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    Gamble's Devil Dice Magic

    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Genisis Key
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    Posts : 2018
    Guild : 尺u刀乇 ズ刀ノgんイ丂
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    First Skill: Claire Mierre
    Second Skill:
    Third Skill:

    Gamble's Devil Dice Magic Empty Gamble's Devil Dice Magic

    Post by Serapheal 12th August 2013, 7:27 pm



    ✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞

    Gamble's Devil Dice Magic UXaEPFG
    "Life is a gamble, at terrible odds - if it was a bet you wouldn't take it."
    -Tom Stoppard

    ✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞

       Primary Magic: Devil Dice Magic
       Secondary Magic: -
       Caster or Holder: Holder
       Description: Devil Dice Magic is the gambling magic granted by devils to hold power over Luck and Fortune for a time at the cost of the user's afterlife,  through use of a soul-bound contract that allows the devils to claim the mage's soul after death so long as a goal set by the caster is met or a time frame of typically 10 years is passed.  

    Devil Dice Magic allows the mage who utilizes it to influence Chance,  and demonstrate extraordinary luck and supernatural powers to manipulate reality by altering causality past present and future to bring about specific effects given in the spells that reverse after the fact.   This works through tying different timelines together so no actual alteration is done to the current timeline,  but the reality of a different timeline is superimposed over the mage's own.

    The Devil Dice are a set of two white ivory dice that have a subtle, very subtle, red glow to them (Barely perceptible in darkness, emits no light though they're vaguely visible in the dark.  Ceramic (I think) statues sometimes have this same kind of glow,  but green in total darkness).  Small flat obsidian beads carefully weighted are set into the ivory serving as the black dots that number each side.

       Strengths:

    • A great variety of usages,  with the potential to deliver effects more powerful then normal spells of it's given rank,  though with an equal chance at being far worse or useless, and is not bound to any one element.
    • The Devil Dice can never be lost,  and always remain with the owner.  Even if the owner wishes them gone,  they will be there.   When purposefully tossed with the need to remain,  such as using them to gamble with,  they can linger but the moment the owner tries to walk away from them they disappear.   The owner can call them back with barely a thought to appear on her person.
    • The Devil Dice when they would receive damage instead disappear or phase through the effect harmlessly.   Only functions against damaging effects,  and can't be thrown through walls or anything like that.  (Unless a spell specifically states it can).
    • The dice are bonded and infused with the bearer's soul,  housing them similarly to a Liches Phylactery.  Soul stealing or soul-based effects can't effect the owner of the Devil Dice,  because they have no soul to effect.    Unlike a Lich,  the owner won't come back but is instead taken away,  their afterlife a payment for the Devil Dice.  Because they are based on the mage's soul,  as they grow in power one additional set of two dice can be conjured per rank of the owner.



       Weaknesses:

    • The Devil Dice can't be lost or taken because they are contracted to the owner.   So while they'll always have the dice,  they're always reminded of their contract for these dice... and the fate that awaits them if they die or fulfill the contract.
    • The Devil Dice have no use on their own for any manner of blocking spells or damage,  being just a pair of dice.  They can't even stop a dart that is thrown at their heart,  and the dice would be in the dart's way.  The dart would go right through the dice,  the dice phasing out. 
    • The owner is limited by how many dice she can use at any one moment,  which is two dice each rank the owner possesses.   This means that she can usually only perform one spell at any given time while one set of dice is in use,  as few spells or effects- if any- will rely on only one die,  and none will not use them.  
    • Not having a soul,  as the Dice have it sealed,  the owner can't Benefit from any soul based effects either.   After the contract is fulfilled (Someday),  and the wearer dies,  no external force can revive the character.  Not even H+ guild spells that can resurrect the dead.
    • The dice rely on Chance,  and thus using them can bring undesired consequences or make a bad situation worse,  or a good situation bad.    If you're doing good and are about to win but you take a gamble,  the entire situation could be completely reversed at times.
    • The Devil Dice can be sensed and detected by mages that possess a magic associated with Hell,  Necromancy,  or Curses.   They can be sensed,  and the Devil Dice carry a unique aura that once known is easily recognizable.    The dice themselves aren't sensed so much as the influence over the bearer.  It's the bearer herself who is sensed how her soul is replaced by the dice.
    • When the Devil Dice mimic an elemental effect,  said elemental effect shares all standard weaknesses of that element,  and of course can be eaten by a slayer.  The dice itself is not eaten,  clearly,  just the elemental effect while the die vanishes.



       Abilities/Powers:

    Devil's Fortune:The mage always gets the result she wishes when playing gambling games.
    When this is used on her Devil's Dice,  she has to blow on the set to be used and she can modify the result of the dice either positively or negatively by adding a number equal to her own mage rank minus the rank of the spell being used to a minimum of 1.  Doing this makes the spell modified cost extra MP as a D-ranked spell.

    Devil's Luck:The mage is very lucky,  and because of this luck is harder to hit while she finds it easier to hit.   Fortune smiles on her.    All her defensive capability, evasion,  all of that,  even skill,  comes from Good Luck.   Without this Luck the mage is like a normal girl of her age.   This is due to the mage's Contract,  and the contract trying to keep her alive until it's fulfilled.
    When rolling with the forum's dice in Jobs,  roll twice and take the better roll or ignore one result on the Monster dice you don't want.

    Color Gamble:  Devil Dice each deal damage equal to one less then the owner's own rank if they touch another living being.  The elemental properties of this damage are determined by the number.  So together they deal damage equal to the owner's own rank,  up to a maximum of S combined and A separate at higher ranks.
    1- Boon: Enemy recovers 1% MP per rank it would have damaged- Shadows out and flickers with red glowing runes,  2-Ice,  Blue aura  3-Shock, yellow aura  4- Earth orange aura, 5-Fire red aura,  6-Wind green aura.
    The two dice deal damage separately,  having their own elements.

    Self Gamble:  Once per post the owner can gamble on her own,  rolling both dice the owner recovers a percentage of MP equal to the number shown.  However,  for every 1 that is rolled the owner loses 5% MP, and a roll of a 2 results in nothing,  while whenever a 6 is rolled the owner gets no MP for that dice but the second die gets three times the MP from it's roll, and transforms the 1 and two on the second dice into 5MP.  Potentially losing 10% MP and gaining none,  gaining only 1 with a roll of 6 and 1,  or gaining a maximum of 18% with a very lucky roll of two 6's.   For this to be used the bearer has to have at least 5% MP remaining.
    A set of dice used for Self Gamble cannot be used again that post.   Meaning if the owner only has one set and uses it for Self Gamble,  she can't use it again for any other magic until the next post.

    Devil Dice D's:
    Spoiler:


    Last edited by Gamble Girl on 16th August 2013, 11:33 am; edited 6 times in total
    ~ Lady of Midnight ~
    ~ Lady of Midnight ~

    Endless Abyss


    Endless Abyss

    Moderator- God Slayer- Dragon Slayer- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Kohl's Plague
    Position : None
    Posts : 591
    Guild : Black Rose
    Cosmic Coins : 0
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    Age : 27
    Mentor : The Stars
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    Character Sheet
    First Skill: Cosmic Magic
    Second Skill:
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    Gamble's Devil Dice Magic Empty Re: Gamble's Devil Dice Magic

    Post by ~ Lady of Midnight ~ 12th August 2013, 11:34 pm

    I don't see how this has anything to do with gambling as everything is in your favor. This is more like Luck Inducement Magic. Either change the name or make this more like "gambling" since gambling means you can win just as much as you can lose.


    _____________________________________________________________________________________

    Steigmaz Yoverin
    Steigmaz Yoverin

    Player 
    Lineage : Magician's Spirit
    Position : None
    Posts : 70
    Guild : Magic Council
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Himself
    Experience : 0

    Character Sheet
    First Skill: Dark Recreation: Eternal Subordination
    Second Skill: Absolute Seith Magic
    Third Skill:

    Gamble's Devil Dice Magic Empty Re: Gamble's Devil Dice Magic

    Post by Steigmaz Yoverin 13th August 2013, 7:36 am

    Gamble Girl wrote:
    Notice:
    This magic has to be made before the character itself,  because if for some reason I cannot use this magic then there is no point in this character.  So yes, I'm aware I have no character app.
    ✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞

    Gamble's Devil Dice Magic UXaEPFG
    "Life is a gamble, at terrible odds - if it was a bet you wouldn't take it."
    -Tom Stoppard

    ✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞✞

       Primary Magic: Devil Dice Magic
       Secondary Magic: -
       Caster or Holder: Holder
       Description: Devil Dice Magic is the gambling magic granted by devils to hold power over Luck and Fortune for a time at the cost of the user's afterlife,  through use of a soul-bound contract that allows the devils to claim the mage's soul after death so long as a goal set by the caster is met or a time frame of typically 10 years is passed.  

    Devil Dice Magic allows the mage who utilizes it to influence Chance,  and demonstrante extraordinary luck and supernatural powers to manipulate reality by altering causality past present and future to bring about specific effects given in the spells that reverse after the fact.   This works through tying different timelines together so no actual alteration is done to the current timeline,  but the reality of a different timeline is superimposed over the mage's own.

       Strengths:
    A great variety of usages,  with the potential to deliver effects more powerful then normal spells of it's given rank,  though with an equal chance at being far worse or useless.

    Devil Dice magic is not bound to any one element.


       Weaknesses:
    The Devil Dice have no use on their own for any manner of blocking spells or damage,  being just a pair of dice.  They can't even stop a dart that is thrown at their heart,  and the dice would be in the dart's way.  The dart would go right through the dice,  the dice phasing out.
    The Dice do, however,  by virtue of their Contract allow the owner to negate most effects three times within a time frame (See the Lineage Knight of Destiny which I rolled).

    The owner is limited by how many dice she can use at any one moment,  which is two dice each rank the owner possesses.

    Not having a soul,  as the Dice have it sealed,  the owner can't Benefit from any soul based effects either.    Meanwhile,  if the owner dies their soul is taken and the owner can't be revived if killed after the contract is fulfilled.

    The dice rely on Chance,  and thus using them can bring undesired consequences or make a bad situation worse,  or a good situation bad.

       Abilities/Powers:

    The mage always gets the result she wishes when playing gambling games.
    When this is used on her Devil's Dice,  she has to blow on the set to be used and she can modify the result of the dice either positively or negatively by adding a number equal to her own mage rank minus the rank of the spell being used to a minimum of 1.  Doing this makes the spell modified cost extra MP as a D-ranked spell.

    When rolling with the forum's dice in Jobs,  roll twice and take the better roll or ignore one result on the Monster dice you don't want.

    The mage is very lucky,  and because of this luck is harder to hit while she finds it easier to hit.   Fortune smiles on her.    All her defensive capability, evasion,  all of that,  even skill,  comes from Good Luck.   Without this Luck the mage is like a normal girl of her age.   This is due to the mage's Contract,  and the contract trying to keep her alive until it's fulfilled.

    Devil Dice D's:
    Spoiler:
    Go forth, and masturbate. I mean. Approved.


    _____________________________________________________________________________________

    Gamble's Devil Dice Magic Omega2_by_gramcrackers-d610coh
    Steigmaz Yoverin
    Steigmaz Yoverin

    Player 
    Lineage : Magician's Spirit
    Position : None
    Posts : 70
    Guild : Magic Council
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Himself
    Experience : 0

    Character Sheet
    First Skill: Dark Recreation: Eternal Subordination
    Second Skill: Absolute Seith Magic
    Third Skill:

    Gamble's Devil Dice Magic Empty Re: Gamble's Devil Dice Magic

    Post by Steigmaz Yoverin 13th August 2013, 9:25 pm

    If you god mod, or act overpowered. Its denied. Approved for now.


    _____________________________________________________________________________________

    Gamble's Devil Dice Magic Omega2_by_gramcrackers-d610coh
    NightDrivenEn7
    NightDrivenEn7

    Administrator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Veteran Level 3- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Shadows of Anarchy
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    Age : 32
    Experience : 200

    Character Sheet
    First Skill: Requip: Four elements.
    Second Skill:
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    Gamble's Devil Dice Magic Empty Re: Gamble's Devil Dice Magic

    Post by NightDrivenEn7 16th August 2013, 6:49 am

    I am unapproving this for i noticed a few problems with the spells...

    One; your little "Now you see me" spell has a throw range that makes NO SENSE. 100 meters of a throwing range is...300+feet...you are telling me that your D rank character can throw their dice farther than what we allow even MOST S ranks to be able to hurl a weapon or a spell? I think not. Dramatically reduce this range to a reasonable and fashionable range. I will not have you sniping people with two little dice.

    Your life and death gamble roll has no actual cooldown and Duration. You need a Post Limit along with your other Now you see me spell. You need an actual post limit so WE know how long it takes before you can cast the spell again.
    Not only that, but your Life and Death gamble has no real variation of how much damage it actually does. The variables you mentioned to me do not make sense as you do not describe what the difference is. And because it doubles each time; you NEED this information actually listed, or else there can be a giant gap of pain of you being able to KILL an S rank while only at D rank level...that in itself is too ridiculously stupid. A D rank should not be able to drastically hurt or Kill anyone above B rank. Wounding yes; but you can have a lot more damage than ANY OTHER character in this site at a D rank level....So you can imagine why I need this in order to view how effective it will be when you start ranking up.

    Your bag of tricks spell lasts a bit longer than it should for most of the spells. Please give them all a universal Duration; that is under your cooldown. if your cool down is 5, i want to see at least 3 Turns on all of your spells. To have someone who takes D rank damage that doubles to C, B, A, S, SS, SSS because it lasts six turns...you can KILL someone with that if you managed to land it; it doesn't matter who at that point. So you REALY spell need a drastically lower Duration on that spell effect; and make that 6th condition currently take damage that equals to about.....C rank (400) at the end if you need to: Which means you deal half of D rank, than D rank, and than C rank damage in a 3 turn interval. That is a lot more balanced and makes you still a dangerous foe to have that effect be cast on D and C mages while not being drastically powerful enough to kill either of those two ranks and being dangerously lethal to above ranks.

    Next, I want EVERY weakness you have on this app; to at least contain 1 more than any of your strengths; and you need a minimum of 3 strengths listed. On most of your spells, you even out. I want to see more weaknesses listed.

    Also; in your main description you list a weakness Twice. The fact that they have no soul is part of the first weakness as it already described their situation. Also; you mixed Strengths and weaknesses in your weakness section alone. Take some time to remove and properly list all strengths and weaknesses within this app.

    please bump when edited.


    _____________________________________________________________________________________

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

    Current EXP: 150

    Informatio and Items:
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    Completed Missions:


    Theme:
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    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Genisis Key
    Position : None
    Posts : 2018
    Guild : 尺u刀乇 ズ刀ノgんイ丂
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : []D [] []V[] []D
    Experience : 0

    Character Sheet
    First Skill: Claire Mierre
    Second Skill:
    Third Skill:

    Gamble's Devil Dice Magic Empty Re: Gamble's Devil Dice Magic

    Post by Serapheal 16th August 2013, 7:59 am

    Name: Cats of the Caribbean. 
    Spoiler:
    Rank: S (A+A)
    Type: Creation | Summon
    Duration: 10+
    Cooldown: ↑+2/topic
    Description:   Claire creates a small fleet of ships on a 1/3 scale,  making them just somewhat larger than sailing boats though with the appearance of full galleons,  that appear behind or around her within 50 meters.  There are two such ships each baring 14 cannons behind their individual ports.   On these ships reside dozens of small kittens bearing an assortment of pirate paraphernalia ranging from little eye patches to hook-hands and peg-legs.  The only difference between them and kittens is they are intelligent and the joints in their hind legs and shoulder blades allow them to walk bipedally if they feel like it and....  they have thumbs,  allowing them to manipulate things with a semblance of dexterity using their claws and pads.   Each ship and it's crew are one summon,  the cats can do very little on their own and operate the ship to be effective.  They can move at a rate of about 35 knots,  roughly 40mph,  or roughly 17 m/s so long as they are on water using little rocket engines that appear out the sides of the rear cabin and a propeller below the water line.   On land a larger cat head will come out of the front of the ship and four legs emerge from the bottoms of the ship as a large cat carries the ship as though it were in costume ironically making it far more mobile than were it on sea and increasing speed to 25 m/s.

    Active Ability:  CAT THE CANNONS!- The ship fires it's boadside to deal A-rank damage via a wave of cannonballs 10 meters in length,  5 meters in height reaching out to 60 meters before rolling another 20ish if unimpeded.   Once per post firing speed per ship.

    Passive Ability:  ALL PAWS ON DECK!- Little cats with little tools or carrying little planks of wood are busy at work making repairs.  The ships repair themselves of C-rank damage per post per ship. 

    Strengths:
    - Adorable pirate kittens.
    - Quite agile on land.
    - Yarrr... Cannons.


    Weaknesses:
    - They want da' booty.  They can be distracted by shinies and/or literal booty.   They tend to not be overly distracted,  however,  as they know Claire can give them mountains of shinies and lots of new 'friends'.  But they tend to be a little short sighted.
    - The individual tiny kittens are rather vulnerable depending on the effects at hand.  The ship body itself can resist direct attack for the kittens inside/manning the cannons but various effects can wreck'em and the cats managing the outside are vulnerable.

    -



    ______________________________________




    Name: Architect of Reality
    Rank: H
    Type: Creation | Supportive
    Duration: 25
    Cooldown: Single use.
    Description: Largely just a plot ability and a method of kicking things up a notch for everyone,  Architect of Reality is Claire's ultimate ability to sculpt a whole knew environment straight out of her imagination.  Usage allows her to generate an area the size of Magnolia out of pure fantasy.  The area in question is limited in that like all her creation,  it requires free space to use.  She can't create a location superseding what already exists.  This limits her ability to use this ability in Earthland to either the Sky,  or the Sea.  In either case when it is created it cannot be moved.  So she cannot create a labyrinth over Magnolia and have it fall down and crush everyone,  but it remains fixed in place.  Even if destruction occurs,  the ruins will remain free-floating and not fall on the city below until the duration is up,  as an area of new creation such as this is resisted by the true reality and cannot be made permanent,  neither sustain Persistent Loss to wear out it's welcome.  

    The area created by Architect of Reality can have whole new properties so long as they don't directly interfere with the nature of magic or of life- Meaning she cannot create a place where magic cannot exist or gets magnified,  and she could not create a place where life fades or that life cannot die.  

    What she CAN create besides physical characteristics are changes to gravity,  time relativity to an extent (The area can be slower or faster relative to outside),  or changes in fundamental properties such as water you can breath,  like jelly,  or fishes that swim in air.    Essentially if it would make an interesting painting,  it can be made with this ability though the nature of the pocket-dimension can never cause direct harm or immediate inconvenience to anyone caught up in it.    Which means even if she were to create a fiery hellscape,  the heat can't be as such that it hurts to breath by default or drop anyone in lava and there always has to be ways to survive.  For example,  stepping stones over said lava,  and so on.   It could be that the lava isn't even hot,  but just seems like it should be.  


    Or, alternatively,   the area can seem completely normal,  but somethings not quite right...  

    Strengths:
    - Unpredictable as it is capable of generating unique instances with every use that differ widely from the rules of reality. 
    - Wide scale,  capable of generating an area the size of Magnolia.  
    - Aspects of the creation can be beneficial to certain magic types and/or detrimental to others despite not being able to directly effect the nature of magic.  Example being very hot areas that are a nuisance for ice mages,  or icy tundras that that are a thorn in nature mage's side.  Or a pocket dimension of water that will rain on a fire mage's parade.    This is the only directly useful function of this magic aside from creating an arena to fight in instead of screwing with an actual location.    A total of up to 20% of the creation can be immune to magic, psychic, or otherwise super/preternatural effects so long as it does not directly entrap anyone. 


    Weaknesses:
    - Claire isn't fully in control of what she creates with this.   The new creation is almost as foreign to her as it is to anyone else caught up in it unless she spends time preparing to cast it for something specific such as creating an arena for a planned event. 
    - Anything created by this ability when used on Earthland cannot be made permanent either through Persistent Loss or through the ability Permanency.  Meaning she can't just magic into being a new town or village to replace one that got destroyed.  She could,  however,  create permanent fixtures off-world or in a different phase of reality such as her "Dreamworld". 
    - This ability can't create new creatures that aren't small non-hostile "Background" creatures,  such as fishes or squirrels,  cats or rabbits and so on. 
    - Claire cannot completely seal in her creation.  She might be able to "shell" the area in by creating a sphere on the outskirts,  but there always has to be an exit somewhere.  She doesn't know why this is.  However,  the method of exiting doesn't always have to be so straight forward...
    - Architect of Reality cannot be directly offensive to any capacity.  Meaning she might be able to create a lake,  rivers,  geysers or "water"falls of lava,  since those aren't offensive by default (unless created directly under or over them, which they cannot),  but she cannot create cannons for example (Meaning she can't use Architect of Reality to create giant floating doom fortresses to assault something below/in the distance).






    Name: Magma-nimous
    Rank: S
    Type: Creation | Offense
    Duration: 10
    Cooldown: 14
    Description: Magma-nimous creates a whirling ball of magma the size of a beachball that grows larger by the second.  It's heat is so intense that it causes stone within 5ft of it's eventual 4 meter diameter to melt and become molten itself and catches flammable material within 20 meters on fire.  It causes A-rank damage if it passes within 1 meter of a person,  B at 2,  C at 4,  and D at 8 meanwhile a direct hit will deal S-rank damage regardless of armor unless you possess a full-body barrier spell and heat resistance,  and repeat at half damage on the next turn,  half again on the turn after that before it hardens as stone around them.   Deals double damage to items and the environment.   
    It travels about 40 meters per second or in other words less than half as fast as a cannonball reaching out as far as 1km where on impact the ball will burst splashing lava around a 30 meter area which will become molten as well and slowly creep outwards naturally at a rate of 20 meters per post from then on unless countered with a equally potent Water and/or Ice magic that covers an equal area. 
    Strengths:
    - Intensely offensive effect that no one wants to get hit with,  leaving behind a hazard zone. 
    - Will ruin almost any obstruction or defense it hits,  which is it's primary usage- It's meant to clear fortifications and neutralize a location.
    - Range.   It has half-decent range by spell standards (Which are awkwardly low for a high-magic fantasy site).
     

    Weaknesses:
    - Speed-  It travels only 40 m/s- slower than professional baseball throws giving it over half a minute of flight time before it hits a target at maximum range (accounting for the arc it takes through the air). 
    - Conjuring- The lava ball starts small and swells to it's 4 meter size adding time to it's use that adds a time window for closer range targets.  It's around 3 seconds.
    - Water or Ice spells of A rank will turn this magma ball into a fragile lump of rock with ease or solidify it's splash and prevent spread, while same rank spells can still try to attack it which would naturally cause it to burst to start it's spread over the area it burst over.  This is a mutual elimination as the heat of this spell transfers very well to melt S-rank ice spells and evaporate water ones. 
    - Risky for Claire to use,  especially at range.  It's more of a low-range artillery effect at range meaning Claire may not know what would be at risk in the target area and the lava spread is out of her control once the spell is launched.












    A-Rank Spell Name:  War Breaker Strike
    Type: Support
    Description: War Breaker Strike augments any one weapon within 25 meters with a reddish rusty glow and empowers it to deal an extra A-rank's damage when it impacts something.   When it hits,  the rusty aura seems to strike out on it's own and inject itself and spread with destructive force pushing beyond the limitations of the weapon associated with it and causing a collapse of any object or obstruction it meets.   War Breaker if it hits the ground will extend out to a maximum influence of 25 meters with a momentary pulse of the rust-red aura throughout the effected surface... then it will burst.   This applies to all objects to deal double damage to non-living physical targets,  it applies to living targets as well but it doesn't deal excess damage.  Though if the attack were to kill them,  their bodies will shatter into red mist. 
    Strengths:

    - Augments a weapon for empowered damage.
    - Allows the weapon to deal excessive damage to material obstruction.
    - Can be applied to any weapon. 

    Weaknesses:

    - War Breaker Strike lasts 2 posts or until the strike is consumed.   Whoever wields the item can channel their own magic into the weapon to keep the effect at the cost of A-rank MP,  or 50% of their MP if they are not A-rank,  or to extend it by 2 more posts. 
    - War Breaker has a 6 post cooldown.
    - War Breaker cannot augment unarmed "weapons".  A hand-to-hand combatant would have to use brass knuckles or something similar. 
    - War Breaker's destruction effect does not deal bonus damage against energetic obstruction,  such as force fields. 


    Last edited by Serapheal on 11th March 2015, 7:54 pm; edited 4 times in total
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    Gamble's Devil Dice Magic Empty Re: Gamble's Devil Dice Magic

    Post by Guest 2nd September 2013, 2:46 am

    Yeah so. I don't really care.....so like. Respond in two days Night. Or it's re-approved. Just because it's been like literally two weeks.
    Serapheal
    Serapheal

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    First Skill: Claire Mierre
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    Gamble's Devil Dice Magic Empty Re: Gamble's Devil Dice Magic

    Post by Serapheal 4th September 2013, 5:00 am

    Θεία Θέληση




    Divine Will




    Gamble's Devil Dice Magic QLU9tnC






    Gamble's Devil Dice Magic VG0QGjD


    Primary Magic: Θεία Θέληση - Divine Will
    Secondary Magic: Arc of Embodiment | Faith Embrace
    Caster or Holder:Caster
    Description: Θεία Θέληση translated as "Divine Will" is the divine ability to manipulate kinetic energy,  the energy of motion.  It isn't magic so much as it is an exertion of her personal energy or "chi" "zen" "Qi" "Ki" or so on to issue commands to forces of nature.  Her dominion or "portfolio" is over kinetic energy,  momentum/ motion,  as it bends to her will with focus similarly to flexing a muscle. Just as exerting yourself causes fatigue,  so too does exerting this will.  Rather than using MP,  using Divine Will will result in Stamina loss,  as using her influence is a physical strain on her.  All spells cost half as much as their magic counterparts but each loss in stamina is immediately felt.  Being at 50% stamina means she's literally half way to passing out,  taking a penalty to speed and reaction times equal to 20%,  and increasing by 5% per 5% less than 50,  until 30 where each loss in Stamina has a direct increase to the speed/reaction penalty.  She'd barely be capable of standing at sub-10% and is rendered unconscious at 0% stamina for one post +1 post per 2% under 0, or until combat is over and someone rouses her.    Magic spells that heal her raise her Stamina as well by half the healing value,   spells that would rejuvenate or revitalize/ otherwise increase one's stamina give 2% stamina per spell rank.  Passive health regeneration effects regenerate only 1% per 10% rounded down.  Stamina costs:  D-0%.  C-0%.  B-2%. A-5%.  S-10%.  H-15%.

    Θεία Θέληση's influence isn't normally accepted by Earthland,  so it's usage is brutish and is more like forcing nature to obey her.  As a result it manifests violently as it chaotically tears at the kinetic energy to bend it to her will,   doing so causes a discharge of electricity that wildly crackles in the air around her or the area of influence,  and because of the movement in the air it generates wind to go along with it for the same reasons a fan generates wind.  
    The usage of Divine Will tends to be a very physical one,  using it to steal or siphon momentum ie; the kinetic energy of a physical object in order to cause things to stop in their tracks,  or it can be used to spike kinetic energy in objects to send them flying.   By robbing things of kinetic energy she could for example cause a ball to stop midair and drop straight down,  or keep it neutral in it's place as to not let it drop.  She could decide to spike it herself,  and send the ball hurtling in a new direction.    The theft of kinetic energy means that she herself could fall an incredible distance only to rob herself of kinetic energy for a silent and graceful landing,   or to apply kinetic energy in a way that she might walk on a ceiling.  

    By manipulating motion she is also capable of manipulating temperature,  as temperature is directly related to motion.  By agitating particles she can cause them to heat up,  by robbing them of motion she an cause them to cool.  This has some applications in causing things to melt,  turning ice to water or steam or steam to water or ice.   By sending a pulverizing shockwave along with a heat spike she is capable of converting areas of earth into molten lava.   The usage has some variety to it as you might guess,  but all of it is very physical.   It is hard for her to concentrate on fields or intangible things and it has no effect at all on things that aren't physical such as mental,  spiritual,  and she has some difficulty in doing things with energy.  Some forms of energy can be worked with,  others cannot.  Even the electricity that is discharged when Divine Will is in action isn't directly manipulated by her,  it's just a byproduct.   

    Strengths:
    - Non-Magical.   Divine Will isn't negated by anti-magic,  as it has more in common with natural phenomena than magical incantation. 
    - Non-Elemental Multi-Elemental.  Divine Will has no element of it's own but by it can other elements be manipulated in the same way your hands could manipulate a rock-  by acting upon it.  
    - Very forceful abilities that are very effective against things of a physical nature,  such as stopping projectiles and sending them flying in another direction. 

    Weaknesses: 
    - No directly defensive effects,  especially towards intangible threats.  It's very likely that this whole magic could be rendered entirely useless against some types of threats.   The only sort of defense this magic can generate are "Defensively offensive",  kind of like hitting a ball with a bat or slicing an arrow with a sword,   the only way this magic can defend is to bring to bear it's offensive potential to exert force over physical threats or to violently tear something into the path of the threat in question. 
    - Rendered powerless in psyche/shadow or spirit planes.   Places where things aren't real,  where you aren't physically touching anything or so on.  There is nothing for her to exert her influence on,  depending on the specifics and situation.
    - Effects that replenish MP have no effect on her,  as she has no MP. (Using Stamina instead).
    - The caster,  Claire herself, can't use objects requiring magic, such as the lacrima vehicles.  Neither does Claire have any sort of "magic aura".  She registers to such senses as completely natural / mundane.  Likewise,  Claire can't really sense magic auras herself.  She can just make assumptions.  

    Lineage:
    Lineage:







    Unique Abilities:
    Motion's Grace:  Claire is aware of all motion within 30 meters of her and instantly knows the speed and trajectory.  She can make subtle immediate tweaks and adjustments depending on the force and size of the incoming projectile.  This gives her incredible reflexes and an uncanny ability to dodge projectiles.  Thousands of mortal arrows could be aimed at her and not one would hit,  meanwhile a powerful legendary arrow might only be slightly judged enough to miss her heart if she took the hit.   It also boosts her accuracy in her own projectile weaponry within that 30 meters.  
    Willed Movement:  Claire is capable of exerting the equivalent of her strength at ranges up to 100 meters in order to move or throw things around without physically touching them.  This is capable of moving objects at up to 60mph minus 5mph per 50lbs resulting in a weight limit of 600lbs before no movement can be done.    Speed can be amplified by the nature of the manipulation.  The arc of a sword would be faster than 60mph for example,  as the sword blade itself isn't under influence but is in an arc from the movement focused at the hilt.  This can be applied to someone within that range to either decrease speed by 15% +5% per rank less than her,  or increase speed by 25% +5% per rank less than her. This percentage can also apply to the m/s or mph of an object's velocity,  excluding those already being manipulated by this. 
    Self-Manipulation:  Claire can manipulate her own motion in order to fly in a very blunt manner comparable more to throwing herself with or without gradual acceleration or deceleration,  but can also counteract gravity by applying opposing forces or "Neutralizing" her motion in order to remain motionless mid-air or appear to be walking on a ceiling.  She is capable of directing her movement with fine precision almost like a very elaborate puppet,  particularly in mid-air.   She amplifies her normal movements to provide a 50% speed boost (Note she has no other stat buffs while other magics might provide a number of them.  She relies on speed to try to avoid getting hit but has little to deal with taking hits).
    Apply Tension:  Every post in which Claire is in combat she can charge the area with the equivalent of C-rank "tension" as the area becomes stuffed with kinetic potential.  This "Tension" boosts the power of Claire's spells by C-rank effectiveness  per rank of Tension.   Claire can detonate the accumulated Tension at will to trigger a sudden crushing collapse of air pressure in a sudden shockwave of force dealing the accumulated damage stemming from the outside of the area inward.  This area tends to be either a whole room,  or a 100 meter area of land.   The size of the area of Tension can increase by 15 meters per rise in Tension,  or can be shrunken.   At four ranks in tension,  all enemy and allied movement is reduced by 20% and increases by 10% per tension there after as a result of opposing forces and an all-around resistance to motion.    At 50% speed reduction (Seven posts of applying tension) people start taking 5% damage per post which increases by 5% every 20% reduction as the resistance starts to feel crushing.  
    Subtle Motion:  Claire can excite or siphon off the movement of things on the micro scale as such that temperature gets heated up or cooled down based on this change in it's most minute motions.  This allows her to easily heat non-legendary(or higher) metal to the point it causes pain and first degree burns to the touch,  or chill things to the point they freeze.    Using water as an example,  she could snap ice into water into steam and vice versa complete not just with the change in state but with the change in temperature as well.  Quite useful in heating or cooking things,  your drink would always be at just the right temperature.   Kind of like a microwave, but nothing to do with microwaves.  With some concentration and a little bit of time,  metal could be melted.    This can melt an area 30 meters radius around her at a time,  or change the temperature of one incoming effect up to 1 rank below her,  which may or may not do anything to hinder it in any way or potentially make it worse for her.
    Divine Body: Claire's body is a seemingly endless font of stamina.  She never suffers fatigue or loss of stamina except when using her abilities.   She regenerates lost stamina at a rate of +1 per post on top of normal "mp" regeneration rates which regenerate Stamina instead.   (Note:  This makes for 2% total stamina regen per post including a 1% due to passive health regen not part of this magic.  Enough to keep her on her toes if she doesn't go overboard with her magic.).  Claire's body is immune to her own kinetic effects.  If a spell of hers would propel her like a cannonball for example,  she suffers no ill effect from the sudden burst of speed and acceleration.   Because Divine Will creates so much electricity as a side effect,  Claire's body is resistant to it.  She has a 25% Electricity resistance with + 10% per rank below her it is.  This electric resistance is the only direct defense she possesses (No strength boosts, no other ability to take a hit).
    -:  Description description description. 





    Template:









    Signature Spell:









    Fusions:


    Last edited by Serapheal on 27th February 2015, 2:01 pm; edited 1 time in total


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    Gamble's Devil Dice Magic XeQjtg0
    ~ Lady of Midnight ~
    ~ Lady of Midnight ~

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    Gamble's Devil Dice Magic Empty Re: Gamble's Devil Dice Magic

    Post by ~ Lady of Midnight ~ 4th September 2013, 2:36 pm

    ~ Re-Approved Hun ~


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