Fairy Tail RP

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    Guild Spell Registration

    Rosetta Crawford
    Rosetta Crawford

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Villain- 1 Year Anniversary- Player 
    Lineage : Embodiment of the 13th
    Position : None
    Posts : 3499
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Sky Emperor Shangdi
    Experience : 367,824.5

    Character Sheet
    First Skill: Ten No Kichi
    Second Skill:
    Third Skill:

    Guild Spell Registration Empty Guild Spell Registration

    Post by Rosetta Crawford 7th July 2013, 6:02 pm

    GUILD SPELLS

    This is where you come to register guild spells. All of the information about guild spells are here



    • A guild spell is H++ (an H+ spell that is 100% stronger)
    • Aces have access to one spell, they must be S rank to learn it,
    • A guild is allowed three guild spells for free, four more may be purchased after that from the shop
    • Use the spell template below, as always they can't be used until they are approved

    Code:


    [b]Name:[/b] (Name of the Spell )
    [b]Rank:[/b] H++
    [b]Type:[/b] (Single Target, Multiple Target, Area of Effect, Burst.)
    [b]Damage:[/b] (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
    [b]Range:[/b] (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
    [b]Speed:[/b] (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
    [b]Duration:[/b] (How long does the spell last?)
    [b]Downside:[/b] (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
    [b]Description:[/b] (How the spell is cast, what it looks like, what it does, extra info. )




    Last edited by Speed Demon Zack on 12th June 2015, 4:00 am; edited 2 times in total
    TehDMCmaniac
    TehDMCmaniac

    Moderator- Quality Badge Level 1- Ten Wizard Saint Member- Guild Master- S-Rank- A-Rank- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Musashi's Descent
    Position : None
    Posts : 1490
    Guild : None.
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : None.
    Experience : 75,000

    Character Sheet
    First Skill: Refraction: Moonlight
    Second Skill: Refraction: Final Hour
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by TehDMCmaniac 10th July 2013, 7:43 pm

    Name: Perseverance
    Rank: H+
    Guild: Sabertooth
    Type: Passive, Utility, Support
    Description: As Aegis Bright became the guild master of Sabertooth, he used the powers and insight he had from Recreation magic to alter the properties of the guild mark. Through a ritual of supreme magic, he created a permanent link between the guild mark and Akasha, the source of infinite magic. As a result, all who bear the mark of Sabertooth have a constant and powerful stream of mana flow into them from Akasha, which not only gives them a greatly improved rate of mana replenishment, but thanks to the properties of the Akashian magical energy, also have a health regeneration buff that is both constant and powerful. Finally, thanks to being constantly fuelled by power, those who bear Sabertooth's insignia also have their strength and agility increased as well.
    The Might of Sabertooth can also be activated to achieve one of two effects. If it is used normally, it restores all of the guild members' HP and MP to 100%. If, however, it is used on a single person, it is actually capable of reviving him/her should he/she have been killed. In order for that to work, the user of this spell must concentrate and pour mana into their guild mark, thus making it glow with a brilliant golden light. As that happens, the marks of all other Sabertooth members present in that thread will begin to faintly glow as well, signalling their bearers of the activation of the spell. As the insignias all begin to glow, all Sabertooth mages must concentrate and drive mana into their mark, creating a magical resonance between themselves and their comrades. As the resonance intensifies, the life-giving power of this spell increases proportionally until it reaches the level needed to achieve the forbidden miracle of magic known as True Resurrection. It is not Healing sorcery, nor is it any kind of Restoration. True Resurrection is the incarnation of righteous defiance of the laws of the world. It does not restore anything, instead it manifests the benevolence of those who hold a sincere belief in all that is good. It channels their hope and mercy into not the mind nor body, but the concept behind their existence, the soul, thus reconnecting it to it's only host. Not so much an effect invoked through magic, but rather magic invoked through the untainted desire to bestow a second chance to the righteous, the ultimate form of the belief in the battle for a "world with no evil".
    This belief in Righteousness and Hope as derivatives of the "yearning for power in the name of the world worth fighting for" so pure that it can manifest itself into magic is the first of three gifts Aegis Bright bestowed upon his guild.

    Note: During the process of Resurrection, the one being revived begins having dreams related to their revival, despite being dead.

    Strengths:

    • Provides a powerful and constant HP and MP regeneration effect. (Those affected regenerate 5% of their maximum MP and HP per post.)
    • Provides a passive boost in physical strength and agility. (10% and 15%, respectively)
    • Can completely heal all Sabertooth members if activated with that purpose.
    • Can achieve one of the great miracles of magic, True Resurrection, if used with that purpose.
    • When True Resurrection is used on a Dark Mage, it will purify their tainted soul and turn them good, provided their soul is not entirely consumed by evil.

    Weaknesses:

    • Provides no direct offensive effect.
    • If the spell is cast, the passive HP and MP regeneration is lost while it is on cool-down and the passive power boost is lost until the end of the thread.
    • Can only resurrect a single person.
    • In order for True Resurrection to be invoked, all Sabertooth members present in the thread must aid the user as he/she casts the spell and none of them must be disturbed. True Resurrection has a 1 post charge time.

    Duration: Constant for the passives, Instant for the actives.
    Cool-down: 15 posts
    Active range: Infinity /5 metres for True Resurrection. (Only the caster of the spell must be within said range of the one being revived)




    Name: Defiance
    Rank: H+
    Type: Weapon
    Description: This is the second gift Aegis bestowed upon Sabertooth, the ability to stand one's ground against the overpowering forces of darkness. The Second Magecraft of the guild as he refers to it, it is the ability to fulfil a wish, as opposed to the First Magecraft which is the ability to form a wish.

    There are two prerequisites to using the spell. First, the caster needs to have a strong belief in something greater they fight for, something that surpasses selfish goals and second, they need to have the clarity and valour to understand when their fight is hopeless, yet still fight it because it is "the right thing to do". If both are met, the caster can focus on those two aspects of themselves and imagine them as a physical object, a weapon.

    While the shape, looks and size of the weapon depend on who the caster is, its magical stats are always the same. It boosts the caster's magical power by 100% for its duration and three times per post, the weapon can be swung to fire a beam of magical energy which is as wide as the swing performed to fire it and has the strength of an S-rank spell (Note that the element of the energy beams depends on the caster's main magic. When wielded by Aegis, the beams are of pure and primordial magic, thus they have no element. Also, if the weapon is a ranged one, the projectile it fires replace the beams, but have a rank equal to the weapon- H+). This weapon lasts for 6 posts. Also, upon cast, this spell cleanses the caster from all negative effects that are applied on him.

    Aegis' form of the weapon:

    Strengths:

    • Has a very high damage output
    • Lasts for a fairly long time
    • The S-ranked beams use the weapon's energy to be fired, thus do not consume the caster's mana
    • The weapon itself increases the user's spell power greatly
    • As a conjured weapon, its rank is the same as the spell's
    • Enemies can not wield the weapon properly or fire the energy beams.


    Weaknesses:

    • The effectiveness of Defiance relies on the caster's ability to use the sword both as a weapon and as a catalyst.
    • The number of energy beams one can fire is limited
    • While the weapon can be swung around and is incredibly powerful, it is limited by its range and holds standard weapon weaknesses. Long weapons are near-useless in closer range, and short ones do not have the length to exceed close-range combat.
    • The user -can- be disarmed, though the weapon will automatically dissolve and reform in their hands after one post.


    Duration: 6 posts.
    Cool-down: 15 posts.




    Name: Prayer
    Rank: H+
    Type: Counter-offensive, Anti-Army
    Description: This is the third gift Aegis bestowed upon Sabertooth, the power to dream. Despite being one of the Three Magecrafts of Sabertooth, the ability of Prayer as the Third is quite different than the First and Second. While Perseverance and Defiance are the belief in a wish and the unending struggle to fulfill it, Prayer is the dream of a world where that wish has been achieved. It is the longing for Heaven and the hope that such a concept can exist. In its essence, it is the materialised desire to make a change.

    Prayer can only be used by one whose most earnest desire is to live in a "world without the presence of evil". Much like its name suggests, the Third Magecraft is performed through the invoking of a three-step chant, but unlike regular ones, it does not use special words of power. Instead, through Prayer, one speaks of their earnest desire as the ultimate command, thus they force the world itself to respond to their words. Each of the three parts of the Prayer is a separate command and carries with itself the three sides of the caster's belief.

    The first part contains one's sorrow, for they see the world's darkness, destroying the lives of those it encounters. Through its invocation, the caster rejects its influence.
    The second part contains one's anger, for before their eyes the innocent have been slain with no mercy, no remorse. Through its invocation, the caster denies its tenacity.
    The third and final part contains one's resolve, for they dare believe in paradise.
    Through its invocation, the caster denies the existence of Evil.

    When the first part is spoken, a pulse if purifying energy will be released in a 180 metre radius which causes all enemy magic to dissipate along with its effects and interrupts any spell the enemy may have been in the process of casting. Depending on whether this part "deletes" an enemy spell of S-rank or above, the second and third parts may not have their full effect.
    When the second part is spoken, the skies would darken as every enemy within the 180 metre radius AoE gets a large portion of their magical energy drained. If the first part has successfully dissipated an S-ranked or above spell, all enemies in the AoE lose 75% of their magical energy, if not they lose only 25%.
    While the third part is being spoken, the earth in the area of effect of the spell begins to rumble violently and as the caster nears the end of the chant, it starts to crack and streaks of light would emerge from underneath through the cracks. As the final word of the Prayer is spoken, a massive ray of energy which resembles light with a 180 metre radius will erupt from under the ground, piercing the heavens and causing the darkened sky to brighten up due to the sun rising once more. (The centre of the beam is where the caster stands and it covers the same Area of Effect as the first two effects of the spell)
    The ray of "light" at the end of the Prayer is so bright it blinds absolutely everyone who are in it or look at it regardless of any eye-protection they might have. It extends seemingly infinitely into the skies.

    The damage of the ray of energy depends on whether the first part of the invocation has dispelled a spell of S-rank or higher. If it has, its base damage is H-ranked, if not, its S-ranked. Regardless of which case it is, the damage is increased by a factor of 1 S-rank's worth for every 150% magical energy the second part of the Prayer has drained.

    Aegis' chant:

    Strengths:

    • Very powerful if used properly
    • Has a massive AoE
    • The first part of the chant can dissolve magic of any rank and in any form, even debuffs on allies such as magical poisoning
    • If triggered properly as a counter-offensive anti-army spell, it can cause cataclysmic damage
    • Does not hit allies


    Weaknesses:

    • Highly conditional
    • If it is not used in the right scenario, it has power equivalent to an S-ranked spell while the cool-down of a guild one
    • While the first part dispels enemy magic, foes can still cast magic freely after it
    • Nearly useless if used against a single target, or a very small group
    • It provides no consistent defensive mechanic, thus it relies on proper timing to execute


    Duration: 1 post/while it is invoked.
    Cool-down: 15 posts


    Last edited by TehDMCmaniac on 7th February 2014, 7:30 am; edited 3 times in total


    _____________________________________________________________________________________

    Guild Spell Registration 14n37n9

    Alye
    Alye

    The Windrider


    The Windrider

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- God Slayer- H-Rank- S-Rank- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- X-Mas Event Participant- Hero- Best GFX Artist Award- 1 Year Anniversary- Player 
    Lineage : Disparity
    Position : None
    Posts : 978
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Self-Taught
    Experience : 337500

    Character Sheet
    First Skill: Storm Magic
    Second Skill: Wind Healing Magic
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Alye 10th July 2013, 10:09 pm

    Perseverance:

    Approved.
    Leapflight
    Leapflight

    Cosmic Fairy


    Cosmic Fairy

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Legal Guild Ace- S-Rank- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Ariel's Descent
    Position : None
    Posts : 1635
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Mentor : Self-taught
    Experience : 100,337.5

    Character Sheet
    First Skill: Space/Cosmic Magic
    Second Skill: Light Dragon Slayer (2nd Gen)
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Leapflight 19th July 2013, 3:10 am

    Name: Fairy Glitter
    Rank: H+
    Type: Offensive, Charge Spell
    Description: The user raises their arm to the heavens; as the ground begins to quake. The red Fairy Glitter tattoo wrapped around their arm begins to glow with a bright red light; and shine with a bright golden Fairy dust. The magical pressure surrounds them to the point where you can barely even move near them in all the wind and energy swirling about. As the light of the sun, the moon, and stars; weave together into a brilliant light that rejects the existence of all foes. The incantation is spoken as golden light begins to whirl; surrounding the caster and pushing everything back away from them with H-Ranked, gale Force Winds and golden H-Ranked blessed fairy light; that swirls and twists into the red, Fairy Glitter tattoo as the incantation is cast.

    "Gather! O river of light that's guided by the fairies!
    Shine! In order to perish the fangs of evil!
    Fairy Glitter!"


    After the spell is charged; the caster points their arm at you like a shotgun; the red Fairy Glitter tattoo on their arm now glowing a sparkling golden light. In the next moment; a gigantic ring of light, easily big enough to wrap around any Skyscraper or Colosseuim or Arena; drops down from the heavens. As it shrinks down to the appropriate size before detonating all sound drops out of the area; it detonates into a massive explosion of a golden beam of light that shimmers with white fairy dust; the light is as thick and wide as it needs to be; and reaches unlimited into the heavens above; piercing the clouds into the heavens. The light does not harm any allies in the area, the light will literally bathe right over them without any effect whatsoever; save for the loud explosive noise. Fairy Glitter can damage constructs that are a "target" or "manned by the enemy" in the mind of the caster. Such as the MPC (Magic Power Counter Device). If enemies are hit with Fairy Glitter; they are literally either wiped from existence (NPCs) or they will be left in a state with barely any consiousness (PC's). Only the most powerful of Wizards hold enough Magic Power within them to not be completely banished from existence or not be instantly knocked out.

    Strengths: Nearly unmatchable in terms of strength. May be used as an Area Effect spell, or a Single Target Spell. The caster can charge it up while moving (falling through the skies at you, running at you, jumping at you). The ring of golden Fairy Glitter can be detonated at 'ANY' size as it shrinks from unfathomable size in outer-space to wrap around a target area or individual. Meaning theorhetically one could blow up a Moon with this spell if one were able to exist in space; and visually see a Moon as a target. Merely detonate as the golden ring shrinks around the Moon and 'kabloom'. 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. Only a defensive or healing Guild Spell of their own will allow an individual to escape the ring of Fairy Glitter if it is used 'single target' as it tightens around them like a hulla hoop before detonating into the mind-shattering pillar of light that reaches into the heavens. 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 insantly KOed. Rejects the existence of anything from any enemy; so any magical effects running in the area or upon the individual Fairy Glitter strikes will be canceled and set on Cooldown.

    Weaknesses: Takes 10 seconds to charge up, chant; and cast. It's use does not vary; and it doesn't have much utility. You have to wait too detonate it as the ring shrinks from enourmous size, the Gigantic glitter ring taking 3-4 seconds to shrink around a target area; and it takes 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 Fairy Glitter. 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/Cooldowns Once Per Thread / Battle / Cannot use for the Following 3 Threads


    _____________________________________________________________________________________

    Rosetta Crawford
    Rosetta Crawford

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Villain- 1 Year Anniversary- Player 
    Lineage : Embodiment of the 13th
    Position : None
    Posts : 3499
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Sky Emperor Shangdi
    Experience : 367,824.5

    Character Sheet
    First Skill: Ten No Kichi
    Second Skill:
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Rosetta Crawford 19th July 2013, 8:22 pm

    Leapflight wrote:
    Name: Fairy Glitter
    Rank: H+
    Type: Offensive, Charge Spell
    Description: The user raises their arm to the heavens; as the ground begins to quake. The red Fairy Glitter tattoo wrapped around their arm begins to glow with a bright red light; and shine with a bright golden Fairy dust. The magical pressure surrounds them to the point where you can barely even move near them in all the wind and energy swirling about. As the light of the sun, the moon, and stars; weave together into a brilliant light that rejects the existence of all foes. The incantation is spoken as golden light begins to whirl; surrounding the caster and pushing everything back away from them with H-Ranked, gale Force Winds and golden H-Ranked blessed fairy light; that swirls and twists into the red, Fairy Glitter tattoo as the incantation is cast.

    "Gather! O river of light that's guided by the fairies!
    Shine! In order to perish the fangs of evil!
    Fairy Glitter!"


    After the spell is charged; the caster points their arm at you like a shotgun; the red Fairy Glitter tattoo on their arm now glowing a sparkling golden light. In the next moment; a gigantic ring of light, easily big enough to wrap around any Skyscraper or Colosseuim or Arena; drops down from the heavens. As it shrinks down to the appropriate size before detonating all sound drops out of the area; it detonates into a massive explosion of a golden beam of light that shimmers with white fairy dust; the light is as thick and wide as it needs to be; and reaches unlimited into the heavens above; piercing the clouds into the heavens. The light does not harm any allies in the area, the light will literally bathe right over them without any effect whatsoever; save for the loud explosive noise. Fairy Glitter can damage constructs that are a "target" or "manned by the enemy" in the mind of the caster. Such as the MPC (Magic Power Counter Device). If enemies are hit with Fairy Glitter; they are literally either wiped from existence (NPCs) or they will be left in a state with barely any consiousness (PC's). Only the most powerful of Wizards hold enough Magic Power within them to not be completely banished from existence or not be instantly knocked out.

    Strengths: Nearly unmatchable in terms of strength. May be used as an Area Effect spell, or a Single Target Spell. The caster can charge it up while moving (falling through the skies at you, running at you, jumping at you). The ring of golden Fairy Glitter can be detonated at 'ANY' size as it shrinks from unfathomable size in outer-space to wrap around a target area or individual. Meaning theorhetically one could blow up a Moon with this spell if one were able to exist in space; and visually see a Moon as a target. Merely detonate as the golden ring shrinks around the Moon and 'kabloom'. 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. Only a defensive or healing Guild Spell of their own will allow an individual to escape the ring of Fairy Glitter if it is used 'single target' as it tightens around them like a hulla hoop before detonating into the mind-shattering pillar of light that reaches into the heavens. 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 insantly KOed. Rejects the existence of anything from any enemy; so any magical effects running in the area or upon the individual Fairy Glitter strikes will be canceled and set on Cooldown.

    Weaknesses: Takes 10 seconds to charge up, chant; and cast. It's use does not vary; and it doesn't have much utility. You have to wait too detonate it as the ring shrinks from enourmous size, the Gigantic glitter ring taking 3-4 seconds to shrink around a target area; and it takes 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 Fairy Glitter. 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/Cooldowns Once Per Thread / Battle

    The rules state a guild spell must have at least a three thread cooldown. Please modify.


    _____________________________________________________________________________________

    Guild Spell Registration Zack2_by_gramcrackers-d8ker96

    Guild Spell Registration Zack_by_ravenart5-d8j23c0

    Guild Spell Registration Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    TehDMCmaniac
    TehDMCmaniac

    Moderator- Quality Badge Level 1- Ten Wizard Saint Member- Guild Master- S-Rank- A-Rank- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Musashi's Descent
    Position : None
    Posts : 1490
    Guild : None.
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : None.
    Experience : 75,000

    Character Sheet
    First Skill: Refraction: Moonlight
    Second Skill: Refraction: Final Hour
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by TehDMCmaniac 21st July 2013, 6:52 pm

    Fairy Glitter:

    Approved.


    _____________________________________________________________________________________

    Guild Spell Registration 14n37n9

    Mifune
    Mifune

    The White Wizard


    The White Wizard

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

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

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Mifune 27th July 2013, 10:41 am

    Name: Hippocrene
    Rank: H+
    Type: Defensive/Supplementary
    Description: The user concentrates a tremendous amount of magic in to their palms and places one palm over the other approximately ten inches apart.  Between the users palms a large sphere of light will begin to form and radiate holy energy.  Upon completion of the Sphere, the user will raise their hands to the sky and release the energy gathered in the sphere, in to the sky in the form of a ray of light.  The action requires at least three seconds, but after the Ray has been fired in to the sky, there is nothing that can stop the effects from taking hold.  The magical energy released in to the sky will mold itself in to the form of a winged horse, and gather a great deal more energy from all sources of light including the sun, moon and stars.  The Pegasus will descend from the sky, parting the clouds and piercing through darkness and as it descends all negative spells will be negated.  Negative spells include any and all offensive spells and anything that does not affect mages in a positive way.  The pegasus will accelerate as it descends and crash in to the earth with its hooves, cracking the earth opening a fissure from which a spring of magical energies from the earth itself will emerge and envelop the pegasus as it erupts in to the sky like a geyser and shower the battlefield with blue magical particles, illuminating the area with a soft blue glow

    The Magical particles will be attracted to all those the user has identified as an ally, not just those with the crest of Blue Pegasus.  The particles will absorb in to the skin of all those it is attracted to, heal all wounds and negate all negative buffs.  The magic which has been gathered from the sky and from within the earth will also be absorbed in to the user, replenishing their stores of magic and restoring their will to fight, resetting all allies on the battlefield including the user of the spell to 100% capacity as well as inspiring them, which will improve their individual performances greatly.  This spell is also not incapable of reviving the newly dead, so long as the target has not been dead for more than two days.  The primary function of this spell is to inspire and relieve.  It is the most Iconic spell of the Guild of Heroes and is a spell meant to demonstrate to all that the impossible is achievable.  No matter what difficulty one faces, to never give up hope, For with the existence of this spell the possibility of a miracle is never lost.

    Strengths:

    • This spell is capable of restoring the HP and MP of all allies to 100% within a two mile radius.
    • This spell inspires all allies which increases their individual performance greatly.
    • Can revive the dead so long as the target(s) have not been dead for more than two days.
    • Removes all negative buffs and negates all active offensive spells during the post.
    • Has the potential to inspire dark mages to become good, though this effect is highly selective.
    • Can not be canceled after the Ray has been fired in to the sky.

    Weaknesses:

    • Although this spell does restore the users MP and HP, the MP used to cast the spell is taken after the effects of the spell and the user must have enough MP to cast the spell before hand as well. (spell costs 40% MP)
    • This spell has no offensive purposes.
    • This spell has the potential to be cancelled during casting.  The user requires 3 seconds to charge the sphere of light, but once the spell has been cast, it cannot be turned off.  As a result of this, if the user is being heavily assaulted by enemies, the likelihood of being able to cast this spell is greatly reduced.

    Duration/Cooldowns 1 post / Regular Guild Spell CD


    _____________________________________________________________________________________

    Haru-senpai
    Haru-senpai

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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Haru-senpai 28th July 2013, 1:22 pm

    Hippocrene:

    ~Approved


    _____________________________________________________________________________________

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    Guild Spell Registration Rose

    Godlike Frederik
    Godlike Frederik
    The Forsaken

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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Godlike Frederik 3rd September 2013, 3:13 pm

    Vile Ascension:


    Savage Verdict:




    Glory from the graves:


    _____________________________________________________________________________________

    Haru-senpai
    Haru-senpai

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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Haru-senpai 5th December 2013, 9:13 am

    Lord Frederik wrote:
    Vile Ascension:


    Savage Verdict:




    Glory from the graves:
    ~All Approved


    _____________________________________________________________________________________

    × Bio
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    Guild Spell Registration Rose

    Leapflight
    Leapflight

    Cosmic Fairy


    Cosmic Fairy

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    Lineage : Ariel's Descent
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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Leapflight 20th December 2013, 7:33 am

    Name: Fairy Sphere
    Rank: H+
    Type: Absolute Defense

    Description: Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and one of their 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 chanting “Fairy Sphere”. 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 three Aces. Only 1 one of the Aces may activate it, yet all three can de-active.
    Strengths: It is probably one of the strongest defensive spells ever made. It allows the User to cast it at any moment over a range bigger 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. There is a maximum amount of time people can be frozen for, but if The Guildmaster and the other Aces are in the Frozen State within the sphere, you are stuffed. Another strength would have to be that 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 forever. (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: The Cooldown is 8 threads.


    _____________________________________________________________________________________

    Haru-senpai
    Haru-senpai

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    Experience : 11,106.25

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    First Skill: Fire Dragon Slayer Magic
    Second Skill: Dragon Force
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Haru-senpai 20th December 2013, 7:36 am

    Fairy Sphere:

    ~Approved


    _____________________________________________________________________________________

    × Bio
    × Magic


    Guild Spell Registration Rose

    Knight
    Knight

    Quality Badge Level 1- Quality Badge Level 2- Guild Master- S-Rank- A-Rank- Player 
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    Mentor : Sacred Sword Balmung
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    First Skill: Swordmonger: Balmung
    Second Skill:
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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Knight 20th December 2013, 11:17 pm

    Tartarus Guild Spells
    (More to Come Soon)
    Eternal Imprisonment:

    Gates of Tartarus: Open:
    Aria Beleren
    Aria Beleren

    Cosmic Soul


    Cosmic Soul

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    First Skill: Tergiversation Arts
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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Aria Beleren 16th January 2014, 11:20 am

    Name: Eclipse Rebirth
    Rank: H+
    Type: Buff/Condition
    Description: The Ace of Rebirth calls forth the power of Eclipse Soul by meditating. An eclipse in the sky is then summoned. A barrier surrounds the user. The user grants every single one of his or her guildmates buffs to strength and speed by channeling his or her powers into the eclipse. The eclipse will then summon forth a yellow light that surrounds each and every guild member of Eclipse Soul. The spell also blinds enemy mages within a radius of 2 miles.
    Strengths: :
    -All Eclipse Soul guild members gain flight, a buff to strength, and speed.
    -Eclipse Soul guild mages can with stand the hit of one S rank spell.
    -All Eclipse Soul guild members gain 60% magic power and their spells are upgraded to that of the next rank above them.
    -The spell will also blind all enemy S rank and below mages causing pain equivalent to looking into the sun, debilitating headache with blurred vision.
    Weaknesses:  
    -User will not be able to participate in battle.
    -The barrier of light will dissipate after 5 hits of an A rank spell or 2 S rank spells and an A rank spell 6 B ranks, 14 C ranks, and D rank spells don't do any damage to the barrier.
    -If Kyll is successfully hit, the effects of Eclipse Rebirth will be cancelled out.
    -All guild mages after they take their one hit they will not have a buff to defense.
    Duration/Cooldowns 10 posts buff/ 5 posts Condition/ only used once per thread.


    _____________________________________________________________________________________

    Themes:
    Godlike Frederik
    Godlike Frederik
    The Forsaken

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Veteran Level 2- Veteran Level 1- 1 Year Anniversary- Player 
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    Guild : Errings Rising
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    First Skill: Plague Craft
    Second Skill:
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Godlike Frederik 16th January 2014, 2:00 pm

    Kyll wrote:Name: Eclipse Rebirth
    Rank: H+
    Type: Buff/Condition
    Description: The Ace of Rebirth calls forth the power of Eclipse Soul by meditating. An eclipse in the sky is then summoned. A barrier surrounds the user. The user grants every single one of his or her guildmates buffs to strength and speed by channeling his or her powers into the eclipse. The eclipse will then summon forth a yellow light that surrounds each and every guild member of Eclipse Soul. The spell also blinds enemy mages within a radius of 2 miles.
    Strengths: :
    -All Eclipse Soul guild members gain flight, a buff to strength, and speed.
    -Eclipse Soul guild mages can with stand the hit of one S rank spell.
    -All Eclipse Soul guild members gain 60% magic power and their spells are upgraded to that of the next rank above them.
    -The spell will also blind all enemy S rank and below mages causing pain equivalent to looking into the sun, debilitating headache with blurred vision.
    Weaknesses:  
    -User will not be able to participate in battle.
    -The barrier of light will dissipate after 5 hits of an A rank spell or 2 S rank spells and an A rank spell 6 B ranks, 14 C ranks, and D rank spells don't do any damage to the barrier.
    -If Kyll is successfully hit, the effects of Eclipse Rebirth will be cancelled out.
    -All guild mages after they take their one hit they will not have a buff to defense.
    Duration/Cooldowns 10 posts buff/ 5 posts Condition/ only used once per thread.

    approved


    _____________________________________________________________________________________

    Cecile
    Cecile

    Player 
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    First Skill:
    Second Skill:
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Cecile 24th January 2014, 2:23 pm

    Name:
    A Savage Bond
    Rank:
    H
    Type:
    Body Link: Offensive Buff
    Description:
    The guildmaster of Savage Skull and the Aces will all have a tattoo markings on their wrist (design changes per person). In a thread with another Ace or the Guildmaster when one of those people fall/ are KOed it will cause part of the tattoo to fade away. One that occurs this spell can be used. The spell will cause those that have fallen in battle and the one casting this spell to erupt causing a tower of pure unholy magic to shoot up to 5000 meters into the air. As the magic begins to go back into the body it will alter those people into massive creatures of unholy magic. These creatures are nearly 70 meters tall, and have a horrific appearance affiliated to the linked mages closest element. They will appear to look like demons incarnate. This form will allow them to move at a speed of 60 m/s and deal S rank physical damage capable of ripping off limbs and easily killing on direct blow, this will also protect the caster from all damage dealt to them in this form (if damage exceeds the forms power it will harm the caster. The form will give the casters the power of flight by allowing them to sprout massive black wings if they so desire. The form will cause the beast to go into a state of rage attacking any and all people that are around them unless they are marked with the guild crest. The form also causes those under the effects to not be able to use their own natural magic nor cancel it on their own. The users of this spell must be dealt one H or four S rank damage before they will revert back to their normal forms. The magic will cause those that underwent the transformation to have only ½ the magic that they have before going into the state of rage.
    Strengths:
    - A powerful boost to speed, strength, and durability
    - Will give fallen allies a chance to fight and avenge themselves
    - Will last until each the demons are defeated
    Weaknesses:
    - Can only be activated when the GM and/or aces in the thread have fallen in battle
    - Will attack allies unless they are marked with the guild tattoo
    - Will only be useable once a thread
    - Needs at least all the aces of the linked people in the thread
    - Can not be casted, it is a passive effect on all the linked bodies
    - Will cut those that undergo the transformation magic pool by ½ after they are defeated in battle
    - Will cause holy/light base magic to deal 1 rank higher damage than normal damage
    - linked mages can't use spells when they have transformed
    - linked mages transform into a being affiliated with their element, and will have those weaknesses from the element
    - The monster forms won't have any other effects, it is pure strength and rage
    - The body link still have to be gained through the methods of learning a guildspell
    - Takes up a slot of the three guilds spells to for mages to actually use
    duration and cooldown
    Until all demons are defeated/ Can only be used once a thread


    Last edited by Harrigan on 26th January 2014, 4:20 pm; edited 1 time in total
    Aria Beleren
    Aria Beleren

    Cosmic Soul


    Cosmic Soul

    Administrator- Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- S-Rank- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Christmas Event Winner- Hero- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
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    First Skill: Tergiversation Arts
    Second Skill:
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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Aria Beleren 26th January 2014, 2:47 pm

    Harrigan wrote:
    Name:
    A Savage Bond
    Rank:
    H
    Type:
    Body Link: Offensive Buff
    Description:
    The guildmaster of Savage Skull and the Aces will all have a tattoo markings on their wrist (design changes per person). In a thread with another Ace or the Guildmaster when one of those people fall/ are KOed it will cause part of the tattoo to fade away. One that occurs this spell can be used. The spell will cause those that have fallen in battle and the one casting this spell to erupt causing a tower of pure unholy magic to shoot up to 5000 meters into the air. As the magic begins to go back into the body it will alter those people into massive creatures of unholy magic. These creatures are nearly 70 meters tall, and have a horrific appearance affiliated to the linked mages closest element. They will appear to look like demons incarnate. This form will allow them to move at a speed of 60 m/s and deal S rank physical damage capable of ripping off limbs and easily killing on direct blow, this will also protect the caster from all damage dealt to them in this form (if damage exceeds the forms power it will harm the caster. The form will give the casters the power of flight by allowing them to sprout massive black wings if they so desire. The form will cause the beast to go into a state of rage attacking any and all people that are around them unless they are marked with the guild crest. The form also causes those under the effects to not be able to use their own natural magic nor cancel it on their own. The users of this spell must be dealt H rank damage before they will revert back to their normal forms. The magic will cause those that underwent the transformation to have only ½ the magic that they have before going into the state of rage.
    Strengths:
    - A powerful boost to speed, strength, and durability
    - Will give fallen allies a chance to fight and avenge themselves
    - Will last until each the demons are defeated
    Weaknesses:
    - Can only be activated when the GM and/or aces in the thread have fallen in battle
    - Will attack allies unless they are marked with the guild tattoo
    - Will only be useable once a thread
    - Needs at least all the aces of the linked people in the thread
    - Can not be casted, it is a passive effect on all the linked bodies
    - Will cut those that undergo the transformation magic pool by ½ after they are defeated in battle
    - Will cause holy/light base magic to deal 1 rank higher damage than normal damage
    - linked mages can't use spells when they have transformed
    - linked mages transform into a being affiliated with their element, and will have those weaknesses from the element
    - The monster forms won't have any other effects, it is pure strength and rage
    - The body link still have to be gained through the methods of learning a guildspell
    - Takes up a slot of the three guilds spells to for mages to actually use
    duration and cooldown
    Until all demons are defeated/ Can only be used once a thread

    How many hits can these demons take?


    _____________________________________________________________________________________

    Themes:
    Cecile
    Cecile

    Player 
    Lineage : Wrath of an Ex Husband
    Position : None
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    First Skill:
    Second Skill:
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Cecile 26th January 2014, 4:20 pm

    One H rank hit or four S rank hits to revert them back to their former states
    Aria Beleren
    Aria Beleren

    Cosmic Soul


    Cosmic Soul

    Administrator- Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- S-Rank- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Christmas Event Winner- Hero- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
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    First Skill: Tergiversation Arts
    Second Skill:
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Aria Beleren 3rd February 2014, 3:02 pm

    Harrigan wrote:
    Name:
    A Savage Bond
    Rank:
    H
    Type:
    Body Link: Offensive Buff
    Description:
    The guildmaster of Savage Skull and the Aces will all have a tattoo markings on their wrist (design changes per person). In a thread with another Ace or the Guildmaster when one of those people fall/ are KOed it will cause part of the tattoo to fade away. One that occurs this spell can be used. The spell will cause those that have fallen in battle and the one casting this spell to erupt causing a tower of pure unholy magic to shoot up to 5000 meters into the air. As the magic begins to go back into the body it will alter those people into massive creatures of unholy magic. These creatures are nearly 70 meters tall, and have a horrific appearance affiliated to the linked mages closest element. They will appear to look like demons incarnate. This form will allow them to move at a speed of 60 m/s and deal S rank physical damage capable of ripping off limbs and easily killing on direct blow, this will also protect the caster from all damage dealt to them in this form (if damage exceeds the forms power it will harm the caster. The form will give the casters the power of flight by allowing them to sprout massive black wings if they so desire. The form will cause the beast to go into a state of rage attacking any and all people that are around them unless they are marked with the guild crest. The form also causes those under the effects to not be able to use their own natural magic nor cancel it on their own. The users of this spell must be dealt one H or four S rank damage before they will revert back to their normal forms. The magic will cause those that underwent the transformation to have only ½ the magic that they have before going into the state of rage.
    Strengths:
    - A powerful boost to speed, strength, and durability
    - Will give fallen allies a chance to fight and avenge themselves
    - Will last until each the demons are defeated
    Weaknesses:
    - Can only be activated when the GM and/or aces in the thread have fallen in battle
    - Will attack allies unless they are marked with the guild tattoo
    - Will only be useable once a thread
    - Needs at least all the aces of the linked people in the thread
    - Can not be casted, it is a passive effect on all the linked bodies
    - Will cut those that undergo the transformation magic pool by ½ after they are defeated in battle
    - Will cause holy/light base magic to deal 1 rank higher damage than normal damage
    - linked mages can't use spells when they have transformed
    - linked mages transform into a being affiliated with their element, and will have those weaknesses from the element
    - The monster forms won't have any other effects, it is pure strength and rage
    - The body link still have to be gained through the methods of learning a guildspell
    - Takes up a slot of the three guilds spells to for mages to actually use
    duration and cooldown
    Until all demons are defeated/ Can only be used once a thread

    Totally thought I approved this.


    _____________________________________________________________________________________

    Themes:
    Zeno
    Zeno

    Emotional Tempest 1


    Emotional Tempest 1

    Administrator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- H-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Hero- Villain- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
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    First Skill: Major Arcana
    Second Skill: Minor Arcana
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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Zeno 5th November 2014, 5:23 pm

    Guild Spell Overhaul

    Name: Eclipse Rebirth
    Rank: H+
    Type: Mass Revival / Restoration
    Description: The Ace of Rebirth calls forth the power of Eclipse Soul by meditating. An eclipse is summoned in the sky as all mages within a 30 km radius, both dead and alive, are enveloped in a white aura. All dead members are brought back to life, and everyone affected regains full health, stamina and mp (or any replacement) as well as a 5 post health and mp regen of 3% per post. Those within a 100 m radius gain a jolt of energy which generates a boost of all stats by 10%. The meditating ace or guildmaster cannot participate in battle during the meditation. Meditating takes 3 posts, where anyone within a 10 km radius is fully restored in the first post, anyone within 20 km radius in a second post, and anyone within 30 km radius in the third post. There is no discrimination to the revival, both friends and foes are affected, except for those marked by the Death Stigma. Those marked by the Life Stigma gain an extra stat boost of 5% and hp/mp regen of 2%.

    Everyone affected is marked with an Eclipse Rebirth Stigma for 15 posts.

    Strengths: :
    -All damaged mages within the radius are fully restored throughout the duration.
    Post 1: Restoration within 10 km
    Post 2: Restoration within 20 km
    Post 3: Restoration within 30 km
    -All mages within a 100 m radius gain a 10% (15% if Stigma of Life) boost of all stats.
    -3% (5% if Stigma of Life) per post regen of health and mp to all affected for 5 posts.
    -Everyone affected will gain a stigma of Rebirth for 15 posts.

    Weaknesses:  
    -Everyone within the radius will be affected, both friend and foe, except for those marked with the stigma of Death.
    -The caster cannot participate in the battle throughout the meditation.
    -The caster can be easily hit during the meditation, unless previous defenses were set up.
    -For every hit taken, the hp/mp is shortened by 1 post.
    Duration/Cooldowns
    Meditation: 3 posts
    Stat Boost: 5 posts
    Regen: 5 posts
    Rebirth Stigma: 15 posts


    _____________________________________________________________________________________

    Guild Spell Registration Zeno1_by_gramcrackers-d7l4bjh
    Cirven
    Cirven

    Devil's Advocate


    Devil's Advocate

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
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    Posts : 2448
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    Age : 35
    Experience : 833,050

    Character Sheet
    First Skill: Devil's Zeal
    Second Skill: Aphyon Jivven
    Third Skill: Vir'ednith

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Cirven 5th November 2014, 10:23 pm

    Zeno wrote:Guild Spell Overhaul

    Name: Eclipse Rebirth
    Rank: H+
    Type: Mass Revival / Restoration
    Description: The Ace of Rebirth calls forth the power of Eclipse Soul by meditating. An eclipse is summoned in the sky as all mages within a 30 km radius, both dead and alive, are enveloped in a white aura. All dead members are brought back to life, and everyone affected regains full health, stamina and mp (or any replacement) as well as a 5 post health and mp regen of 3% per post. Those within a 100 m radius gain a jolt of energy which generates a boost of all stats by 10%. The meditating ace or guildmaster cannot participate in battle during the meditation. Meditating takes 3 posts, where anyone within a 10 km radius is fully restored in the first post, anyone within 20 km radius in a second post, and anyone within 30 km radius in the third post. There is no discrimination to the revival, both friends and foes are affected, except for those marked by the Death Stigma. Those marked by the Life Stigma gain an extra stat boost of 5% and hp/mp regen of 2%.

    Everyone affected is marked with an Eclipse Rebirth Stigma for 15 posts.

    Strengths: :
    -All damaged mages within the radius are fully restored throughout the duration.
    Post 1: Restoration within 10 km
    Post 2: Restoration within 20 km
    Post 3: Restoration within 30 km
    -All mages within a 100 m radius gain a 10% (15% if Stigma of Life) boost of all stats.
    -3% (5% if Stigma of Life) per post regen of health and mp to all affected for 5 posts.
    -Everyone affected will gain a stigma of Rebirth for 15 posts.

    Weaknesses:  
    -Everyone within the radius will be affected, both friend and foe, except for those marked with the stigma of Death.
    -The caster cannot participate in the battle throughout the meditation.
    -The caster can be easily hit during the meditation, unless previous defenses were set up.
    -For every hit taken, the hp/mp is shortened by 1 post.
    Duration/Cooldowns
    Meditation: 3 posts
    Stat Boost: 5 posts
    Regen: 5 posts
    Rebirth Stigma: 15 posts

    Approvededed.


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    Guild Spell Registration LxcTBIi
    Character Info:
    Zuo Cii
    Zuo Cii

    Ye Olt Coot


    Ye Olt Coot

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- 1 Year Anniversary- Player 
    Lineage : None
    Position : None
    Posts : 309
    Guild : Lamia Scale Guildmaster
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Feng Hang
    Experience : 0

    Character Sheet
    First Skill: Of the Earth
    Second Skill:
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Zuo Cii 9th January 2015, 11:00 pm

    Got two for Lamia Scale

    Spoiler:


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    Lamia Scale Theme:

    Zuo Cii Main Theme:

    Zuo Cii Battle Theme:
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    Guest
    Guest

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Guest 11th January 2015, 10:03 am

    New Sabertooth Guild Spells incoming!

    An Act of Selflessness:

    An Act of Faith:

    An Act of Conviction:
    Lumina Rubyscale
    Lumina Rubyscale

    Quality Badge Level 1- Quality Badge Level 2- Rising Star- Player 
    Lineage : Rubyscale Juggernaught
    Position : None
    Posts : 768
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 42
    Experience : 0

    Character Sheet
    First Skill: Rose Dragon Slayer
    Second Skill:
    Third Skill:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Lumina Rubyscale 12th June 2015, 3:40 am

    Guild Spell Registration Render10

    Ave of Balance's Spell:


    Ace of Justice's Spell:

    Ace of Chaos's guilds Spells:
    With Permission from my guild master i will over look the edits of these spells


    Last edited by Kiba Yukiko on 19th June 2015, 6:56 am; edited 1 time in total


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    Guild Spell Registration QGrxNTU
    avatar
    Guest
    Guest

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Guest 19th June 2015, 6:43 am

    Kiba Yukiko wrote:
    Ave of Balance's Spell:


    Ace of Justice's Spell:

    Ace of Chaos's guilds Spells:
    With Permission from my guild master i will over look the edits of these spells

    Guild Spell Registration K1fKoIY

      Current date/time is 21st November 2024, 7:48 pm