magi of higher rank than the user are capable of seeing through the illusion if their magic or some sort of item permits it. This illusion ultimately protects the target from damage by blocking 3 S-rank or 1 SS-rank attack that is thrown at them in a 200-meter radius. If wanted, the user can cast the illusion on a large group of people (up to 10 at a single time) that will bring up the barrier-like illusion. However, in doing so, they must channel the spell, concentrating on keeping it up, so that it does not falter during its duration.
Strengths:
- It can protect a single person at any given time or a large group of up to 10 people for a duration of 10 posts
- The spell is capable of blocking 3 S-rank spells so long as the user is channeling the spell and focusing on keeping it up
- A last resort defense against bad guys, bringing up a barrier around a person and creating an illusion to essentially hide them
Weaknesses:
- Magi of higher rank than the user are capable of seeing through the illusion and quickly eliminating the barrier
- The illusion is created via dust, so any wind magi that is of higher rank than the user can negate the effects of the spell
- The user must concentrate on keeping the spell up (a.k.a channeling) in order to get the full effects of what it does
- Duration is 10 posts, but at any given point in time, the spell can be broken and it goes into cooldown for the next 4 threads
I believe I've done all that was asked. Sorry if I missed anything, site went a bit wonkers for a second there.
King ElyxThe Vanquisher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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:
- Post n°56
Re: Guild Spell Registration
Kanix Kumonosu wrote:Kanix Kumonosu wrote:Replacing Fairy Tail's current guild spells with these new ones:
- Guild Spells:
- Faery Kiss:
Name: Faery Kiss
Rank: H+
Type: Area of Effect, Heal, Damage Over Time, Faery
Duration: 8 posts
Cooldown: 3 threads
Description: This spell does the exact opposite of what a Damage Over Time spell does; instead of dealing damage, it repairs damage over a set amount of posts. When it’s initially cast on one or more persons, the spell “deals” 50% damage to the people that it was cast upon, repairing any damage done to them. Versus healing for mage-ranked damage, the spell heals for S-rank damage to anyone that is inside of the healing aura. Damage equated to the person’s rank is 2.5x the normal amount a spell deals; thus, an A-rank mage would be healed for 250HP versus 80HP. Status effects are removed from those the spell heals, making them immune to A-rank or lower status effects for the next three (3) posts after the duration. When in need of a spell that can heal, this is definitely the go-to heal spell someone can use on a large (20) crowd of people as long as they are in a 200-meter radius.
Strengths:
- As a Damage Over Time spell, “damage” dealt to the user is 2.5x more than what a natural spell is able to heal for
- It can heal an upwards of 20 people max, but this excludes the user being able to be healed by the spell for its duration
- The spell ultimately removes any status effects of A-rank or lower applied to any of the people the user chooses to heal, making them immune for the next three (3) posts
Weaknesses:
- The user isn’t able to be healed for the duration of the spell, as the spell is meant to heal allies as a supportive spell
- Enemies that happen to be caught in the radius will be healed as well, giving a huge disadvantage to the “heroes”
- It can be stopped at any point in time by another magus, forcing the healing to do less damage than it was meant to
- As a result of the spell being stopped early, the people are not given the immunity to the status effects and thus, can be affected by them
- Faery Dance:
Name: Faery Dance
Rank: H+
Type: Nature, Crowd Control, Channeled, Faery
Duration: 11 posts
Cooldown: 4 threads
Description: The user emits an aura around them that causes the tempers of those caught in the range of the spell to be reversed and replaced by peaceful attitudes. It can’t be seen by those who are not a part of Fairy Tail, but a mist-like dust coats a 200-meter radius around the user that affects all those caught inside of it. Anyone stuck inside of this aura finds themselves unable to physically fight each other, despite if they are on opposite sides of the spectrum or not. They still have the ability to resist its effects as their wills are not tampered with, just their attitudes, but any damage done to an “opponent” is reduced by 65% for the duration of the spell as long as they are equal to or lower in rank than the user. This includes all monsters, npcs, et cetera that are caught within the aura of the spell, but monsters that are higher-ranked than the user only have a damage reduction of 50%. Spells cannot be used while this spell is going; however, passives and triggers are not affected by the likes of this spell. Unfortunately, for the spell to remain up, the user must continuously focus on keeping the dust surrounding the people, which leaves them vulnerable to attacks.
Strengths:
- Anyone caught in the 200-meter radius are quelled by the effects of the spell and unable to truly hurt anyone they’re around
- Damage of those caught in the aura are reduced by 65% if they are equal to or lower in rank to the user, with higher-ranked opponents reduced by 50%
- A source of crowd control, meant to keep violence at bay and destruction less likely if people are not capable of fighting each other
Weaknesses:
- Even though it’s stated people are not capable of fighting each other, they still have the will and ability to ignore the effects
- It may not work on monsters, npcs, et cetera that are two ranks or higher than the user in spite of the spell’s effects
- If the spell is not channeled, the user loses focus, et cetera, then the spell is reduced to literal dust and unable to quell tempers
- The spell affects everyone, this includes allies, acquaintances, et cetera, so no one is able to fight each other during the duration
- Faery Wind:
Name: Faery Wind
Rank: H+
Type: Nature, Illusion, Supportive, Faery
Duration: 10 posts
Cooldown: 4 threads
Description: Designed as a means to distract and confuse opponents, this spell allows the user to place up a barrier around themselves or a selected target to create an illusion. The illusion can be whatever the user imagines it to be, from another human being or animal to that of a distinctively large city. It can be used as a means of protection from something that may be searching out to destroy whatever it is the user has cast the illusion on, including themselves. Only magi of higher rank than the user are capable of seeing through the illusion if their magic or some sort of item permits it. This illusion ultimately protects the target from damage by blocking 3 S-rank or 1 SS-rank attack that is thrown at them in a 200-meter radius. If wanted, the user can cast the illusion on a large group of people (up to 10 at a single time) that will bring up the barrier-like illusion. However, in doing so, they must channel the spell, concentrating on keeping it up, so that it does not falter during its duration.
Strengths:
- It can protect a single person at any given time or a large group of up to 10 people for a duration of 10 posts
- The spell is capable of blocking 3 S-rank spells so long as the user is channeling the spell and focusing on keeping it up
- A last resort defense against bad guys, bringing up a barrier around a person and creating an illusion to essentially hide them
Weaknesses:
- Magi of higher rank than the user are capable of seeing through the illusion and quickly eliminating the barrier
- The illusion is created via dust, so any wind magi that is of higher rank than the user can negate the effects of the spell
- The user must concentrate on keeping the spell up (a.k.a channeling) in order to get the full effects of what it does
- Duration is 10 posts, but at any given point in time, the spell can be broken and it goes into cooldown for the next 4 threads
I believe I've done all that was asked. Sorry if I missed anything, site went a bit wonkers for a second there.
All set! Approved by ze Reiaki! Be on your merry way, tut tut!
Onyx Moon-
Lineage : None
Position : None
Posts : 66
Cosmic Coins : 5
Dungeon Tokens : 0
Experience : 0
- Post n°57
Re: Guild Spell Registration
Guild Spell 1:
Guild Spell 2:
Guild Spell 3:
- Spoiler:
Name
Elder God, Cthulhu
Rank
H+
Type
Summon / Support
Duration
20 Posts
Cooldown
Once Per Thread
Description
Upon being summoned, the Elder God, Cthulhu unearths itself from the ground. The large Elder God stands at 80 feet (24 m) tall. The Elder God lets out a massive roar before pulling itself out of the earth. The giant tentacles, blood red glowing eyes, and massive musculature is terrifying for the average mage. The fact that someone has this monstrosity under their control is something to fear.
Upon being summoned, this creature deals the summoner's rank in damage to a 100 meter bubble around the Elder God, itself. The Elder God primarily attacks with it's fists, it's tentacles, or even a focused roar with a range of 100 meters.
Passive
Terrifying Presence
The very presence of this summon can cause weak or normal strength enemies to instantly flee. Those that are of equal or lower rank of the summoner take 50% more damage. Targets of 1 rank higher than the summoner only takes 25% more magic and melee damage. This effects all people who does not have the "Jolly Roger" within a 100 meter radius.
Active
Gravitational Roar
With a loud roar, the Elder God opens a rift in time and space. This rift has a near infinite mass causing those within a 100m area around the Elder God to be pulled into a single point. This point is located 40 meters away from the Elder God. Those that are pulled into the singularity are dealt 50% H Rank damage and are pulled into an extremely tight space, making AoE attacks aimed at the group effect everyone. This effects lasts for 1 post with a 5 post cooldown.
Strengths
+ Strong at putting a debuff on a target's damage resistance to both Melee and Magic damage.
+ Gravitational roar is good for everyone to use AoE spells upon a group of enemies.
+ Those that hold the "Jolly Roger" (the guild mark of Black Sails) are not effected by any of these abilities, including the damage from the initial summoning.
Weaknesses
- Large target making it easy to be hit.
- Incapable of moving once it has been summoned.
- It's attacks are easily countered and dodged by quick opponents.
- Cannot attack the round it is summoned.
- Targets 2 ranks higher than the summoner aren't effected by the "Terrifying Presence"
- Gravitational Effects of Gravitational Roar do not effect those higher ranking than the summoner.
Guild Spell 2:
- Spoiler:
Name
Airship Bombardment
Rank
H+
Type
Offensive / DoT
Duration
5 Posts
Cooldown
Once per Thread
Description
The Guild's Airship flies in the stratosphere over the battlefield. Upon being called-forth, the ship hovers directly over the battlefield. The user of this spell concentrates on the target that the spell is meant to obliterate. After concentrating on the target, the Airship's lower doors open up for a massive cannon to pop through the bottom of the ship. After absorbing a little bit of energy, the airship lets out a massive blast downwards, completely oppressing and devasting the ground below. This weapon fires in pulses and is capable of moving around freely.
Effect
This spell deals 50% H Rank damage for 5 posts. Flying targets in the area are grounded instantly and remain grounded for the duration of the spell. Targets effected by this spell suffer a 80% movement speed loss, dropping by 20% each post. The diameter of this spell is 150 meters wide. This does not effect those with the Jolly Roger
Strengths
+ Very hard to dodge
+ Grounds flying targets
+ Flimsy cover cannot protect the target (Flimsy being buildings, trees, etc)
+ Does not effect those with the Jolly Roger Guild Mark
Weaknesses
- Those who move out of the range are no longer bothered by the spell's effects.
- Due to the spell being a pulse, it gives people time to move out of the way or heal w/o taking any damage.
- This is considered a Light Spell, so Light Slayers are capable of devouring this.
- Hardened buildings or being underground will make the target immune from this spell
- Mirrors can redirect a portion of the spell. When used to redirect the light from the spell, it can target those with the Jolly Roger Guild Mark.
Guild Spell 3:
- Spoiler:
Name
Curse of the Ghost Ship
Rank
H+
Type
Support
Duration
20 Posts
Cooldown
Once Per Thread
Description
A thick fog is created that distorts and greatly hinders the vision of everyone else that isn't in the guild. The fog is so thick, that the visual range of those not in the guild is reduced to 1 meter. While inside, this extremely thick fog, members of the Black Sail can move around this fog freely without their vision being hindered. This isn't an illusion, however, as the members of Black Sails can see the fog, but their ability to see through it isn't hindered.
This fog is eerie as it gives the victims a sense of a predator or something supernatural existing within the mist; as if a Ghost Ship will appear from out of nowhere. Paranoia starts to kick in as the target's senses start to diminish and go awry, leaving on their imagination and the primal instinct of "fight or flight" kicks in.
Effect
This effects an area of a 100x100 meter area. The fog is so thick that the targets inside can only see 1 meter in front of them. Their sense of hearing and smell are also diminished by 30% and fear begins to kick into the targets within. Targets effected by this fog are also inflicted with a 30% slowness. Inside of this fog, those who brandish the Jolly Roger are not effected by the fog and can see clearly through the fog. Once every other post, they are granted a single movement skill equal to their rank's range:
D Rank -- 15 meters
C Rank -- 30 meters
B Rank -- 50 meters
A Rank -- 75 meters
S Rank -- 100 meters
H Rank -- 150 meters
This traveling spell moves instantly as long as they stay within the fog.
Strengths
+ Movement spell granted does not use up MP
+ Targets within have their vision and other senses diminished vastly.
+ Negative effects of this spell does not effect those that wield the Jolly Roger
Weaknesses
- Moving outside of the spell's range removes the effects of the spell.
- Friendly units that don't have the jolly roger are affected by this spell.
- Does not affect skills such as infra-red or heat-vision.
- Wind spells of H Rank or higher can move this spell away by that rank's average distance.
King ElyxThe Vanquisher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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:
- Post n°58
Re: Guild Spell Registration
Black Sails wrote:Guild Spell 1:
- Spoiler:
Name
Elder God, Cthulhu
Rank
H+
Type
Summon / Support
Duration
20 Posts
Cooldown
Once Per Thread
Description
Upon being summoned, the Elder God, Cthulhu unearths itself from the ground. The large Elder God stands at 80 feet (24 m) tall. The Elder God lets out a massive roar before pulling itself out of the earth. The giant tentacles, blood red glowing eyes, and massive musculature is terrifying for the average mage. The fact that someone has this monstrosity under their control is something to fear.
Upon being summoned, this creature deals the summoner's rank in damage to a 100 meter bubble around the Elder God, itself. The Elder God primarily attacks with it's fists, it's tentacles, or even a focused roar with a range of 100 meters.
Passive
Terrifying Presence
The very presence of this summon can cause weak or normal strength enemies to instantly flee. Those that are of equal or lower rank of the summoner take 50% more damage. Targets of 1 rank higher than the summoner only takes 25% more magic and melee damage. This effects all people who does not have the "Jolly Roger" within a 100 meter radius.
Active
Gravitational Roar
With a loud roar, the Elder God opens a rift in time and space. This rift has a near infinite mass causing those within a 100m area around the Elder God to be pulled into a single point. This point is located 40 meters away from the Elder God. Those that are pulled into the singularity are dealt 50% H Rank damage and are pulled into an extremely tight space, making AoE attacks aimed at the group effect everyone. This effects lasts for 1 post with a 5 post cooldown.
Strengths
+ Strong at putting a debuff on a target's damage resistance to both Melee and Magic damage.
+ Gravitational roar is good for everyone to use AoE spells upon a group of enemies.
+ Those that hold the "Jolly Roger" (the guild mark of Black Sails) are not effected by any of these abilities, including the damage from the initial summoning.
Weaknesses
- Large target making it easy to be hit.
- Incapable of moving once it has been summoned.
- It's attacks are easily countered and dodged by quick opponents.
- Cannot attack the round it is summoned.
- Targets 2 ranks higher than the summoner aren't effected by the "Terrifying Presence"
- Gravitational Effects of Gravitational Roar do not effect those higher ranking than the summoner.
Guild Spell 2:
- Spoiler:
Name
Airship Bombardment
Rank
H+
Type
Offensive / DoT
Duration
5 Posts
Cooldown
Once per Thread
Description
The Guild's Airship flies in the stratosphere over the battlefield. Upon being called-forth, the ship hovers directly over the battlefield. The user of this spell concentrates on the target that the spell is meant to obliterate. After concentrating on the target, the Airship's lower doors open up for a massive cannon to pop through the bottom of the ship. After absorbing a little bit of energy, the airship lets out a massive blast downwards, completely oppressing and devasting the ground below. This weapon fires in pulses and is capable of moving around freely.
Effect
This spell deals 50% H Rank damage for 5 posts. Flying targets in the area are grounded instantly and remain grounded for the duration of the spell. Targets effected by this spell suffer a 80% movement speed loss, dropping by 20% each post. The diameter of this spell is 150 meters wide. This does not effect those with the Jolly Roger
Strengths
+ Very hard to dodge
+ Grounds flying targets
+ Flimsy cover cannot protect the target (Flimsy being buildings, trees, etc)
+ Does not effect those with the Jolly Roger Guild Mark
Weaknesses
- Those who move out of the range are no longer bothered by the spell's effects.
- Due to the spell being a pulse, it gives people time to move out of the way or heal w/o taking any damage.
- This is considered a Light Spell, so Light Slayers are capable of devouring this.
- Hardened buildings or being underground will make the target immune from this spell
- Mirrors can redirect a portion of the spell. When used to redirect the light from the spell, it can target those with the Jolly Roger Guild Mark.
Guild Spell 3:
- Spoiler:
Name
Curse of the Ghost Ship
Rank
H+
Type
Support
Duration
20 Posts
Cooldown
Once Per Thread
Description
A thick fog is created that distorts and greatly hinders the vision of everyone else that isn't in the guild. The fog is so thick, that the visual range of those not in the guild is reduced to 1 meter. While inside, this extremely thick fog, members of the Black Sail can move around this fog freely without their vision being hindered. This isn't an illusion, however, as the members of Black Sails can see the fog, but their ability to see through it isn't hindered.
This fog is eerie as it gives the victims a sense of a predator or something supernatural existing within the mist; as if a Ghost Ship will appear from out of nowhere. Paranoia starts to kick in as the target's senses start to diminish and go awry, leaving on their imagination and the primal instinct of "fight or flight" kicks in.
Effect
This effects an area of a 100x100 meter area. The fog is so thick that the targets inside can only see 1 meter in front of them. Their sense of hearing and smell are also diminished by 30% and fear begins to kick into the targets within. Targets effected by this fog are also inflicted with a 30% slowness. Inside of this fog, those who brandish the Jolly Roger are not effected by the fog and can see clearly through the fog. Once every other post, they are granted a single movement skill equal to their rank's range:
D Rank -- 15 meters
C Rank -- 30 meters
B Rank -- 50 meters
A Rank -- 75 meters
S Rank -- 100 meters
H Rank -- 150 meters
This traveling spell moves instantly as long as they stay within the fog.
Strengths
+ Movement spell granted does not use up MP
+ Targets within have their vision and other senses diminished vastly.
+ Negative effects of this spell does not effect those that wield the Jolly Roger
Weaknesses
- Moving outside of the spell's range removes the effects of the spell.
- Friendly units that don't have the jolly roger are affected by this spell.
- Does not affect skills such as infra-red or heat-vision.
- Wind spells of H Rank or higher can move this spell away by that rank's average distance.
Wake up in the morning grading this these <_< Approved.
Savage Skull- -
Lineage : None
Position : None
Posts : 19
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 0
- Post n°59
Re: Guild Spell Registration
- Where Is Your God Now?:
- Name: Where Is Your God Now?
Rank: H
Type: Area of Effect, Damage Over Time, Death, Holy
Duration: 10 posts
Cooldown: 2 threads
Description: A soft rumble begins deep within the ground, like the aftershocks of an earthquake trembling the plates of the earth below. Above, the skies begin to darken, as if a storm has begun to brew; thunder cracking and echoing through the clouds in the Heavens. Along the surface of the earth, cracks start to appear, piercing through and splitting apart the crust of the earth as if with a cookie cutter. As the ground splits open, the tormented screams of the souls of the damned reverberate into the air as a warning to everyone who hears them. From the Heavens, the sound of trumpets blaring roll through the atmosphere, a bellow of warning mixed with the terrorized screams. Up from the pits of Hell, a burning, hellish fire will flare, encircling every magi in the vicinity of the attack to deal damage to them. All those that are within a three-hundred (300) meter diameter will find themselves affected by the sound of the trumpets, the screams, and the heat of the flames; paralyzed for a single post. Everyone that is within a two-hundred (200) meter radius or closer will be dealt 25% of H-rank damage on the initial hit, and 25% of damage for every post up to the tenth (10th) post. Those from the 201st meter to 250 meters will find themselves being dealt 18.75% of H-rank damage and 18.75% of damage per post up to the tenth (10th) post. Anyone at the 251st meter mark to the 275th meter mark will be dealt 12.5% of H-rank damage on the first hit and 12.5% for every post up to the tenth (10th) post. Lastly, anyone from the 276th meter to 300 meters will be dealt 6.25% H-rank damage and receive 6.25% of H-rank damage up to the tenth (10th) post.
Strengths:- Damage is dealt over a set of posts, dealing an upwards of 2.5x damage for those that are trapped within the epicenter of the attack
- Everyone that is within a three-hundred (100) meter diameter will be affected by the spell no matter what their rank is
- A wide and very large range of effect, meaning anyone and anything can be instantly affected by the likes of the spell
Weaknesses:- Damage is split up depending on where a person stands, so they may not receive the 2.5x damage the spell is capable of doing
- Those who are capable of withstanding against holy or death attacks, will only receive 50% of the total intended damage of where they stand
- Armor, spell shields, or any defensive type of spell is capable of still reducing the damage that a person will receive from the spell
- It cannot affect members of Savage Skull, but any person that is allied with members of Savage Skull will be affected by it
- Movement is not at all hindered past the first post of this spell, meaning a person can move through the range of this spell to reduce or negate damage
- Magi with the ability to wield normal water type spells may reduce some of the damage that is dealt to them by extinguishing parts of the flames
- Magi that wield fire as the base element of their magic have a 50% natural resistance to the flames cast by this spell, automatically reducing damage
- Magi with the element of holy water, such as the Ocean Demon Slayer, have a natural affinity against the holy flames
- In cases where a person is able to reverse, reduce, or otherwise negate status effects, they may prevent the paralysis from happening to them
- Magi with earth as the base element of their magic naturally have a 50% resistance to the flames effect in this spell
- Damage is dealt over a set of posts, dealing an upwards of 2.5x damage for those that are trapped within the epicenter of the attack
- Conquered, We Conquer:
- Name: Conquered, We Conquer
Rank: H
Type: Area of Effect, Holy, Transformation, War
Duration: 30 posts
Cooldown: 3 threads
Description: At first, a soft sound of a war horn blaring will begin, as if sounding off in the distance before growing louder and louder over time. Either the Third Woe or the Horseman of War destined to use this spell will take on the illusioned form of the Horseman of War. They will be standing valiantly in a formation similar to a general leading their army into war, armed with what looks to be an entire army. Those around them will a see a skeletal being clad in rotted and rusted armor, wielding a war horn pressed to its bareboned mouth, creating the eerie sound. The illusioned army will neither move nor disappear, but remain in formation behind the skeletal general as they summon forth their comrades. Upon hearing this wanton call, all members of Savage Skull will momentarily hesitate in their actions, appearing to be frozen in time. Cracks will appear along their bodies and light will pierce through these cracks like the light is forcing its way through them. As quickly as the cracks have appeared, they burst into a brilliance of white, holy light that blinds their opponent for one (1) measly post. After which, the light begins to die down, only in place of where the Savage Skull member stood is now the anglicized or demonized form of said member. Their appearance is completely up to themselves, allowing a variety of looks and appearances for every member of the guild.
Transformed into their new form, Savage Skull members are revitalized in both MP and HP, being brought back to full health and mana upon entering their new form. Likewise, everyone within the guild gains a 200% pool in total for buffs, in which they can distribute across all stats.
Any stat may only have a buff percentage up to 100%, but may go over 100% if they choose to debuff another stat for more in the other. Percentages per member will appear different to others, as everyone will buff stats differently to other members of the guild. However, buffs cannot go over their maximum allowed percentages, so a member cannot get something like a 100% HP/MP regen, it would cap at 25%.
This form can only be accessed upon the Horseman of War or the Third Woe activating the spell, and all buffed stats disappear upon the spell ending.
Strengths:- Members of the guild are forced into what many would consider to be a “monster form,” of which they can choose the appearance
- For every guild member, they receive a 200% buff pool, in which they can distribute to any stat up to 100% for any stat
- Other stats can be lowered in order to increase the buff of another stat, resulting in some stats being able to go over 100%
Weaknesses:- Any stat that has a a maximum percentage it can be buffed cannot go over that max percentage no matter what
- This spell only affects those that are in Savage Skull and cannot affect anyone who is allied with a member of the guild
- All buffs have a maximum 100% pool in which the %’s can be distributed into it unless a trade off with another stat has been made
- Buffs given from this guild spell do not last forever and only last for the duration of the topic, up to thirty (30) posts
- Buffs that a player allocates the pool to may be vastly different to others that have allocated the pool in their buffs
- There will always be some sort of magi that is capable of resisting, reducing, or dealing more damage to a person, in spite of their buffs
- Coming down from the immense buffing, a person may experience grogginess, irritability, slowness in activity, et cetera (this is up to the player)
- While giving greater buff effects to the player, it does not allow for completely resistance/immunity to another element
- Reduction in any sort of buff in order to increase the buff allocation for another buff will have serious effects depending on the buff that's reduced for the other buff
- Appearances will be vastly different to each other, some being more vulnerable to certain things than others
- Members of the guild are forced into what many would consider to be a “monster form,” of which they can choose the appearance
- Feast and Famine:
- Name: Feast and Famine
Rank: H
Type: Area of Effect, Damage Over Time, Famine, Holy
Duration: 10 posts
Cooldown: 2 threads
Description: Life is withdrawn from the world around whoever activates this spell, the life force of all things living and non-player being drawn forth to the Horseman of Famine or the Third Woe. Everything within a three-hundred (300) meter diameter will wilt and die upon having its life drawn out of it and given to the user. The grass will turn brown, the trees will lose their leaves, cripple, and rot, and the flowers will lose their petals as they, too, die. All life force that is gathered from the world around them will be collected and placed inside of the Horseman of Famine or the Third Woe. Upon the life force being consumed, it will amp up to the effects of a magical attack, flaring out from the user in a three-hundred (300) meter diameter. Opponents who are locked within a two-hundred (200) meter diameter or closer to the Horseman or Third Woe will be dealt 25% damage on the initial hit. They will then receive 25% of damage over a course of nine (9) extra posts, up to the tenth (10th) post of the spell. Anyone that is within 201 meters to 250 meters will find themselves being dealt 18.75% of damage on the initial hit, and 18.75% for every post up to the tenth (10th) posts. Those that are in the 251st to 275th meter marks will receive 12.5% of damage on the first blow and 12.5% of damage for every post until the tenth (10th) post. For those that are locked in the 276th to 300th meter marks, they will receive 6.25% of damage per post up to the tenth (10th) post.
Strengths:- Everyone that is within a three-hundred (300) meter diameter of where the Third Woe or Horseman stands will receive damage
- Damage is dependent on where the opponent is located upon the spell being cast, but can cause up to 2.5x H-rank damage
- Damage is dealt over a large amount of time, causing an opponent to receive more damage than they would normally expect
Weaknesses:- Damage varies depending on where a person stands, so one person may receive more damage than another person elsewhere
- The only effect of this spell is the damage that is induced by the Horseman or Third Woe, the rest is simply cosmetic effects
- Allies that are trapped within the spell, though are not a part of Savage Skull, will find themselves affected by the spell
- In some cases, a person may freely move about the location of the spell, either reducing or completely negating damage given to them
- Steals the life force of all living things within a given area, reducing the effects of nature-type magics that allies may use
- Those that are adept in healing others will have more effectiveness during this spell than if it were not cast, healing for an extra 50% in damage
- Anyone adept in dealing with holy-based spells or magic may have a sort of resistance to the damage it deals, resisting 50% of its damage
- Necromancers, or those who handle life force with ease, may have a reduced effect against their own life force being stolen, reducing damage by 50%
- Despite their magic's ability being reduced, nature-type magic users have a 50% resistance against the life force as they may be able to repair the dead plant life, et cetera
- Death-type magi have a natural resistance to their life force being stolen, as they have an affinity with life force and the afterlife, thus having a 50% resistance
- Everyone that is within a three-hundred (300) meter diameter of where the Third Woe or Horseman stands will receive damage
- I Sense the Disease In You:
- Name: I Sense the Disease In You
Rank: H
Type: Insect, Instant, Pestilence, Holy
Duration: 20 posts
Cooldown: 2 threads
Description: The soft buzz of insect wings can be heard in the distance, slowly growing louder the closer these insects come until, at long last, they arrive. They may pass over the Horseman of Pestilence or the Third Woe without harming them, but the moment they are passed over, things begin to be destroyed. Anything that is within a three-hundred (300) meter radius will be consumed by the locusts that hoard into a group and eat anything in their wake. Those that are in the way of the locusts will each receive 25% of damage upon being struck by the locusts as they terrorize the land. Each locus carries a disease counter that the moment an opponent is cut open by a locus’ bite, will begin to receive 25% of damage up until the tenth (10th) post. Once the tenth (10th) post of damage has been received, they will no longer receive damage, but have their speed reduced by 50% until the twentieth (20th) post. Opponents who are affected by the likes of the locusts will find themselves to be a bit sluggish and tired, not really wanting to move. Their body will ache and scream at them for every action they make, hindering their ability to move efficiently and swiftly. In exchanged for the 50% speed that is taken from the opponents, each member in Savage Skull receives this 50% speed boost. It will only end and be removed from the guild member upon the spell reaching the twentieth (20th) post of its duration.
Strengths:- Everyone that is caught within a three-hundred (300) meter radius will receive 25% of damage on the first post of the spell
- Those that are affected by the spell will eventually receive a disease counter of 25% up until the tenth (10th) post of the spell
- Infected magi will receive a -50% speed for the remainder of the spell that is then given to all members of Savage Skull
Weaknesses:- Allies that are either allied with the whole guild or only allied with a member of the guild may end up infected by the spell
- By stepping away from the cloud of locusts or somehow being able to block the attack, a person may not receive any damage or will only receive a small portion
- The +50% speed only affects those that are located within the guild of Savage Skull and does not affect any magi allied with them
- Damage only lasts for a small portion of the spell and the speed debuff does not go into effect until the damage is completely finished
- Locusts are a type of bug and while fire is strong, it may be able to easily burn through patches of locusts, dealing an extra 50% in damage to them
- Water-type magic spells also have an affinity against locusts as they may cast a spell to drown the insects, dealing 50% extra damage to them
- Nature-type magi may be able to control and revert the direction of the locusts so they do not deal as much damage
- Placing up barriers from the locusts will help reduce the damage that they are capable of dealing in their line of destruction
- Does not reduce the amount of damage a person's spell can do to the locusts, rather some may be more effective against it
- Opponents that have their speed reduced may have a reversal buff that allows them extra speed, negating or reducing the debuff's effect
- Everyone that is caught within a three-hundred (300) meter radius will receive 25% of damage on the first post of the spell
Last edited by Savage Skull on 6th January 2017, 7:17 am; edited 1 time in total
Godlike Frederik- The Forsaken
- - - - - - - - - - -
Lineage : Apex of Darkness
Position : None
Posts : 2972
Guild : Errings Rising
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 258,417
Character Sheet
First Skill: Plague Craft
Second Skill:
Third Skill:
- Post n°60
Re: Guild Spell Registration
- Where Is Your God Now?:
- Name: Where Is Your God Now?
Rank: H
Type: Area of Effect, Damage Over Time, Death, Holy
Duration: 10 posts
Cooldown: 2 threads
Description: A soft rumble begins deep within the ground, like the aftershocks of an earthquake trembling the plates of the earth below. Above, the skies begin to darken, as if a storm has begun to brew; thunder cracking and echoing through the clouds in the Heavens. Along the surface of the earth, cracks start to appear, piercing through and splitting apart the crust of the earth as if with a cookie cutter. As the ground splits open, the tormented screams of the souls of the damned reverberate into the air as a warning to everyone who hears them. From the Heavens, the sound of trumpets blaring roll through the atmosphere, a bellow of warning mixed with the terrorized screams. Up from the pits of Hell, a burning, hellish fire will flare, encircling every magi in the vicinity of the attack to deal damage to them. All those that are within a three-hundred (300) meter diameter will find themselves affected by the sound of the trumpets, the screams, and the heat of the flames; paralyzed for a single post. Everyone that is within a two-hundred (200) meter radius or closer will be dealt 25% of H-rank damage on the initial hit, and 25% of damage for every post up to the tenth (10th) post. Those from the 201st meter to 250 meters will find themselves being dealt 18.75% of H-rank damage and 18.75% of damage per post up to the tenth (10th) post. Anyone at the 251st meter mark to the 275th meter mark will be dealt 12.5% of H-rank damage on the first hit and 12.5% for every post up to the tenth (10th) post. Lastly, anyone from the 276th meter to 300 meters will be dealt 6.25% H-rank damage and receive 6.25% of H-rank damage up to the tenth (10th) post.
Strengths:- Damage is dealt over a set of posts, dealing an upwards of 2.5x damage for those that are trapped within the epicenter of the attack
- Everyone that is within a three-hundred (100) meter diameter will be affected by the spell no matter what their rank is
- A wide and very large range of effect, meaning anyone and anything can be instantly affected by the likes of the spell
Weaknesses:- Damage is split up depending on where a person stands, so they may not receive the 2.5x damage the spell is capable of doing
- Those who are capable of withstanding against holy or death attacks, will only receive 50% of the total intended damage of where they stand
- Armor, spell shields, or any defensive type of spell is capable of still reducing the damage that a person will receive from the spell
- It cannot affect members of Savage Skull, but any person that is allied with members of Savage Skull will be affected by it
- Damage is dealt over a set of posts, dealing an upwards of 2.5x damage for those that are trapped within the epicenter of the attack
- Conquered, We Conquer:
- Name: Conquered, We Conquer
Rank: H
Type: Area of Effect, Holy, Transformation, War
Duration: 30 posts
Cooldown: 3 threads
Description: At first, a soft sound of a war horn blaring will begin, as if sounding off in the distance before growing louder and louder over time. Either the Third Woe or the Horseman of War destined to use this spell will take on the illusioned form of the Horseman of War. They will be standing valiantly in a formation similar to a general leading their army into war, armed with what looks to be an entire army. Those around them will a see a skeletal being clad in rotted and rusted armor, wielding a war horn pressed to its bareboned mouth, creating the eerie sound. The illusioned army will neither move nor disappear, but remain in formation behind the skeletal general as they summon forth their comrades. Upon hearing this wanton call, all members of Savage Skull will momentarily hesitate in their actions, appearing to be frozen in time. Cracks will appear along their bodies and light will pierce through these cracks like the light is forcing its way through them. As quickly as the cracks have appeared, they burst into a brilliance of white, holy light that blinds their opponent for one (1) measly post. After which, the light begins to die down, only in place of where the Savage Skull member stood is now the anglicized or demonized form of said member. Their appearance is completely up to themselves, allowing a variety of looks and appearances for every member of the guild.
Transformed into their new form, Savage Skull members are revitalized in both MP and HP, being brought back to full health and mana upon entering their new form. Likewise, everyone within the guild gains a 200% pool in total for buffs, in which they can distribute across all stats.
Any stat may only have a buff percentage up to 100%, but may go over 100% if they choose to debuff another stat for more in the other. Percentages per member will appear different to others, as everyone will buff stats differently to other members of the guild. However, buffs cannot go over their maximum allowed percentages, so a member cannot get something like a 100% HP/MP regen, it would cap at 25%.
This form can only be accessed upon the Horseman of War or the Third Woe activating the spell, and all buffed stats disappear upon the spell ending.
Strengths:- Members of the guild are forced into what many would consider to be a “monster form,” of which they can choose the appearance
- For every guild member, they receive a 200% buff pool, in which they can distribute to any stat up to 100% for any stat
- Other stats can be lowered in order to increase the buff of another stat, resulting in some stats being able to go over 100%
Weaknesses:- Any stat that has a a maximum percentage it can be buffed cannot go over that max percentage no matter what
- This spell only affects those that are in Savage Skull and cannot affect anyone who is allied with a member of the guild
- All buffs have a maximum 100% pool in which the %’s can be distributed into it unless a trade off with another stat has been made
- Buffs given from this guild spell do not last forever and only last for the duration of the topic, up to thirty (30) posts
- Members of the guild are forced into what many would consider to be a “monster form,” of which they can choose the appearance
- Feast and Famine:
- Name: Feast and Famine
Rank: H
Type: Area of Effect, Damage Over Time, Famine, Holy
Duration: 10 posts
Cooldown: 2 threads
Description: Life is withdrawn from the world around whoever activates this spell, the life force of all things living and non-player being drawn forth to the Horseman of Famine or the Third Woe. Everything within a three-hundred (300) meter diameter will wilt and die upon having its life drawn out of it and given to the user. The grass will turn brown, the trees will lose their leaves, cripple, and rot, and the flowers will lose their petals as they, too, die. All life force that is gathered from the world around them will be collected and placed inside of the Horseman of Famine or the Third Woe. Upon the life force being consumed, it will amp up to the effects of a magical attack, flaring out from the user in a three-hundred (300) meter diameter. Opponents who are locked within a two-hundred (200) meter diameter or closer to the Horseman or Third Woe will be dealt 25% damage on the initial hit. They will then receive 25% of damage over a course of nine (9) extra posts, up to the tenth (10th) post of the spell. Anyone that is within 201 meters to 250 meters will find themselves being dealt 18.75% of damage on the initial hit, and 18.75% for every post up to the tenth (10th) posts. Those that are in the 251st to 275th meter marks will receive 12.5% of damage on the first blow and 12.5% of damage for every post until the tenth (10th) post. For those that are locked in the 276th to 300th meter marks, they will receive 6.25% of damage per post up to the tenth (10th) post.
Strengths:- Everyone that is within a three-hundred (300) meter diameter of where the Third Woe or Horseman stands will receive damage
- Damage is dependent on where the opponent is located upon the spell being cast, but can cause up to 2.5x H-rank damage
- Damage is dealt over a large amount of time, causing an opponent to receive more damage than they would normally expect
Weaknesses:- Damage varies depending on where a person stands, so one person may receive more damage than another person elsewhere
- The only effect of this spell is the damage that is induced by the Horseman or Third Woe, the rest is simply cosmetic effects
- Allies that are trapped within the spell, though are not a part of Savage Skull, will find themselves affected by the spell
- In some cases, a person may freely move about the location of the spell, either reducing or completely negating damage given to them
- Everyone that is within a three-hundred (300) meter diameter of where the Third Woe or Horseman stands will receive damage
- I Sense the Disease In You:
- Name: I Sense the Disease In You
Rank: H
Type: Insect, Instant, Pestilence, Holy
Duration: 20 posts
Cooldown: 2 threads
Description: The soft buzz of insect wings can be heard in the distance, slowly growing louder the closer these insects come until, at long last, they arrive. They may pass over the Horseman of Pestilence or the Third Woe without harming them, but the moment they are passed over, things begin to be destroyed. Anything that is within a three-hundred (300) meter radius will be consumed by the locusts that hoard into a group and eat anything in their wake. Those that are in the way of the locusts will each receive 25% of damage upon being struck by the locusts as they terrorize the land. Each locus carries a disease counter that the moment an opponent is cut open by a locus’ bite, will begin to receive 25% of damage up until the tenth (10th) post. Once the tenth (10th) post of damage has been received, they will no longer receive damage, but have their speed reduced by 50% until the twentieth (20th) post. Opponents who are affected by the likes of the locusts will find themselves to be a bit sluggish and tired, not really wanting to move. Their body will ache and scream at them for every action they make, hindering their ability to move efficiently and swiftly. In exchanged for the 50% speed that is taken from the opponents, each member in Savage Skull receives this 50% speed boost. It will only end and be removed from the guild member upon the spell reaching the twentieth (20th) post of its duration.
Strengths:- Everyone that is caught within a three-hundred (300) meter radius will receive 25% of damage on the first post of the spell
- Those that are affected by the spell will eventually receive a disease counter of 25% up until the tenth (10th) post of the spell
- Infected magi will receive a -50% speed for the remainder of the spell that is then given to all members of Savage Skull
Weaknesses:- Allies that are either allied with the whole guild or only allied with a member of the guild may end up infected by the spell
- By stepping away from the cloud of locusts or somehow being able to block the attack, a person may not receive any damage or will only receive a small portion
- The +50% speed only affects those that are located within the guild of Savage Skull and does not affect any magi allied with them
- Damage only lasts for a small portion of the spell and the speed debuff does not go into effect until the damage is completely finished
- Everyone that is caught within a three-hundred (300) meter radius will receive 25% of damage on the first post of the spell
Generally speaking they are approved. Maybe add an example or two with some of the weaknesses like: In some cases, a person may freely move about the location of the spell, either reducing or completely negating damage given to them
What kind of cases can allow this?
Savage Skull- -
Lineage : None
Position : None
Posts : 19
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 0
- Post n°61
Re: Guild Spell Registration
Added six extra weaknesses to each spell, defining scenarios and types of magics that may have an affinity against them, et cetera.
ivyleaf33- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Spirit Warrior
Position : None
Posts : 2989
Guild : Fairy Tail
Dungeon Tokens : 0
Age : 21
Mentor : Speculo (former)
Experience : 779,415
Character Sheet
First Skill: Advanced Solid Script
Second Skill: Aura Manipulation
Third Skill: N/A
- Post n°62
Re: Guild Spell Registration
- The Fairy's Fireworks:
- Name: The Fairy's Fireworks
Rank: H+
Duration: 2 posts - one for charge, one for casting
Cooldowns: 3 threads
Type: Offensive Charge Spell, Light
Description:
The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy.. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. The spirit and enthusiasm of the Fairy Tail family is pulled into this knot of swirling energies, emotion being what mainly charges this spell. As the whirl tightens, enveloping the tattooed arm, a yell is slowly built up, to be fully released from the caster’s vocal chords when the spell is fully cast. If the caster is mute, they simply have to imagine a yell building up within them. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.
After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area, the yell exploding from the caster. This ring is large enough to envelope a space of around 15,000 square meters in land area, and can reach up to around 20,000 meters into the air at first. It then proceeds to decrease until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a beautiful phenomenon. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" by the caster. If enemies are hit with Fairy Glitter; they are either wiped from existence (NPCs) or they will be left in a state with barely any consciousness (PC's). Only the most powerful of Wizards hold enough Magic Power within them to not be completely banished from existence or be instantly knocked out.
Strengths:
- May be used as an Area Effect spell, or a Single Target Spell
- The caster can charge it up while moving
- The ring of golden fireworks can be detonated at extremely large sizes, around that of the state of Texas at maximum.
- Fairy Glitter will immobilize the target if used against a SINGLE enemy. The ring will shrink quickly around them; and they won't be able to move; nor cast Magic to escape.
- Either wipes the target(s) from existence (NPCs) or drops HP to 1% remaining for SS-Ranked Wizards, and H-Ranked Wizards; if struck by this spell, anyone below SS-Rank will be instantly KOed.
- As this is a spell based on purity, it rejects the existence of anything considered dangerous to the guild; so any magical effects running in the area or upon the individual firework strikes will be canceled and set on Cooldown.
Weaknesses:
- Takes 10 seconds to charge up, chant; and cast.
- It has basically only one effect, not much use besides that one effect either.
- After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
- You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area, and some time to use (unless it's used against a single target; if used against a single target it's very rapid and traps them within the Glitter ring within 2 seconds, however before even this the caster must charge up, chant and cast).
- All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting The Fairy’s Fireworks.
- Can be escaped or defended against by using another defensive or healing oriented Guild Spell in response to this spell.
- Drains 50% Magic Power from the caster.
- Fairy Sphere:
- Name: Fairy Sphere
Rank: H+
Duration: Lasts for a max of 10 years (5 threads)
Cooldowns: 3 threads
Type: Absolute Defense/Time Suspension
Description:
Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. Fairy Sphere is a defensive spell in which the user casts a large orange aura in the shape of a dome over a certain area as small or as large are the user wants by concentrating, and pulling on the feeling of love one feels in the guild. As with all the guild spells, this one is based off of the caster’s emotions. This ‘sphere’ has the power to stop any spells of any rank, at any moment. Once cast, it is a place in which time stops, thus everyone within the sphere is fixed in a frozen state where they do not age, and are not harmed. This spell is an absolute defensive spell, and can only be activated or deactivated by either the Guild Master or one of the Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it.
Strengths:
- Being able to stop time is a massive Strength, but can also be a weakness. Stopping time can protect you, but when de-activated (this can only be done by the Aces or Guildmaster) everyone has not aged, and has no memories for the period of time they were frozen for. The maximum amount of time is 10 years (5 threads).
- No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.
Weaknesses:
- No offensive purposes whatsoever.
- If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
- Costs the User 50% Magic Power
- Fairy's Promise:
- Name: Fairy's Promise
Rank: H+
Duration: 8 posts
Cooldowns: 3 threads
Type: Holy, Supportive/Buff
Description:
The emotion this spell is based off of is the feeling of companionship, a feeling of ambition. The feeling of knowing that you are moving forward with a team - and you are going to win. The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this emotional energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 200 meters.
By sending this surplus of determination and ambition out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 18 hp each post, adding up to a total of 144 hp healed if they are within the area for the entire duration If the mp choice is taken, then each spell casted during this duration deals 5% more damage. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. A spell based on companionship, it also has quite a bit to do with matters of the heart. The caster’s thoughts on all the people they casts Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.
Strengths:
- The amount of buffs it gives is tremendous
- The multiple effects of this spell give it a tactical advantage
- This spell has incredible range, making it extremely difficult to avoid
Weaknesses:
- If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
- As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
- All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
- This spell drains 50% of the caster's magic power.
While these spells are incredibly similar to previous FT guild spells, there have been some pretty big edits made to them. Apologies if anything is confusing ^^"
sorano granon | solid script | aura manipulation | bank | armory
i pretend i really liked it this way-- you see, my heart won't die, though i've really tried.
ivyleaf33- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Spirit Warrior
Position : None
Posts : 2989
Guild : Fairy Tail
Dungeon Tokens : 0
Age : 21
Mentor : Speculo (former)
Experience : 779,415
Character Sheet
First Skill: Advanced Solid Script
Second Skill: Aura Manipulation
Third Skill: N/A
- Post n°63
Re: Guild Spell Registration
- Fairy Fireworks:
- Name: The Fairy’s Fireworks
Rank: H+
Type: Offensive, Charge Spell
Description: The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy.. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. The spirit and enthusiasm of the Fairy Tail family is pulled into this knot of swirling energies, emotion being what mainly charges this spell. As the whirl tightens, enveloping the tattooed arm, a yell is slowly built up, to be fully released from the caster’s vocal chords when the spell is fully cast. If the caster is mute, they simply have to imagine a yell building up within them. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.
After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area, the yell exploding from the caster. This ring is large enough to envelope a space of around 15,000 square meters in land area, and can reach up to around 20,000 meters into the air at first. It then proceeds to decrease until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a beautiful phenomenon. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" (Such as a zombie or puppet/robot they are controlling) by the caster. If enemies are hit with Fairy Glitter; they are either wiped from existence (NPCs) or they will be left in a state with barely any consciousness (PC's). Only the most powerful of Wizards hold enough Magic Power within them to not be completely banished from existence or be instantly knocked out.
Strengths:
- May be used as an Area Effect spell, or a Single Target Spell
- The caster can charge it up while moving
- The ring of golden fireworks can be detonated at extremely large sizes, around that of the state of Texas at maximum.
- Fairy Glitter will immobilize the target if used against a SINGLE enemy. The ring will shrink quickly around them; and they won't be able to move; nor cast Magic to escape.
- Either wipes the target(s) from existence (NPCs) or drops HP to 10% for H rank, 5 % for SS and 1% for S rank; if struck by this spell, anyone below S-Rank will be instantly KOed.
- As the guild is based around family, the spell rejects the existence of anything considered dangerous to the guild; so any magical effects running in the area or upon the individual firework strikes will be canceled and set on Cooldown.
Weaknesses:
- Takes 10 seconds to charge up, chant; and cast.
- It has basically only one effect, not much use besides that one effect either.
- After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
- You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area, and some time to use (unless it's used against a single target; if used against a single target it's very rapid and traps them within the Glitter ring within 2 seconds, however before even this the caster must charge up, chant and cast).
- All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting The Fairy’s Fireworks.
- Can be escaped or defended against by using another defensive or healing oriented Guild Spell in response to this spell.
- Drains 50% Magic Power from the caster.
Duration: 2 posts - one for charge, and one for casting
Cooldown: 3 threads
- Fairy Sphere:
- Name: Fairy Sphere
Rank: H+
Type: Absolute Defense/Time Stopping
Description: Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. Fairy Sphere is a defensive spell in which the user casts a large orange aura in the shape of a dome over a certain area as small or as large are the user wants by concentrating, and pulling on the feeling of love one feels in the guild. As with all the guild spells, this one is based off of the caster’s emotions. This ‘sphere’ has the power to stop any spells of any rank, at any moment. Once cast, it is a place in which time stops, thus everyone within the sphere is fixed in a frozen state where they do not age, and are not harmed. This spell is an absolute defensive spell, and can only be activated or deactivated by either the Guild Master or one of the Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it. Any mage not in the guild of Fairy Tail will find themselves evicted from the sphere and teleported to an area just outside of it.
Strengths:
- It allows the User to cast it over a range a larger than Tenrou Island.
- Being able to stop time is a massive Strength, but can also be a weakness. Stopping time can protect you, but when de-activated (this can only be done by the Aces or Guildmaster) everyone has not aged, and has no memories for the period of time they were frozen for. The maximum amount of time is 10 years (5 threads).
- No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.
Weaknesses: Fairy Sphere’s main weaknesses are;
- No offensive purposes whatsoever.
- If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
- Costs the User 50% Magic Power
Duration: Lasts for a maximum of 10 years frozen.(5 Threads)
Cooldown: 3 threads
- Fairy's Promise:
- Name: Fairy’s Promise
Rank: H+
Type: Holy, Supportive
Description:
The emotion this spell is based off of is the feeling of companionship, a feeling of ambition. The feeling of knowing that you are moving forward with a team - and you are going to win. The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this emotional energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 200 meters.
By sending this surplus of determination and ambition out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 18 hp each post, adding up to a total of 144 hp healed if they are within the area for the entire duration If the mp choice is taken, then each spell casted during this duration deals 5% more damage, although the cost of casting the spell is the same as usual. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. A spell based on companionship, it also has quite a bit to do with matters of the heart. The caster’s thoughts on all the people they casts Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.
Strengths:
- The amount of buffs it gives is tremendous
- The multiple effects of this spell give it a tactical advantage
- This spell has incredible range, making it extremely difficult to avoid
Weaknesses:
- If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
- As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
- All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
- This spell drains 50% of the caster's magic power.
Duration: 8 posts
Cooldown: 3 threads
Edits have been made
sorano granon | solid script | aura manipulation | bank | armory
i pretend i really liked it this way-- you see, my heart won't die, though i've really tried.
Godlike Frederik- The Forsaken
- - - - - - - - - - -
Lineage : Apex of Darkness
Position : None
Posts : 2972
Guild : Errings Rising
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 258,417
Character Sheet
First Skill: Plague Craft
Second Skill:
Third Skill:
- Post n°64
Re: Guild Spell Registration
ivyleaf33 wrote:
- Fairy Fireworks:
Name: The Fairy’s Fireworks
Rank: H+
Type: Offensive, Charge Spell
Description: The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy.. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. The spirit and enthusiasm of the Fairy Tail family is pulled into this knot of swirling energies, emotion being what mainly charges this spell. As the whirl tightens, enveloping the tattooed arm, a yell is slowly built up, to be fully released from the caster’s vocal chords when the spell is fully cast. If the caster is mute, they simply have to imagine a yell building up within them. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.
After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area, the yell exploding from the caster. This ring is large enough to envelope a space of around 15,000 square meters in land area, and can reach up to around 20,000 meters into the air at first. It then proceeds to decrease until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a beautiful phenomenon. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" (Such as a zombie or puppet/robot they are controlling) by the caster. If enemies are hit with Fairy Glitter; they are either wiped from existence (NPCs) or they will be left in a state with barely any consciousness (PC's). Only the most powerful of Wizards hold enough Magic Power within them to not be completely banished from existence or be instantly knocked out.
Strengths:
- May be used as an Area Effect spell, or a Single Target Spell
- The caster can charge it up while moving
- The ring of golden fireworks can be detonated at extremely large sizes, around that of the state of Texas at maximum.
- Fairy Glitter will immobilize the target if used against a SINGLE enemy. The ring will shrink quickly around them; and they won't be able to move; nor cast Magic to escape.
- Either wipes the target(s) from existence (NPCs) or drops HP to 10% for H rank, 5 % for SS and 1% for S rank; if struck by this spell, anyone below S-Rank will be instantly KOed.
- As the guild is based around family, the spell rejects the existence of anything considered dangerous to the guild; so any magical effects running in the area or upon the individual firework strikes will be canceled and set on Cooldown.
Weaknesses:
- Takes 10 seconds to charge up, chant; and cast.
- It has basically only one effect, not much use besides that one effect either.
- After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
- You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area, and some time to use (unless it's used against a single target; if used against a single target it's very rapid and traps them within the Glitter ring within 2 seconds, however before even this the caster must charge up, chant and cast).
- All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting The Fairy’s Fireworks.
- Can be escaped or defended against by using another defensive or healing oriented Guild Spell in response to this spell.
- Drains 50% Magic Power from the caster.
Duration: 2 posts - one for charge, and one for casting
Cooldown: 3 threads
- Fairy Sphere:
Name: Fairy Sphere
Rank: H+
Type: Absolute Defense/Time Stopping
Description: Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. Fairy Sphere is a defensive spell in which the user casts a large orange aura in the shape of a dome over a certain area as small or as large are the user wants by concentrating, and pulling on the feeling of love one feels in the guild. As with all the guild spells, this one is based off of the caster’s emotions. This ‘sphere’ has the power to stop any spells of any rank, at any moment. Once cast, it is a place in which time stops, thus everyone within the sphere is fixed in a frozen state where they do not age, and are not harmed. This spell is an absolute defensive spell, and can only be activated or deactivated by either the Guild Master or one of the Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it. Any mage not in the guild of Fairy Tail will find themselves evicted from the sphere and teleported to an area just outside of it.
Strengths:
- It allows the User to cast it over a range a larger than Tenrou Island.
- Being able to stop time is a massive Strength, but can also be a weakness. Stopping time can protect you, but when de-activated (this can only be done by the Aces or Guildmaster) everyone has not aged, and has no memories for the period of time they were frozen for. The maximum amount of time is 10 years (5 threads).
- No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.
Weaknesses: Fairy Sphere’s main weaknesses are;
- No offensive purposes whatsoever.
- If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
- Costs the User 50% Magic Power
Duration: Lasts for a maximum of 10 years frozen.(5 Threads)
Cooldown: 3 threads
- Fairy's Promise:
Name: Fairy’s Promise
Rank: H+
Type: Holy, Supportive
Description:
The emotion this spell is based off of is the feeling of companionship, a feeling of ambition. The feeling of knowing that you are moving forward with a team - and you are going to win. The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this emotional energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 200 meters.
By sending this surplus of determination and ambition out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 18 hp each post, adding up to a total of 144 hp healed if they are within the area for the entire duration If the mp choice is taken, then each spell casted during this duration deals 5% more damage, although the cost of casting the spell is the same as usual. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. A spell based on companionship, it also has quite a bit to do with matters of the heart. The caster’s thoughts on all the people they casts Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.
Strengths:
- The amount of buffs it gives is tremendous
- The multiple effects of this spell give it a tactical advantage
- This spell has incredible range, making it extremely difficult to avoid
Weaknesses:
- If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
- As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
- All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
- This spell drains 50% of the caster's magic power.
Duration: 8 posts
Cooldown: 3 threads
Edits have been made
allright edits look good. Approved. As said before I am still going to ask a second look on the first spell. Still not sure about the debuffs from Fairy Fireworks. The other two look great tho.
RuvelDeceiving Spiritual Light
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Spiritual Light
Position : God of Resilience
Posts : 1376
Guild : GM of Onyx Moon
Dungeon Tokens : 0
Mentor : Cirven
Experience : 3,757,396
Character Sheet
First Skill: Amma Olpirt Gah-l
Second Skill: Light Demonslayer, 2nd Gen
Third Skill:
- Post n°65
Re: Guild Spell Registration
The new Black Sails spells are ready
- Keeper of Vice (Offensive spell) - Death Comes:
- Name
Death Comes
Rank:
H
Type:
Guild Offensive – Charged AoE
Duration:
Up to 4 rounds due to being a charge up
Cooldown:
No cooldown needed as this can only be used once per thread
Description:
Death comes on swift wings or so they say, this is no mere boast to any who come across Black Sail's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% rank damage (Capping at x2), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This damage can go the max range of 300m. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 25% to both their physical and magical attacks. (The buff only works for things that deal damage). Their is a price of course for power, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 40hp due to the strain and due to the nature of the spell healing spells are only half as effective on them.
Strengths:
- Charges up to deal more damage
- Unable to harm those who are deemed as innocent or guild members
- Gives a buff to attacks while charging
- Non elemental so can't be eaten by slayers
Weaknesses:
- Keeper takes damage each round
- Healing only works half as well on the keeper when active
- Distance is smaller than one may expect from a spell of the same rank
- Healing and other buff spells are unaffected by this spells magic buff
- When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
- If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.
- Keeper of Virtue (Defensive spell) - Keeper's Secret:
- Name
Keeper's Secret
Rank:
H
Type:
Guild Defensive – Healing Shield
Duration:
3 Posts
Cooldown:
Not required as this can only be used once per thread
Description:
It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Black Sails it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 420hp (the equivalent of 3 H rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 3 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed for the same as a multi-target s rank heal over time spell would do (max 25% each per round). The marks are usable up to 200m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 25% of their speed for three turns as they get their bearings once more.
Strengths:
- Can protect up to three people
- Heals those being protected
- Classed as non elemental so slayers can not eat it
- Shield is like an unseen bubble
Weaknesses:
- Short distance
- Immobilises caster
- Debuffs caster
- Those being protected can not attack or lose the benefit
- Caster can not protect themselves while immobilised
- Keeper of Balance (Support Spell) - Elysium Touched:
- Name
Elysium Touched
Rank:
H
Type:
Guild Support- Illusionary Immobilisating Debuff
Duration:
5 Posts (1 post for initial activation)
Cooldown:
8 Posts
Description:
Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Black Sail's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area of 200m changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker and slower (both physically and magically) by 50%. This spell does not effect none hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 1.5x damage from attacks that hit them for three rounds as their body gets readjusted.
Strengths:
- Creates a flawless solid illusion
- Debuffs speed and both magical/physical attacks
- Immobilises
- Immobilisation/Debuff doesn't effect innocents, allies or guild members
- Non elemental so can't be eaten by slayers
Weaknesses:
- Requires a round before full activation
- Activation requires hand movements
- Keeper can't hide in natural shadow
- Illusion can be a hindrance to both friend and foe
- Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
- Keeper takes added damage for three rounds when the duration is up
- Smaller area of effect than one would expect from a spell of this rank
- Can't be used if immobilised
- Once illusion is set it can't be changed during the current activation of the spell
Last edited by Ruvel on 28th February 2018, 5:25 pm; edited 4 times in total
On the battlefield various things are running rampant...
Victory... Defeat... Hatred... Chance Luck... and Betrayal
Golden Lacrima Ends: 17/01/2021
RuvelDeceiving Spiritual Light
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Spiritual Light
Position : God of Resilience
Posts : 1376
Guild : GM of Onyx Moon
Dungeon Tokens : 0
Mentor : Cirven
Experience : 3,757,396
Character Sheet
First Skill: Amma Olpirt Gah-l
Second Skill: Light Demonslayer, 2nd Gen
Third Skill:
- Post n°66
Re: Guild Spell Registration
Ruvel wrote:The new Black Sails spells are ready
- Keeper of Vice (Offensive spell) - Death Comes:
Name
Death Comes
Rank:
H
Type:
Guild Offensive – Charged AoE
Duration:
Up to 4 rounds due to being a charge up
Cooldown:
No cooldown needed as this can only be used once per thread
Description:
Death comes on swift wings or so they say, this is no mere boast to any who come across Black Sail's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% rank damage (Capping at x2), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This damage can go out as little as 50m up to the max of 300m depending what the situation calls for. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 25% to both their physical and magical attacks. (The buff only works for things that deal damage). Their is a price of course for power, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 40hp due to the strain and due to the nature of the spell healing spells are only half as effective on them.
Strengths:
- Charges up to deal more damage
- Range can vary depending on what is required
- Unable to harm those who are deemed as innocent or guild members
- Gives a buff to attacks while charging
- Non elemental so can't be eaten by slayers
Weaknesses:
- Keeper takes damage each round
- Healing only works half as well on the keeper when active
- Though the distance can vary it is still smaller than one may expect from a spell of the same rank
- Healing and other buff spells are unaffected by this spells magic buff
- When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
- If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.
- Keeper of Virtue (Defensive spell) - Keeper's Secret:
Name
Keeper's Secret
Rank:
H
Type:
Guild Defensive – Healing Shield
Duration:
3 Posts
Cooldown:
Not required as this can only be used once per thread
Description:
It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Black Sails it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 420hp (the equivalent of 3 H rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 3 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed for the same as a multi-target s rank heal over time spell would do (max 25% each per round). The marks are usable up to 200m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 25% of their speed for three turns as they get their bearings once more.
Strengths:
- Can protect up to three people
- Heals those being protected
- Classed as non elemental so slayers can not eat it
- Shield is like an unseen bubble
Weaknesses:
- Short distance
- Immobilises caster
- Debuffs caster
- Those being protected can not attack or lose the benefit
- Caster can not protect themselves while immobilised
- Keeper of Balance (Support Spell) - Elysium Touched:
Name
Elysium Touched
Rank:
H
Type:
Guild Support- Illusionary Immobilisating Debuff
Duration:
5 Posts (1 post for initial activation)
Cooldown:
8 Posts
Description:
Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Black Sail's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area from 25m to 200m (depending on what is needed at the time) changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker and slower (both physically and magically) by 50%. This spell does not effect none hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 1.5x damage from attacks that hit them for three rounds as their body gets readjusted.
Strengths:
- Creates a flawless solid illusion
- Debuffs
- Immobilises
- Immobilisation/Debuff doesn't effect innocents, allies or guild members
- Non elemental so can't be eaten by slayers
- Range can vary depending on situation
Weaknesses:
- Requires a round before full activation
- Activation requires hand movements
- Keeper can't hide in natural shadow
- Illusion can be a hindrance to both friend and foe
- Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
- Keeper takes added damage for three rounds when the duration is up
- Smaller area of effect than one would expect from a spell of this rank
- Can't be used if immobilised
- Once illusion is set it can't be changed during the current activation of the spell
Quoting due to it being over 2 weeks since I posted these.
On the battlefield various things are running rampant...
Victory... Defeat... Hatred... Chance Luck... and Betrayal
Golden Lacrima Ends: 17/01/2021
Cr1tikal-
Posts : 1756
Cosmic Coins : 8
Dungeon Tokens : 0
Age : 34
Experience : 0
Character Sheet
First Skill: FrostFire Dragon Slayer
Second Skill: Cosmic Slayer
Third Skill:
- Post n°67
Re: Guild Spell Registration
Ruvel wrote:The new Black Sails spells are ready
- Keeper of Vice (Offensive spell) - Death Comes:
Name
Death Comes
Rank:
H
Type:
Guild Offensive – Charged AoE
Duration:
Up to 4 rounds due to being a charge up
Cooldown:
No cooldown needed as this can only be used once per thread
Description:
Death comes on swift wings or so they say, this is no mere boast to any who come across Black Sail's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% rank damage (Capping at x2), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This damage can go the max range of 300m. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 25% to both their physical and magical attacks. (The buff only works for things that deal damage). Their is a price of course for power, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 40hp due to the strain and due to the nature of the spell healing spells are only half as effective on them.
Strengths:
- Charges up to deal more damage
- Unable to harm those who are deemed as innocent or guild members
- Gives a buff to attacks while charging
- Non elemental so can't be eaten by slayers
Weaknesses:
- Keeper takes damage each round
- Healing only works half as well on the keeper when active
- Distance is smaller than one may expect from a spell of the same rank
- Healing and other buff spells are unaffected by this spells magic buff
- When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
- If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.
- Keeper of Virtue (Defensive spell) - Keeper's Secret:
Name
Keeper's Secret
Rank:
H
Type:
Guild Defensive – Healing Shield
Duration:
3 Posts
Cooldown:
Not required as this can only be used once per thread
Description:
It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Black Sails it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 420hp (the equivalent of 3 H rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 3 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed for the same as a multi-target s rank heal over time spell would do (max 25% each per round). The marks are usable up to 200m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 25% of their speed for three turns as they get their bearings once more.
Strengths:
- Can protect up to three people
- Heals those being protected
- Classed as non elemental so slayers can not eat it
- Shield is like an unseen bubble
Weaknesses:
- Short distance
- Immobilises caster
- Debuffs caster
- Those being protected can not attack or lose the benefit
- Caster can not protect themselves while immobilised
- Keeper of Balance (Support Spell) - Elysium Touched:
Name
Elysium Touched
Rank:
H
Type:
Guild Support- Illusionary Immobilisating Debuff
Duration:
5 Posts (1 post for initial activation)
Cooldown:
8 Posts
Description:
Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Black Sail's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area of 200m changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker and slower (both physically and magically) by 50%. This spell does not effect none hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 1.5x damage from attacks that hit them for three rounds as their body gets readjusted.
Strengths:
- Creates a flawless solid illusion
- Debuffs speed and both magical/physical attacks
- Immobilises
- Immobilisation/Debuff doesn't effect innocents, allies or guild members
- Non elemental so can't be eaten by slayers
Weaknesses:
- Requires a round before full activation
- Activation requires hand movements
- Keeper can't hide in natural shadow
- Illusion can be a hindrance to both friend and foe
- Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
- Keeper takes added damage for three rounds when the duration is up
- Smaller area of effect than one would expect from a spell of this rank
- Can't be used if immobilised
- Once illusion is set it can't be changed during the current activation of the spell
Finally got a day off and time to read stuffs! \o/
After asking questions on discord/waiting for edits, this is approved. (Hope I didn't miss stuff)
Lilium-
Posts : 816
Cosmic Coins : 0
Dungeon Tokens : 6
Character Sheet
First Skill: αєgιѕ - тнє мιи∂
Second Skill: муѕтι¢ - тнє вσ∂у
Third Skill: ραиα¢єα - тнє ѕσυℓ
- Post n°68
Re: Guild Spell Registration
- 八咫鏡:
- Name: Yata-no-Kagami (八咫鏡)
Rank: H+
Type: Supportive
Duration: 15 Posts
Cooldown: Once per thread
Description: The user channels the magic in their body to their guild mark, which begins to glow a soft pink. Emerging as a wisp of pink energy from the guild mark, a mirror materializes from the wisp of energy as it begins to levitate around the caster of the spell. After the rotation around the user speeds up, a portal to Sakuramori opens, filling an area of 700m around the caster with cherry blossoms and landscape similar as sakura trees emerge from the floor. Hanshas that are native to Sakuramori are summoned and cling to any Black Rose member or ally of the caster. From here, they empower them so that they will be 10% faster and stronger relative to the highest buff active within the zone. The highest buffs may be on separate people, but the Hansha are cunning and will keep their counterpart the constant 10% higher in terms of speed and power, whether it be magical or physical. After the 15 posts, the mirror will shatter and absorb all of the surroundings of Sakuramori back into the user’s guild mark, taking the effects of the spell with it.
Strengths: + An extremely powerful ability that centralizes on buffing those who are with you and debuffing those against you, further increasing the gap in power in the favour of the caster.
Weaknesses: - If anyone leaves the range of the spell, the effects on them will be cancelled as the Hansha is completely restricted to domain of Sakuramori.
- 闇龗:
- Name: Kuraokami (闇龗)
Rank: H+
Type: Defensive
Duration: 15 posts
Cooldown: Once per thread
Description: The caster breathes out an icy exhale as a cold mist covers an area around them of about 700m. With the Black Rose mark on the caster glowing an icy blue, the environment slowly becomes of the one resembling Vintermyr. Those who are enemies and caught in the mist cannot sense the presence of Black Rose members or allies of the caster due to the mist being alive, similar to the snow and land of Vintermyr being similar. After some time, elder Mire Wolves begin to appear and travel to the allies of the caster and Black Rose members. Understanding they are going to pass on regardless, they sacrifice their bodies in an act that reinforces the air surrounding the person of their choosing. The mist swirls around them before hardening into a clear sphere of ice that protects them from the cold and oncoming magic attacks. The movement of the person is not hindered and the sphere of ice can block three H-Rank hits before shattering. The barrier will persist even if the user goes beyond the range of the mist. However, if they stay in the mist and the barrier shatters, the Mire Wolf’s spirit will manifest and reinforce the person’s physical and magical resistances, to the maximum 75% for the duration of time that they remain in the mist. After the 15 posts, the icy atmosphere of Vintermyr is absorbed back into the guild tattoo of the caster as they feel the cold feeling leave their body.
Strengths: + Provides a tactical advantage with the mist shrouding allies of the caster and the barriers and resistance buff that the Mire Wolves provide.
Weaknesses: - The Mire Wolves cannot dwell outside the icy mist and atmosphere of the spell and as a result, if an eligible candidate for a barrier is outside the range of the mist, they will not get the effects provided by the spell.
- 大蛇:
- Name: Orochi (大蛇)
Rank: H+
Type: Offensive, DoT
Duration: 10 Posts
Cooldown: Once per thread
Description: Placing a hand over where the Black Rose guild mark is located on the person, they will extract a black orb of magic that is somewhat malleable and fits comfortably in the palm of the user. They will be able to crush it as magic energy swirls around them, changing the essence of the magic to turn to a deep purple where their guild mark will glow the same colour. Upon a brief delay, a bouquet of black roses will appear in front of the caster and will begin to circle them with a radius that increases to a larger final area of 600m. Upon reaching the edge of this 600m radius, the captivating flowers will stop as the petals will fall off the stem and scatter while the stems will intertwine, locking the 600m radius shut and glow in a purple light, prevent teleportation and movement spells within the radius. After the petals space themselves out equally within the space, they will explode in a brilliant purple explosion, dealing 75% of H-Rank damage if one is in range of the petals. They can be hit by more than one petal as well. A purple toxin will remain in the area as the stems will lock the surrounding area. Each post spent in the poison will deal an additional 35% of H-Rank damage per post as Black Rose members are unafflicted by the poisons due to antidotes for it being applied through their guild mark. After the ten posts, the stems wither away, unlocking the area, and the toxins spread out into the air, dissipating into the atmosphere
Strengths: + A rather captivating spell at first until the sudden explosions, which can lure enemies in with how deceptive it can be in terms of appearance.
Weaknesses: - Allies of the caster that aren’t in Black Rose will always be afflicted by the poison, making it risky to use if there isn’t much around and there are allies that the caster knows are in another guild.
- The radius can be escaped in time if one makes it outside the radius before the roses scatter.
- 黒薔:
- Name: Kokuzou (黒薔)
Rank: H+
Type: Summon
Duration: 25 Posts
Cooldown: Once per thread
Description: Placing their hand over where their guild mark is, a flicker of red magical energy emerges from it, forming a trail similar to a serpent as it floats above their hand, when they move it in front of their body. After being moved, the serpent will fly up towards the sky before crashing down behind the caster, not harming them in anyway but knocking away enemies that are equal or lower rank to a distance of 500m away from them. The dragon at maximum size, can be as long as 500m but it can manipulate it’s size as it sees fit. While active, the user’s Black Rose guild mark will glow a brilliant red, matching the rose petals of the dragon.
Passive: Once per post, Kokuzou releases smaller blue rose dragon spirits that launch a single beam of blue petals that deals 50% of H-Rank damage. The beam travels for about 800m at a speed of 800m/s per second before it fades, along with the blue rose dragon spirit.
Active: Petal Blizzard – Kokuzou pulls in all enemies within a 500m radius and lets out a burst of petals that does full H-Rank damage. The burst of petals knocks them back as well. It can only be used once every five posts.
Strengths: + A summon that can bring an surprise offensive ally to the fray when in battle against a Black Rose member who bears the ability to summon it.
Weaknesses: - Can do a lot of damage to those who are allies but not a member of the Black Rose guild.
Guest- Guest
- Post n°69
Re: Guild Spell Registration
- Black Rose Spells:
- Lilium wrote:
- 八咫鏡:
- Name: Yata-no-Kagami (八咫鏡)
Rank: H+
Type: Supportive
Duration: 15 Posts
Cooldown: Once per thread
Description: The user channels the magic in their body to their guild mark, which begins to glow a soft pink. Emerging as a wisp of pink energy from the guild mark, a mirror materializes from the wisp of energy as it begins to levitate around the caster of the spell. After the rotation around the user speeds up, a portal to Sakuramori opens, filling an area of 700m around the caster with cherry blossoms and landscape similar as sakura trees emerge from the floor. Hanshas that are native to Sakuramori are summoned and cling to any Black Rose member or ally of the caster. From here, they empower them so that they will be 10% faster and stronger relative to the highest buff active within the zone. The highest buffs may be on separate people, but the Hansha are cunning and will keep their counterpart the constant 10% higher in terms of speed and power, whether it be magical or physical. After the 15 posts, the mirror will shatter and absorb all of the surroundings of Sakuramori back into the user’s guild mark, taking the effects of the spell with it.
Strengths: + An extremely powerful ability that centralizes on buffing those who are with you and debuffing those against you, further increasing the gap in power in the favour of the caster.
Weaknesses: - If anyone leaves the range of the spell, the effects on them will be cancelled as the Hansha is completely restricted to domain of Sakuramori.
- 闇龗:
- Name: Kuraokami (闇龗)
Rank: H+
Type: Defensive
Duration: 15 posts
Cooldown: Once per thread
Description: The caster breathes out an icy exhale as a cold mist covers an area around them of about 700m. With the Black Rose mark on the caster glowing an icy blue, the environment slowly becomes of the one resembling Vintermyr. Those who are enemies and caught in the mist cannot sense the presence of Black Rose members or allies of the caster due to the mist being alive, similar to the snow and land of Vintermyr being similar. After some time, elder Mire Wolves begin to appear and travel to the allies of the caster and Black Rose members. Understanding they are going to pass on regardless, they sacrifice their bodies in an act that reinforces the air surrounding the person of their choosing. The mist swirls around them before hardening into a clear sphere of ice that protects them from the cold and oncoming magic attacks. The movement of the person is not hindered and the sphere of ice can block three H-Rank hits before shattering. The barrier will persist even if the user goes beyond the range of the mist. However, if they stay in the mist and the barrier shatters, the Mire Wolf’s spirit will manifest and reinforce the person’s physical and magical resistances, to the maximum 75% for the duration of time that they remain in the mist. After the 15 posts, the icy atmosphere of Vintermyr is absorbed back into the guild tattoo of the caster as they feel the cold feeling leave their body.
Strengths: + Provides a tactical advantage with the mist shrouding allies of the caster and the barriers and resistance buff that the Mire Wolves provide.
Weaknesses: - The Mire Wolves cannot dwell outside the icy mist and atmosphere of the spell and as a result, if an eligible candidate for a barrier is outside the range of the mist, they will not get the effects provided by the spell.
- 大蛇:
- Name: Orochi (大蛇)
Rank: H+
Type: Offensive, DoT
Duration: 10 Posts
Cooldown: Once per thread
Description: Placing a hand over where the Black Rose guild mark is located on the person, they will extract a black orb of magic that is somewhat malleable and fits comfortably in the palm of the user. They will be able to crush it as magic energy swirls around them, changing the essence of the magic to turn to a deep purple where their guild mark will glow the same colour. Upon a brief delay, a bouquet of black roses will appear in front of the caster and will begin to circle them with a radius that increases to a larger final area of 600m. Upon reaching the edge of this 600m radius, the captivating flowers will stop as the petals will fall off the stem and scatter while the stems will intertwine, locking the 600m radius shut and glow in a purple light, prevent teleportation and movement spells within the radius. After the petals space themselves out equally within the space, they will explode in a brilliant purple explosion, dealing 75% of H-Rank damage if one is in range of the petals. They can be hit by more than one petal as well. A purple toxin will remain in the area as the stems will lock the surrounding area. Each post spent in the poison will deal an additional 35% of H-Rank damage per post as Black Rose members are unafflicted by the poisons due to antidotes for it being applied through their guild mark. After the ten posts, the stems wither away, unlocking the area, and the toxins spread out into the air, dissipating into the atmosphere
Strengths: + A rather captivating spell at first until the sudden explosions, which can lure enemies in with how deceptive it can be in terms of appearance.
Weaknesses: - Allies of the caster that aren’t in Black Rose will always be afflicted by the poison, making it risky to use if there isn’t much around and there are allies that the caster knows are in another guild.
- The radius can be escaped in time if one makes it outside the radius before the roses scatter.
- 黒薔:
- Name: Kokuzou (黒薔)
Rank: H+
Type: Summon
Duration: 25 Posts
Cooldown: Once per thread
Description: Placing their hand over where their guild mark is, a flicker of red magical energy emerges from it, forming a trail similar to a serpent as it floats above their hand, when they move it in front of their body. After being moved, the serpent will fly up towards the sky before crashing down behind the caster, not harming them in anyway but knocking away enemies that are equal or lower rank to a distance of 500m away from them. The dragon at maximum size, can be as long as 500m but it can manipulate it’s size as it sees fit. While active, the user’s Black Rose guild mark will glow a brilliant red, matching the rose petals of the dragon.
Passive: Once per post, Kokuzou releases smaller blue rose dragon spirits that launch a single beam of blue petals that deals 50% of H-Rank damage. The beam travels for about 800m at a speed of 800m/s per second before it fades, along with the blue rose dragon spirit.
Active: Petal Blizzard – Kokuzou pulls in all enemies within a 500m radius and lets out a burst of petals that does full H-Rank damage. The burst of petals knocks them back as well. It can only be used once every five posts.
Strengths: + A summon that can bring an surprise offensive ally to the fray when in battle against a Black Rose member who bears the ability to summon it.
Weaknesses: - Can do a lot of damage to those who are allies but not a member of the Black Rose guild.
Looks good to me. Approved.
Onyx Moon-
Lineage : None
Position : None
Posts : 66
Cosmic Coins : 5
Dungeon Tokens : 0
Experience : 0
- Post n°70
Re: Guild Spell Registration
- Keeper of Vice (Offensive spell) - Death Comes:
- Name
Death Comes
Rank:
H+
Type:
Guild Offensive – Charged AoE
Duration:
Up to 5 rounds due to being a charge up
Cooldown:
15
Description:
Death comes on swift wings or so they say, this is no mere boast to any who come across Onyx Moon's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% rank damage (Capping at x2.5), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This damage can go the max range of 300m. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 25% to both their physical and magical attacks. (The buff only works for things that deal damage). Their is a price of course for power, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 60hp due to the strain and due to the nature of the spell healing spells are only half as effective on them.
Strengths:
- Charges up to deal more damage
- Unable to harm those who are deemed as innocent or guild members
- Gives a buff to attacks while charging
- Non elemental so can't be eaten by slayers
Weaknesses:
- Keeper takes damage each round
- Healing only works half as well on the keeper when active
- Distance is smaller than one may expect from a spell of the same rank
- Healing and other buff spells are unaffected by this spells magic buff
- When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
- If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.
- Keeper of Virtue (Defensive spell) - Keeper's Secret:
- Name
Keeper's Secret
Rank:
H+
Type:
Guild Defensive – Healing Shield
Duration:
8 Posts
Cooldown:
15
Description:
It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Onyx Moon it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 630hp (the equivalent of 3 H+ rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 3 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed for the same as a multi-target s rank heal over time spell would do (max 25% each per round). The marks are usable up to 200m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 25% of their speed for five turns as they get their bearings once more.
Strengths:
- Can protect up to three people
- Heals those being protected
- Classed as non elemental so slayers can not eat it
- Shield is like an unseen bubble
Weaknesses:
- Short distance
- Immobilises caster
- Debuffs caster
- Those being protected can not attack or lose the benefit
- Caster can not protect themselves while immobilised
- Keeper of Balance (Support Spell) - Elysium Touched:
- Name
Elysium Touched
Rank:
H+
Type:
Guild Support- Illusionary Immobilisating Debuff
Duration:
10 Posts (1 post for initial activation)
Cooldown:
15 Posts
Description:
Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Onyx Moon's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area of 200m changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker and slower (both physically and magically) by 50%. This spell does not effect none hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 1.5x damage from attacks that hit them for five rounds as their body gets readjusted.
Strengths:
- Creates a flawless solid illusion
- Debuffs speed and both magical/physical attacks
- Immobilises
- Immobilisation/Debuff doesn't effect innocents, allies or guild members
- Non elemental so can't be eaten by slayers
Weaknesses:
- Requires a round before full activation
- Activation requires hand movements
- Keeper can't hide in natural shadow
- Illusion can be a hindrance to both friend and foe
- Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
- Keeper takes added damage for three rounds when the duration is up
- Smaller area of effect than one would expect from a spell of this rank
- Can't be used if immobilised
- Once illusion is set it can't be changed during the current activation of the spell
updating due to the patch
Guest- Guest
- Post n°71
Re: Guild Spell Registration
- Onyx Moon Spells:
- Onyx Moon wrote:
- Keeper of Vice (Offensive spell) - Death Comes:
- Name
Death Comes
Rank:
H+
Type:
Guild Offensive – Charged AoE
Duration:
Up to 5 rounds due to being a charge up
Cooldown:
15
Description:
Death comes on swift wings or so they say, this is no mere boast to any who come across Onyx Moon's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% rank damage (Capping at x2.5), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This damage can go the max range of 300m. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 25% to both their physical and magical attacks. (The buff only works for things that deal damage). Their is a price of course for power, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 60hp due to the strain and due to the nature of the spell healing spells are only half as effective on them.
Strengths:
- Charges up to deal more damage
- Unable to harm those who are deemed as innocent or guild members
- Gives a buff to attacks while charging
- Non elemental so can't be eaten by slayers
Weaknesses:
- Keeper takes damage each round
- Healing only works half as well on the keeper when active
- Distance is smaller than one may expect from a spell of the same rank
- Healing and other buff spells are unaffected by this spells magic buff
- When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
- If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.
- Keeper of Virtue (Defensive spell) - Keeper's Secret:
- Name
Keeper's Secret
Rank:
H+
Type:
Guild Defensive – Healing Shield
Duration:
8 Posts
Cooldown:
15
Description:
It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Onyx Moon it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 630hp (the equivalent of 3 H+ rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 3 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed for the same as a multi-target s rank heal over time spell would do (max 25% each per round). The marks are usable up to 200m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 25% of their speed for five turns as they get their bearings once more.
Strengths:
- Can protect up to three people
- Heals those being protected
- Classed as non elemental so slayers can not eat it
- Shield is like an unseen bubble
Weaknesses:
- Short distance
- Immobilises caster
- Debuffs caster
- Those being protected can not attack or lose the benefit
- Caster can not protect themselves while immobilised
- Keeper of Balance (Support Spell) - Elysium Touched:
- Name
Elysium Touched
Rank:
H+
Type:
Guild Support- Illusionary Immobilisating Debuff
Duration:
10 Posts (1 post for initial activation)
Cooldown:
15 Posts
Description:
Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Onyx Moon's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area of 200m changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker and slower (both physically and magically) by 50%. This spell does not effect none hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 1.5x damage from attacks that hit them for five rounds as their body gets readjusted.
Strengths:
- Creates a flawless solid illusion
- Debuffs speed and both magical/physical attacks
- Immobilises
- Immobilisation/Debuff doesn't effect innocents, allies or guild members
- Non elemental so can't be eaten by slayers
Weaknesses:
- Requires a round before full activation
- Activation requires hand movements
- Keeper can't hide in natural shadow
- Illusion can be a hindrance to both friend and foe
- Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
- Keeper takes added damage for three rounds when the duration is up
- Smaller area of effect than one would expect from a spell of this rank
- Can't be used if immobilised
- Once illusion is set it can't be changed during the current activation of the spell
updating due to the patch
Approved.
ivyleaf33- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Spirit Warrior
Position : None
Posts : 2989
Guild : Fairy Tail
Dungeon Tokens : 0
Age : 21
Mentor : Speculo (former)
Experience : 779,415
Character Sheet
First Skill: Advanced Solid Script
Second Skill: Aura Manipulation
Third Skill: N/A
- Post n°72
Re: Guild Spell Registration
Ignore
Last edited by ivyleaf33 on 7th September 2018, 4:56 pm; edited 1 time in total
sorano granon | solid script | aura manipulation | bank | armory
i pretend i really liked it this way-- you see, my heart won't die, though i've really tried.
Fairy Tail- -
Lineage : None
Position : None
Posts : 53
Guild : Fairy Tail
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 0
- Post n°73
Re: Guild Spell Registration
- Fairy Fireworks:
- Name: Fairy Fireworks
Rank: H+
Damage: 420 hp
Range: 1,000 meters
Speed: 800 mps
Type: Instant; Area of Effect
Duration: 1
Cooldown: 1 thread
Description:
The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.
After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area. This ring is large enough to envelope a space with a radius of 1,200 meters at first. It then proceeds to decrease at 800 mps until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a strange and beautiful sort of rain. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" (Such as a zombie or puppet/robot they are controlling) by the caster. When the spell is cast, all magical buffs and effects will be disabled, whether positive or negative no matter if the person is a friend or foe.
Strengths:
- Extremely high range allows for a large number of enemies to be eliminated at once.
- The range can be adjusted by the caster for a more precise attack if necessary.
Weaknesses:
- It has basically only one effect, not much use besides that one effect either.
- After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
- You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area
- All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting Fairy Fireworks.
- Drains the caster completely unless they are H rank or above.
- Fairy Sphere:
- Name: Fairy Sphere
Rank: H+
Type: Absolute Defense/Time stopping (Area of Effect)
Range: 1800 meters
Speed: 200 mps
Duration: Lasts for a maximum of 10 years frozen (5 threads)
Cooldown: 1 thread
Description:
Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. It is a defensive spell in which the user casts a large orange aura in the shape of a dome over a certain area as small or as large are the user wants. This ‘sphere’ has the power to stop any spells of any rank, at any moment. Once cast, it is a place in which time stops, thus everyone within the sphere is fixed in a frozen state where they do not age, and are not harmed. This spell is an absolute defensive spell, and can only be activated or deactivated by either the Guild Master or one of the Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it. Any mage not in the guild of Fairy Tail will find themselves evicted from the sphere and teleported to an area just outside of it.
Strengths:
- It allows the User to cast it over a range a larger than Tenrou Island.
- Being able to stop time is a massive Strength, but can also be a weakness. Stopping time can protect you, but when de-activated (this can only be done by the Aces or Guildmaster) everyone has not aged, and has no memories for the period of time they were frozen for. The maximum amount of time is 10 years (5 threads).
- No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.
Weaknesses:
- No offensive purposes whatsoever.
- If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
- Costs the User 50% Magic Power
- As previously mentioned, stopping time can be a huge weakness. This spell renders all members within the sphere unable to do anything at all. The space they are in is protected, but otherwise any enemies or opponents can do whatever they wish.
- Fairy's Promise:
- Name: Fairy's Promise
Rank: H+
Type: Holy, Supportive; Area of Effect
Range: 1200 meters
Speed: 800 mps
Duration: 8 posts
Cooldown: 1 thread
Description:
The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 1200 meters.
By sending this surplus of energy out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 131 hp each post, adding up to a total of 1048 hp healed if they are within the area for the entire duration. If the mp choice is taken, then each spell casted during this duration deals 225% more damage, although the cost of casting the spell is the same as usual. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. The caster’s thoughts on all the people they cast Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.
Strengths:
- The amount of buffs it gives is tremendous
- The multiple effects of this spell give it a tactical advantage
- This spell has incredible range, making it extremely difficult to avoid
Weaknesses:
- If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
- As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
- All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
- This spell drains 50% of the caster's magic power – 100% if below H rank.
- Fairy Knowledge:
- Name: Fairy Knowledge
Rank: H+
Shield Hp: 131 hp per post
Range: 1,200 meters
Speed: 800 mps
Type: Area of Effect
Duration: 8
Cooldown: 1 thread
Description:
The caster of this spell when using it, will gain a vibrantly colored mark on their head. Instead of being the regular guild mark, it will be shown as two fairy wings placed upon the head of the user. It will glow as if it was an aurora itself as more begin to transfer to all allies around the person. All those seen as being worthy enough, and trustworthy enough of the knowledge of a true fairy, will be able to gain the effects of this spell. However, those seen that way will only be chosen by the user themselves. Upon usage, the user raises their arm outwards in front of them. With their hand cupped, they will begin to lift up their hand from the elbow up, intensifying the glow of the mark and the marks of those around them. The marks begins to radiate, with an almost blinding effect to those that aren't blessed with the mark. As the light dies down, all allies that had received the mark glow with the radiating light of the magic.
Once the spell is set, all allies that had been in the range of the spell, gain an encasing of an auroran like light. This isn't a quick burst like spell, it is one that effects everyone else over time. Knowledge cannot be rushed, it has to be gained over time. The only way for that to happen, is through being patient for the full effects of the spell. For every post this spell is active, the user will gain a shield over time effect(the hp this shield gains each post is above). Since the shield will stack on to this, the effects of the light will as well, causing enemies within the range of the spell to miss at least one attack, whether it be melee or spell. This part of the spell signifies the ignorance that comes to others when new knowledge is gained. Once the end of the knowledge transfer is over, it accelerates the minds of all those that hold it, that it disperses out of their minds, and outwards towards all enemies, pushing them towards the outer border of the spell's boundaries.
Strengths:
- A powerful shield can be stacked up upon the activation of this spell
- This spell can cause any enemy to waste at least a tiny bit of their energy, by attacking and missing
-The power of the knowledge is so strong, that all enemies are knocked out to the boundaries of the spell by the end
Weaknesses:
- This spell is really reliant on the idea that allies will be able to withhold the battle for it to fully take into effects
- Only those that are trustworthy or worthy enough(ic wise) for the spell will receive it
- It takes a good bit of time for the spell to be fully activated
- One has to have been able to learn a secret from a fairy before this spell can be used
- Drains the caster completely unless they are H rank or above.
Cringiness removed and stats (hopefully >.>) updated.
Onyx Moon-
Lineage : None
Position : None
Posts : 66
Cosmic Coins : 5
Dungeon Tokens : 0
Experience : 0
- Post n°74
Re: Guild Spell Registration
- Keeper of Vice (Offensive spell) - Death Comes:
Name:
Death Comes
Rank:
H++
Type:
Guild Offensive – Charged AoE
Duration:
Up to 5 rounds due to being a charge up
Cooldown:
15
Description:
Death comes on swift wings or so they say, this is no mere boast to any who come across Onyx Moon's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% spell rank damage (capping at x2.5), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This spell can go the max range of 1200m. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 75% to both their physical and magical damage. (The buff only works for things that deal damage). There is a price for power of course, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 60 HP due to the strain and due to the nature of the spell healing spells are only half as effective on them.
Strengths:
- Charges up to deal more damage
- Unable to harm those who are deemed as innocent or guild members
- Gives a buff to attacks while charging
- Non elemental so can't be eaten by slayers
Weaknesses:
- Keeper takes damage each round
- Healing only works half as well on the keeper when active
- Distance is smaller than one may expect from a spell of the same rank
- Healing and other buff spells are unaffected by this spells magic buff
- When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
- If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.
- Keeper of Virtue (Defensive spell) - Keeper's Secret:
Name:
Keeper's Secret
Rank:
H++
Type:
Guild Defensive – Healing Shield
Duration:
8 Posts
Cooldown:
15
Description:
It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Onyx Moon it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 1260h HP (the equivalent of 3 H++ rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 6 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed for the same as a multi-target S+ rank heal over time spell would do (max 0.75x each per round). The marks are usable up to 750m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the original caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 50% of their speed for five turns as they get their bearings once more.
Strengths:
- Can protect up to three people
- Heals those being protected
- Classed as non elemental so slayers can not eat it
- Shield is like an unseen bubble
Weaknesses:
- Short distance
- Immobilises caster
- Debuffs caster
- Those being protected can not attack or lose the benefit
- Caster can not protect themselves while immobilised
- Keeper of Balance (Support Spell) - Elysium Touched:
Name:
Elysium Touched
Rank:
H++
Type:
Guild Support- Illusionary Immobilising Debuff
Duration:
10 Posts (1 post for initial activation)
Cooldown:
15 Posts
Description:
Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Onyx Moon's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the Keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area of 1000m changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker (both physically and magically) by 75%. This spell does not affect non-hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 50 % more damage from attacks that hit them for five rounds as their body gets readjusted.
Strengths:
- Creates a flawless solid illusion
- Debuffs speed and both magical/physical attacks
- Immobilises
- Immobilisation/Debuff doesn't effect innocents, allies or guild members
- Non elemental so can't be eaten by slayers
Weaknesses:
- Requires a round before full activation
- Activation requires hand movements
- Keeper can't hide in natural shadow
- Illusion can be a hindrance to both friend and foe
- Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
- Keeper takes added damage for three rounds when the duration is up
- Smaller area of effect than one would expect from a spell of this rank
- Can't be used if immobilised
- Once illusion is set it can't be changed during the current activation of the spell
Updated guild spells to work with the new rules
Leona Jarnefeldt- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Nemean Lion
Position : Saint of Courage
Faction : The Luminous Covenant
Posts : 3728
Guild : Silver Wolf [Guild Master]
Cosmic Coins : 215
Dungeon Tokens : 0
Mentor : N/A
Experience : 11,529,025
Character Sheet
First Skill: Wind Strike Magic
Second Skill: Wind Summon Magic
Third Skill:
- Post n°75
Re: Guild Spell Registration
- Fury of the Pack:
Name: Fury of the Pack
Rank: H++
Type: Multiple Target
Damage: One wolf deals 316 HP per attack while four wolves deal 79 HP per attack (stats are divided based on the number of wolves summoned, up to four)
Range: 700 meters
Speed: 600 Meters per second
Duration: 1 Post
Cooldown: One use per thread
Downside: N/A
Description: The user raises both hands and focuses silver magical energy in a circle around them, then calls out "FURY OF THE PACK!" as the silver energy explodes outward in a harmless blast. Up to four wolves are instantly summoned to the user's side. They can run at speeds of up to 350 meters per second, making them hard to outrun. They can also track targets by scent.
Strengths:
- Provides instant backup for a lone Ace/Guild Master
- The spell can be tailored to the threat: one wolf or four can be called upon
- The wolves move quickly, making them hard to outrun and hard (but not impossible) to hit before they attack
- The wolves can track targets by scent, making them hard to avoid
- The summoned wolves have good HP, making them able to take hits and still be a threat
Weaknesses:
- The wolves only last for one post, making the timing of their usage very important
- Their attacks can be avoided or blocked
- The spell's short duration makes it possible for skilled opponents to avoid the wolves until they disappear
- Their ability to track by scent can be negated by appropriate countermeasures
- They can be ensnared by spells, making the spell be wasted
- Provides instant backup for a lone Ace/Guild Master
- Winter Dome:
Name: Winter Dome
Rank: H++
Type: Defensive, Area of Effect
Damage: 420 HP of durability
Range: 600 Meters
Speed: 400 Meters per second
Duration: 2 Posts
Cooldown: 15 Posts
Downside: N/A
Description: The user holds their arms out at their sides with the palms facing outward. They focus glowing blue magical energy, then push outward while shouting "WINTER DOME!" A dome of clear ice blue energy is then formed, protecting the user and any guildmates under the dome. If it is not destroyed by enemy attacks, the dome lasts for two turns.
Strengths:
- Provides good protection for multiple guildmates
- Despite the name, it has no special weakness to Fire
- Dome is clear, allowing those within to see outside
- Is quick to cast and covers a wide area
Weaknesses:
- Can also inadvertently shield enemies, trapping them in with guildmates and allies
- Once dome is set, it cannot be moved until the spell is cast again
- Lengthy cooldown makes good usage of Winter Dome's protection important
- Dome is clear; enemies can see inside of it
- Provides good protection for multiple guildmates
- Strength of the Pack:
Name: Strength of the Pack
Rank: H++
Type: Utility, Buff
Damage: 100% to Speed and Spell Damage
Range: 600 Meters
Speed: 400 Meters per second
Duration: 8 Posts
Cooldown: 15 Posts
Downside: N/A
Description: The user brings their hands out in front of them and channels silver magical energy. Then they shout "STRENGTH OF THE PACK!" and moves their hands to the side, summoning a pack of spirit wolves. They howl in unison, empowering any Silver Wolf members and allies with a boost to Speed and Spell Damage for eight posts.
Strengths:
- Speed and Spell Damage are boosted, making it good for use as a strong opening move or as a way to turn around a losing battle
- Only Silver Wolf members and allies benefit from the spell
- The spell has a respectable duration, ensuring that it is harder for enemies to wait out the spell's effects
Weaknesses:
- Cooldown is lengthy, making the timing of its usage important
- Members and allies must be able to hear the howl for the buffs to take effect
- Even with their increased power, spells can still be dodged or blocked
- Speed and Spell Damage are boosted, making it good for use as a strong opening move or as a way to turn around a losing battle