All corrections will be in this color.
Fairy Tail wrote:
- Fairy Fireworks:
Name: Fairy Fireworks
Rank: H+
Damage: 420 hp I'd allow 300HP with the weaknesses
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 The overall damage this could withstand is 282HP
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.