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    Flame Of Execution

    Dragofox
    Dragofox

    Quality Badge Level 1- Rising Star- Veteran Level 1- Senior [500]- 1 Year Anniversary- Player 
    Lineage : Eagle Vision
    Position : None
    Posts : 920
    Guild : Fairy Tail
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    Age : 30
    Mentor : Minato Namikaze
    Experience : 150

    Character Sheet
    First Skill: Flame Of Executioner
    Second Skill:
    Third Skill:

    Flame Of Execution  Empty Flame Of Execution

    Post by Dragofox 15th December 2013, 4:14 am

    Primary Magic: Flames Of The Fallen
    Secondary Magic: N/A yet
    Caster or Holder: Caster
    Description:

    The magic’s name itself derives from the fallen angel Veltazar, formerly being an angel of God’s favorite. Granted a position of the executor amongst the angel, Veltazar was bestowed upon a kind of flame no one had ever imagined to be in existence before, the Flame of Execution. The flame itself is tormenting in nature, which the angel of executor, Veltazar wield in himself as his power, using it to befall punishments upon those of the condemned. All went along as Veltazar continued his duty, until some of the angels grow envious towards Veltazar himself, eventually making a truce with the demons to devise a plan to get Veltazar exiled from the heavens above. Their plan eventually worked, and finally Veltazar was exiled from the heavens, leaving him to live on Earth till he dies. The false accusation on him had breed hatred deep in his heart, but his kind nature prevented it from conquering his angelic soul, finally deciding to live like a mere mortal, without wings, without position, now with his name disgraced. Veltazar eventually came into realization that his flame’s power was not taken away from him, and due to his kind and clean heart, Veltazar decided to pass his knowledge regarding the flame to a human which he deem worthy enough to, living his life before dying at the fullest after succeeding in doing so.

    The flame of execution is now called Flames Of The Fallen, a reference to Veltazar being a fallen angel himself. By the might of this executioner’s flame, the caster can light a fire using mere magical energy on any part of his/her body. The flame burns and extinguishes like most earthly fires flames, but with one of its characteristic making it slight different, and special. The flame itself was meant to be torturing, and so one of the tormenter characteristic of the flame is that it produces harmful substances that intoxicate the creatures of the Earth upon burning. The heat from the flames do the same, even coming near the heat can cause intoxication to Earthly creatures, the caster him/herself and the heavenly creatures being the exceptions. The flame ignites easily, and it can burn the air which the caster walks pass through, and it can melt the ground wherever the caster steps onto.

    Strengths:

    x- The flame produces harmful substances capable of intoxicating those who dare come near, with its heat alone capable in intoxicating. This, in turn, provides the flame of execution with one more ability, making it capable to both burn a target and intoxicate the target. This is, of course, with the caster and other heavenly creatures, for instances, creatures from the heavens above and holy magic users being the exception.

    x- The flame of execution can only be put out by spells of the same rank or higher, regardless of the elements. Also, the flame itself is able to cancel any spells of the lower rank, regardless the elements.

    x- The magic provides the caster with a special resistance against fire and toxic related spells that reduces the damage the caster will take when hit by spells of such type.

    Weaknesses:

    x- The major elemental weaknesses of the flame are metal/iron, earth and water of the same/higher rank with the spells.

    x- Wind and Ice can also be used against the flame, with the only condition is that the spells of said tributes are higher in rank from the spells.

    x- The flame’s burn and toxic effects can still be reduced by the total amount of damage they can cause on a target, provided that the target, too, has a special resistance against the two characteristics of the flame of execution. Having a resistance against both of the characteristics of the fire will reduce the damage by 50%, meanwhile having a resistance against any one of them will reduce the damage by 25%.

    x- The intoxication coming from the flame can effect even the caster’s ally, making it dangerous to just use it without any concern for the people around the caster.

    Abilities/Powers:

    x- Resistance against fire based spells:

    The caster of the Flame of Execution is given a special type of resistance against most of the earthly fires, decreasing the original amount of damage a flame based spell can inflict on the Executioner’s Flame’s caster, cutting down the percentage of damage by 25%. This, of course, only applies to fire based spells that are lower or the same with the caster him/herself in rank.

    x- Early Heal against toxic/poison/venom/related based spells:

    When hit by toxic related spells, the caster will still have to take the full effect of the toxic. However, the caster will be able to heal from the condition earlier than normal mages will be able to. For toxic spells of rank lower than the caster, the heal will be sped up by 2 posts earlier. For the same and higher rank, the caster will heal 1 post earlier than normal mages would. However, this ability only works on toxic effect that has durations and will not work for toxic spells that takes effect for only 1 post.

    x- Radiant Heat:

    The flame of executioner is strong and aggressive in nature, thus giving off heat even from the insides of the caster’s body. Noticeable heat can be felt in a certain radius around the caster, from which the heating from the caster’s inside will start when he/she uses the Flame of Execution’s spells. The radiant heat, being the Flame of Execution’s heat, is harmful, and by getting near the heating caster him/herself can cause intoxicating to those nearby. The heat will however stop accumulating inside the caster after the caster stops using the spells for a fixed period of time, ready to start accumulating itself again the next time the caster uses its spells. To put it simply, the radiant, harmful heat can only be accumulated in the caster’s insides while he/she is in a fight. The reach of the heat is 2 meters, and if affected, the intoxication may last 2 posts. Also, this ability will only be able to affect mages that are lower or the same with the caster in rank.

    Effects of intoxication :

    Caster D-rank : Paralyzing on any 1 of random body parts of the affected.
    Caster C-rank : Paralyzing on any 2 of random body parts of the affected.
    Caster B-rank : Paralyzing on any 3 of random body parts and light dizziness on the affected.
    Caster A-rank : Paralyzing on any 3 of random body parts and heavy dizziness on the affected.
    Caster S-rank : Paralyzing on any 4 of random body parts and light hallucination on the affected.
    Caster SS-rank : Paralyzing on the whole body and light hallucination and heavy dizziness on the affected.


    d-rank spells:

    c-ranked spell:


    Last edited by Dragofox on 7th December 2014, 12:06 am; edited 3 times in total


    _____________________________________________________________________________________

    Flame Of Execution  KFGWJhK
    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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    Experience : 258,417

    Character Sheet
    First Skill: Plague Craft
    Second Skill:
    Third Skill:

    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Godlike Frederik 16th December 2013, 4:35 am

    Primary Magic: Flames Of The Fallen
    Secondary Magic: N/A yet
    Caster or Holder: Caster
    Description:

    The magic’s name itself derives from the fallen angel Veltazar, formerly being an angel of God’s favorite. Granted a position of the executor amongst the angel, Veltazar was bestowed upon a kind of flame no one had ever imagined to be in existence before, the Flame of Execution. The flame itself is tormenting in nature, which the angel of executor, Veltazar wield in himself as his power, using it to befall punishments upon those of the condemned. All went along as Veltazar continued his duty, until some of the angels grow envious towards Veltazar himself, eventually making a truce with the demons to devise a plan to get Veltazar exiled from the heavens above. Their plan eventually worked, and finally Veltazar was exiled from the heavens, leaving him to live on Earth till he dies. The false accusation on him had breed hatred deep in his heart, but his kind nature prevented it from conquering his angelic soul, finally deciding to live like a mere mortal, without wings, without position, now with his name disgraced. Veltazar eventually came into realization that his flame’s power was not taken away from him, and due to his kind and clean heart, Veltazar decided to pass his knowledge regarding the flame to a human which he deem worthy enough to, living his life before dying at the fullest after succeeding in doing so.

    The flame of execution is now called Flames Of The Fallen, a reference to Veltazar being a fallen angel himself. By the might of this executioner’s flame, the caster can light a fire using mere magical energy on any part of his/her body. The flame burns and extinguishes like most earthly fires flames, but with one of its characteristic making it slight different, and special. The flame itself was meant to be torturing, and so one of the tormenter characteristic of the flame is that it produces harmful substances that intoxicate the creatures of the Earth upon burning. The heat from the flames do the same, even coming near the heat can cause intoxication to Earthly creatures, the caster him/herself and the heavenly creatures being the exceptions. The flame ignites easily, and it can burn the air which the caster walks pass through, and it can melt the ground wherever the caster steps onto.

    Strengths:

    x- The flame produces harmful substances capable of intoxicating those who dare come near, with its heat alone capable in intoxicating. This, in turn, provides the flame of execution with one more ability, making it capable to both burn a target and intoxicate the target. This is, of course, with the caster and other heavenly creatures being the exception. (do you mean with heavily creatures holy magic user and beings alike as well)

    x- The flame cannot be put out as easily as how Earthly fires can, only the elemental weaknesses of the executioner’s flame can be used against it to extinguish the flame, which its non elemental weaknesses will be not capable of. (I can only see this happening with a rank limiter, because how i see it now it means that a water slayer of an higher rank then can't harm your flame)

    x- Higher ranked ranks of the Executioner’s Flame may burn any elemental-based spells from existence, with the condition that the spells that are to be burned are lower than the said ranked of the Executioner’s Flame’s spell. (I am going to ask a second opinion on this, because I think that any elemental would be OP.)

    Weaknesses:

    x- The major elemental weaknesses of the flame are metal/iron and water of the same/higher rank with the spells.

    x- Earth, Wind and Ice can also be used against the flame, with the only condition is that the spells of said tributes are higher in rank from the spells.

    x- Collision between the Flame of execution and lightning-based spells will cause explosion, the sheer force of the two said based spells strong enough to rival each other in terms of force, strength and capability. And in several occasions, the flame can even lose to a certain type of lightning, bringing harm to the caster. (fair enough, I would say then that lighting spells that are of higher rank then you. And collide with your magic will do harm to you then)

    x- The flame’s burn and toxic effects can still be reduced by the total amount of damage they can cause on a target, provided that the target, too, has a special resistance against the two characteristics of the flame of execution.

    Abilities/Powers:

    x- Resistance against fire based spells:

    The caster of the Flame of Execution is given a special type of resistance against most of the earthly fires, decreasing the original amount of damage a flame based spell can inflict on the Executioner’s Flame’s caster, cutting down the percentage of damage by 25%. This, of course, only applies to fire based spells that are lower or the same with the caster him/herself in rank.

    x- Resistance against toxic/poison/venom/related based spells:

    The caster of the Executioner’s Flame is provided with another special ability that comes with the flame itself, that is, a resistance against toxic, poison, venom and anything related based spells. Much like how the resistance against fire based spells, this ability prevents any said based spells from inflicting full effect on the caster, reducing the toll taken on the caster. For instance, a spell that paralyzes the whole body may be reduced into only being able to paralyze one part of the caster’s body. (It is pretty much the same as the fire resistance, so it is only effective against spells of the same and lower rank then you )

    x- Radiant Heat:

    The flame of executioner is strong and aggressive in nature, thus giving off heat even from the insides of the caster’s body. Noticeable heat can be felt in a certain radius around the caster, from which the heating from the caster’s inside will start when he/she uses the Flame of Execution’s spells. The radiant heat, being the Flame of Execution’s heat, is harmful, and by getting near the heating caster him/herself can cause intoxicating to those nearby. The heat will however stop accumulating inside the caster after the caster stops using the spells for a fixed period of time, ready to start accumulating itself again the next time the caster uses its spells. To put it simply, the radiant, harmful heat can only be accumulated in the caster’s insides while he/she is in a fight.
    (You need to give this a radius for how far the heat extends. I would go with 2 meters from you. Also you can intoxicate people that get near you during this heat period. So you need a duration period for the affected people. Like 2 posts. Also this is pretty powerful, and I think a rank limiter is needed to get this approved)



    Name: Flame Shockwave
    Rank: D
    Type: Fire, Offensive
    Description:

    The caster punches the ground with one of his bare fist, sending a wave of flame towards the target. The wave will then travel in a straight line as it hunts for its target, and will explode on the caster’s will. Upon explosion, the wave will burst into momentarily crackles of flames, much like how fireworks does, but only smaller, and it releases the same harmful substances it always does upon exploding. The wave will explode on itself anyway upon reaching its maximum reach, which will be 5 metres. The explosion radius is 2 metres radius, and the same goes to the range of the harmful substance’s range of spread. The fire crackles will only cause minor burn wounds to the target, and the poison will cause paralyzing. Also, the wave moves as fast as 10 km/h. If the target is hit with the wave, he/she will progressively be hit by the explosion upon contact, also be affected by the poison after. The fire will then cause first degree burns if hit in a manner stated earlier.

    Strengths:

    x- The spell works great for the caster in case of dire need to gain distance from the target, for cooldowns or such.

    x- The spell is also great to be used against targets that is good while fighting mid-ranged in battles, which is usually hard for the caster to reach.

    x- The fact that the wave can be burst by the caster’s will makes it handful to use the spell when facing evasive opponents.

    Weaknesses:

    x- The spell moves in a straight line, meaning that the target can either roll to the side, leap to the side or just dash from the side towards the caster as he/she activates this spell.

    x- As stated before, the spell can easily be dodged, meaning the moment the spell fails to hit the target, the caster is in danger of quick paced counter attack.

    x- The wave can actually be extinguished, be blocked and such. This is, by the use of several methods. One of them being using a wind-based spell higher than D-ranked to blow away the fire wave on the ground before it can really reach the target or explode.

    x- The burning and the paralyzing will only work on mages D and C-ranked, with C-ranked targets having reduced amount of damage inflicted on them. It is useless against opponents B-ranked and above.

    x- The paralyzing only works on any one of the target’s body part, and the paralyzed body part will be chosen randomly.

    x- The paralyzing will last for 1 post, and cooldown of the spell 3 posts. (longer cool down)






    Name: Flame Wrist Fang
    Rank: C
    Type: Fire , Offensive
    Description:

    The caster uses the executioner’s flame, molding it into a pair of swords that protrude from the caster’s two wrists. They look like daggers that are held with the hilts on the front, the two edges facing the back of the caster. The flame daggers, preferably fangs, can cut through a target’s body, just like how a usual sword can. They cut as deep as 3 cm on a C-ranked target, and 7 cm on a D-ranked target. The stabs for both C and D-ranked targets can be as deep as 12 cm. The fangs will leave a lit fire on a D-ranked target’s hit body part, and a first degree burn wound on a C-ranked target if hit. The poison will also be admitted from the cuts, coming from the edge of the flame fangs. The poison will cause paralyzing on a D-ranked target’s whole body, while causing paralyze on any one of the random parts of a C-ranked target’s body. The fangs can break through a D-ranked shield, and the two of them are enough to crack a C-ranked shield, supposedly weakening it.

    Strengths:

    x- The fangs help the caster in dealing more severe damages to his/her opponent, giving the caster the upper hand in close combat battles.

    x- The fangs are made up of the executioner’s flame, which means that any cuts from them and cut wounds, burns and poisoning can be inflicted on hit target.

    x- The fangs can cut through a D-ranked elemental spell, and in return will break the two fangs after a spell had been cut through it.

    Weaknesses:

    x- The fangs can easily be countered by a spell of any one of the flame of execution’s elemental weaknesses, thus causing the fangs to be weaker, and may reduce the total amount of damage they can inflict on a target.

    x- Whilst useful in close combat, the fangs are utterly useless when engaging in fight with a long-ranged opponent, and that getting closer to an enemy in a fight means getting one vulnerable for any sneak attacks.

    x- The fangs can be frozen over by ice-based spells, provided that they are higher in rank from the fangs’ spell itself.

    x- Whilst it can cause poisoning and burning to both C and D-ranked targets, the fangs can only leave cuts that are as deep as 3 cm, minor burn wounds and only light dizziness on enemies B-ranked and above.

    x- The spell lasts for 4 posts, cooldown 5 posts.
    (how long is the duration of the poison used in this spell. I think around 2 posts right. Then you need to have a higher cool down.)




    _____________________________________________________________________________________

    Dragofox
    Dragofox

    Quality Badge Level 1- Rising Star- Veteran Level 1- Senior [500]- 1 Year Anniversary- Player 
    Lineage : Eagle Vision
    Position : None
    Posts : 920
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Mentor : Minato Namikaze
    Experience : 150

    Character Sheet
    First Skill: Flame Of Executioner
    Second Skill:
    Third Skill:

    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Dragofox 16th December 2013, 5:17 am

    Edited, bump~

    Oh and i added an element restriction on the magic's strength on the spell burning part. Now the flame can burn anything but holy-based spells, and the spells that are to be burned must be lower than the caster in rank~


    _____________________________________________________________________________________

    Flame Of Execution  KFGWJhK
    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 
    Lineage : Apex of Darkness
    Position : None
    Posts : 2972
    Guild : Errings Rising
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 258,417

    Character Sheet
    First Skill: Plague Craft
    Second Skill:
    Third Skill:

    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Godlike Frederik 16th December 2013, 7:11 am

    Primary Magic: Flames Of The Fallen
    Secondary Magic: N/A yet
    Caster or Holder: Caster
    Description:

    The magic’s name itself derives from the fallen angel Veltazar, formerly being an angel of God’s favorite. Granted a position of the executor amongst the angel, Veltazar was bestowed upon a kind of flame no one had ever imagined to be in existence before, the Flame of Execution. The flame itself is tormenting in nature, which the angel of executor, Veltazar wield in himself as his power, using it to befall punishments upon those of the condemned. All went along as Veltazar continued his duty, until some of the angels grow envious towards Veltazar himself, eventually making a truce with the demons to devise a plan to get Veltazar exiled from the heavens above. Their plan eventually worked, and finally Veltazar was exiled from the heavens, leaving him to live on Earth till he dies. The false accusation on him had breed hatred deep in his heart, but his kind nature prevented it from conquering his angelic soul, finally deciding to live like a mere mortal, without wings, without position, now with his name disgraced. Veltazar eventually came into realization that his flame’s power was not taken away from him, and due to his kind and clean heart, Veltazar decided to pass his knowledge regarding the flame to a human which he deem worthy enough to, living his life before dying at the fullest after succeeding in doing so.

    The flame of execution is now called Flames Of The Fallen, a reference to Veltazar being a fallen angel himself. By the might of this executioner’s flame, the caster can light a fire using mere magical energy on any part of his/her body. The flame burns and extinguishes like most earthly fires flames, but with one of its characteristic making it slight different, and special. The flame itself was meant to be torturing, and so one of the tormenter characteristic of the flame is that it produces harmful substances that intoxicate the creatures of the Earth upon burning. The heat from the flames do the same, even coming near the heat can cause intoxication to Earthly creatures, the caster him/herself and the heavenly creatures being the exceptions. The flame ignites easily, and it can burn the air which the caster walks pass through, and it can melt the ground wherever the caster steps onto.

    Strengths:

    x- The flame produces harmful substances capable of intoxicating those who dare come near, with its heat alone capable in intoxicating. This, in turn, provides the flame of execution with one more ability, making it capable to both burn a target and intoxicate the target. This is, of course, with the caster and other heavenly creatures, for instances, creatures from the heavens above and holy magic users being the exception.

    x- The flame cannot be put out as easily as how Earthly fires can, only the elemental weaknesses of the executioner’s flame can be used against it to extinguish the flame, which its non elemental weaknesses will be not capable of. The flame of execution cannot be put out only by spells with ranks lower than the spell in which the flame is used in.

    x- Higher ranked ranks of the Executioner’s Flame may burn any elemental-based spells from existence, with the condition that the spells that are to be burned are lower than the said ranked of the Executioner’s Flame’s spell. Also, holy-based spells are not burnable by the executioner’s flame.
    (I have given this some thought, and I think it is too OP, I think that there are elements your flame couldn't burn away. With indeed Holy, but also earth and water. Definitely water that contain holy eelements. I can see it being effective against darkness, ice and maybe some other elements. Also this would probably be rank limited. I am going to ask for a second opinion on this, and discuss with the possibilities you can have with this)

    Weaknesses:

    x- The major elemental weaknesses of the flame are metal/iron and water of the same/higher rank with the spells.

    x- Earth, Wind and Ice can also be used against the flame, with the only condition is that the spells of said tributes are higher in rank from the spells.

    x- Collision between the Flame of execution and lightning-based spells will cause explosion, the sheer force of the two said based spells strong enough to rival each other in terms of force, strength and capability. And in several occasions, the flame can even lose to a certain type of lightning, bringing harm to the caster.

    x- The flame’s burn and toxic effects can still be reduced by the total amount of damage they can cause on a target, provided that the target, too, has a special resistance against the two characteristics of the flame of execution.

    (Add weakness for the ability Radiant Heat. That allies can be affected as well)

    Abilities/Powers:

    x- Resistance against fire based spells:

    The caster of the Flame of Execution is given a special type of resistance against most of the earthly fires, decreasing the original amount of damage a flame based spell can inflict on the Executioner’s Flame’s caster, cutting down the percentage of damage by 25%. This, of course, only applies to fire based spells that are lower or the same with the caster him/herself in rank.

    x- Resistance against toxic/poison/venom/related based spells:

    The caster of the Executioner’s Flame is provided with another special ability that comes with the flame itself, that is, a resistance against toxic, poison, venom and anything related based spells. Much like how the resistance against fire based spells, this ability prevents any said based spells from inflicting full effect on the caster, reducing the toll taken on the caster. For instance, a spell that paralyzes the whole body may be reduced into only being able to paralyze one part of the caster’s body. Also, this ability only applies to spells with related effects that are lower or the same with the caster in rank.

    x- Radiant Heat:

    The flame of executioner is strong and aggressive in nature, thus giving off heat even from the insides of the caster’s body. Noticeable heat can be felt in a certain radius around the caster, from which the heating from the caster’s inside will start when he/she uses the Flame of Execution’s spells. The radiant heat, being the Flame of Execution’s heat, is harmful, and by getting near the heating caster him/herself can cause intoxicating to those nearby. The heat will however stop accumulating inside the caster after the caster stops using the spells for a fixed period of time, ready to start accumulating itself again the next time the caster uses its spells. To put it simply, the radiant, harmful heat can only be accumulated in the caster’s insides while he/she is in a fight. The reach of the heat is 2 meters, and if affected, the intoxication may last 2 posts. Also, this ability will only be able to affect mages that are lower or the same with the caster in rank.

    Effects of intoxication :

    Caster D-rank : Paralyzing on any 1 of random body parts of the affected.
    Caster C-rank : Paralyzing on any 2 of random body parts of the affected.
    Caster B-rank : Paralyzing on any 3 of random body parts and light dizziness on the affected.
    Caster A-rank : Paralyzing on any 3 of random body parts and heavy dizziness on the affected.
    Caster S-rank : Paralyzing on any 4 of random body parts and light hallucination on the affected.
    Caster SS-rank : Paralyzing on the whole body and light hallucination and heavy dizziness on the affected.
    Caster H-rank : Paralyzing on the whole body, heavy hallucination and heavy dizziness on the affected.


    D-RANK SPELLS:


    Name: Flame Haze
    Rank: D
    Type: Fire, Supportive
    Description:

    The caster puts his/her two hands together, igniting the flame of execution on the hands after. The flame will then be lit to burn the air around it, releasing puffs of thin smoke as the after burning product. This continuous short cycle will then cause puffs of thin smoke around the caster, causing a thin haze within a 15 metre radius. As stated earlier, the after burning product of the flame of execution is very harmful with its capability of intoxicating those who inhales the product. Trapping the target inside the 15 metre haze radius, the target will then be forced to inhale the product, or suffocate without breathing. Even one time inhalation is enough, and the poison from the previous burning will paralyze the target randomly on one part of his/her body parts. It is not anticipatable of what part the poison will paralyze, it could be the hand, it could be the leg, possibilities ahead. The caster, of course, will not be harmed by his/her own flame’s poisonous burn product. The paralyzing applies only on targets C-ranked and below, becoming utterly harmless towards targets B-ranked and above.

    Strengths:

    x- Both the caster and the target can still see well in the thin haze, therefore giving no chance for the target to be able to do a counterattack while the target traps him/herself in the haze.

    x- The haze is poisonous, being a flock of smoke that is a burn product of the Executioner’s Flame, which is highly poisonous and intoxicating. One hale and it will cause paralyzing on the target’s random choice of body part.

    x- The caster will not be affected by the haze’s poisonous effect, therefore he/she can breathe without worrying in the caster’s own made haze. Whilst in a battle, this haze will help a lot in giving the caster chances to strike while the target is getting paralyzed.
    Weaknesses:

    x- The haze can still be cleared away like most hazes, meaning by the use of wind-based spells, the haze can be blown away from the surroundings.

    x- Also, like most hazes, the haze from this spell can be blocked on its path, thus meaning by the use of an Earth Magic, a wall may be created around the haze, preventing it from spreading thoroughly in its radius.

    x- The spell can be cancelled by the target by preventing the caster from lighting enough fire to actually produce the enough amounts of puffs of smoke to cause the haze, meaning by disrupting the burning process, the spell can be cancelled, along with the haze.

    x- There is a catch in this spell. That is, the caster must stay on a spot where he/she stood, and thus creates the fire to produce the puffs of smoke while staying on the same spot. The caster cannot move around, as the radius of the haze’s spreading range refers to the caster as the center point, meaning if the caster is to move around while trying to get the spell done, he/she will still succeed in creating the haze, but the haze’s flow of spread will be abruptly messed up, resulting in failure to use the spell at its fullest, thus leading to wastage of spell.

    x- The haze lasts for 2 posts, and the paralyzing lasts for 2 post. The cooldown of the spell is 4 post.

    Name: Flame Contact
    Rank: D
    Type: Fire , Offensive
    Description:

    The caster focuses some of his/her magic energy on the palms, then touches something with the bare palms. The touched something will then be burned by the flame of execution, and can only be put out by certain elemental weaknesses of the flame itself, along with certain conditions. It will, however burn itself till it disintegrates itself, leaving burn injuries, and if the target is lucky enough, surrounding air full of harmful substances as a result of the flame of execution’s after burn product. It will cause first degree burns on the burned body part if not put out before it eventually put out itself. For the harmful after burn product, the toxic will cause massive dizziness to a D-rank target, to the point that even the pull of gravity feels like it had been multiplied ten times fold. For C-rank targets, the fire will leave only minor burn injuries, and the harmful substance can only cause staggering while standing, <--(The minor burn injuries will suffice) making aiming for the opponent slightly harder than normal. For B-ranked and above, it will only felt like an punch had been given on the burnt body part, the toxic not enough to cause anything on them.
    Strengths:

    x- The caster can burn almost everything, even elemental-based spells. The fire will not hesitate to burn on any part the caster touched the target on, provided that the caster did not touch the target while wearing a glove, etc. It must be the caster’s bare palms that touch the something in order for the flame of execution to be able to burn on the something.(This goes back to one of your strengths, I honestly think that your fire doesn't have the capability to burn every elemental based spell away.)

    x- If the target uses a magic that is not one of the flame’s elemental weaknesses, he/she will be unable to put out the flame, leaving letting the fire burn on the touched part of the target’s body till it puts out itself as the sole option.

    x- There is no need for the caster to touch the target’s aimed body part with both of his/her palms on the same spot to burn it. The caster need to simply touch the targeted part with one of the palms, meaning the other palm acts as a helping hand to provide the same damage by the same manner and method.

    Weaknesses:

    x- An Ice-based spell can be used against the flame, meaning a mage with said based magic can put out the flame with one of his/her spells, provided that the ice spell is C-ranked or higher.

    x-As the law of magic states, the flame’s burn and toxic effects will be reduced in terms of amount of damage inflicted if the target is higher in rank than the spell itself. This means that while it can affect D and C-ranked targets, it will have no effect on B-ranked targets and above.

    x- By the usage of wind-based spells, the target can just blow the flame off with his/her wind-based spells, provided that the spell used is C-ranked and above.

    x- For the spell to be effective, the caster must get closer with the target in order to make contact with him/her. While doing so, the caster will be vulnerable to attacks, sneak attacks and even traps, and the fact that the caster may not use any other spells while this spell is active makes it more risky to use it.

    x- The spell lasts for 3 posts, the fire and the poisoning, which starts acting at the same time lasts for 2 posts, and finally, cooldown of 4 posts.


    Name: Flame Shockwave
    Rank: D
    Type: Fire, Offensive
    Description:

    The caster punches the ground with one of his bare fist, sending a wave of flame towards the target. The wave will then travel in a straight line as it hunts for its target, and will explode on the caster’s will. Upon explosion, the wave will burst into momentarily crackles of flames, much like how fireworks does, but only smaller, and it releases the same harmful substances it always does upon exploding. The wave will explode on itself anyway upon reaching its maximum reach, which will be 5 metres. The explosion radius is 2 metres radius, and the same goes to the range of the harmful substance’s range of spread. The fire crackles will only cause minor burn wounds to the target, and the poison will cause paralyzing. Also, the wave moves as fast as 10 km/h. If the target is hit with the wave, he/she will progressively be hit by the explosion upon contact, also be affected by the poison after. The fire will then cause first degree burns if hit in a manner stated earlier.

    Strengths:

    x- The spell works great for the caster in case of dire need to gain distance from the target, for cooldowns or such.

    x- The spell is also great to be used against targets that is good while fighting mid-ranged in battles, which is usually hard for the caster to reach.

    x- The fact that the wave can be burst by the caster’s will makes it handful to use the spell when facing evasive opponents.

    Weaknesses:

    x- The spell moves in a straight line, meaning that the target can either roll to the side, leap to the side or just dash from the side towards the caster as he/she activates this spell.

    x- As stated before, the spell can easily be dodged, meaning the moment the spell fails to hit the target, the caster is in danger of quick paced counter attack.

    x- The wave can actually be extinguished, be blocked and such. This is, by the use of several methods. One of them being using a wind-based spell higher than D-ranked to blow away the fire wave on the ground before it can really reach the target or explode.

    x- The burning and the paralyzing will only work on mages D and C-ranked, with C-ranked targets having reduced amount of damage inflicted on them. It is useless against opponents B-ranked and above.

    x- The paralyzing only works on any one of the target’s body part, and the paralyzed body part will be chosen randomly.

    x- The paralyzing will last for 1 post, and cooldown of the spell 4 posts.

    Name: Flame Entangle
    Rank: D
    Type: Fire , Offensive
    Description:

    The caster focuses magic energy on his/her hands, putting them to the front. A crackle of fire will then be seen, before the fire of execution takes the form of a slithering snake. The caster will then shoot the slithering fire towards the target, entangling him/her as soon as contact between the fire and the target is made. The entangling will then prevent the target from moving, burning the target’s body and poisoning him/her along. The poison will cause severe headache, to the point it would be hard to struggle against the entangling fire of execution. The flame of execution will eventually put itself out, releasing the target from its wrap.

    Strengths:

    x- The fiery rope’s strength is enough to subdue a D-ranked mage, and the poison the flame rope gives off helps prevent the target from struggling against the entangling.

    x- Whilst the rope entangles the target, it also creates a chance for the caster to attack with other spells, while it also inflicts additional damage on the target’s body.

    x- The spell is best used in combination with a spell that requires the caster to get closer to the target, as it will be hard for the target to hurt the caster while he/she is entangled, and intoxicated.

    Weaknesses: (

    x- The spell will not be able to entangle targets B-ranked and above, and will only cause minor burn wounds on the targets if entangled. The poisoning will have no effect on C-ranked enemies and above.

    x- The spell has a short reach, which is only in a 2 metres radius, and moves at a speed of 10 km/h. For such reason, the caster will need to get closer to the target, making him/herself vulnerable for attacks.

    x- Similar to the other spells’ weaknesses, this spell can be easily dismissed by the usage of ice, water and wind based magic, provided that the spells of said based elements are higher than D-rank.

    x- The entangling lasts for 2 posts. The dizziness lasts for 2 posts too, and it starts the moment the target gets entangled. Cooldown 3(4) posts for the spell.

    C-RANKED SPELL:


    Name: Flame Wrist Fang
    Rank: C
    Type: Fire , Offensive
    Description:

    The caster uses the executioner’s flame, molding it into a pair of swords that protrude from the caster’s two wrists. They look like daggers that are held with the hilts on the front, the two edges facing the back of the caster. The flame daggers, preferably fangs, can cut through a target’s body, just like how a usual sword can. They cut as deep as 3 cm on a C-ranked target, and 7 cm on a D-ranked target. The stabs for both C and D-ranked targets can be as deep as 12 cm. The fangs will leave a lit fire on a D-ranked target’s hit body part, and a first degree burn wound on a C-ranked target if hit. The poison will also be admitted from the cuts, coming from the edge of the flame fangs. The poison will cause paralyzing on a D-ranked target’s whole body, while causing paralyze on any one of the random parts of a C-ranked target’s body. The fangs can break through a D-ranked shield, and the two of them are enough to crack a C-ranked shield, supposedly weakening it.

    Strengths:

    x- The fangs help the caster in dealing more severe damages to his/her opponent, giving the caster the upper hand in close combat battles.

    x- The fangs are made up of the executioner’s flame, which means that any cuts from them and cut wounds, burns and poisoning can be inflicted on hit target.

    x- The fangs can cut through a D-ranked elemental spell, and in return will break the two fangs after a spell had been cut through it.

    Weaknesses:

    x- The fangs can easily be countered by a spell of any one of the flame of execution’s elemental weaknesses, thus causing the fangs to be weaker, and may reduce the total amount of damage they can inflict on a target.

    x- Whilst useful in close combat, the fangs are utterly useless when engaging in fight with a long-ranged opponent, and that getting closer to an enemy in a fight means getting one vulnerable for any sneak attacks.

    x- The fangs can be frozen over by ice-based spells, provided that they are higher in rank from the fangs’ spell itself.

    x- Whilst it can cause poisoning and burning to both C and D-ranked targets, the fangs can only leave cuts that are as deep as 3 cm, minor burn wounds and only light dizziness on enemies B-ranked and above.

    x- The spell lasts for 4 posts, cooldown 6(7) posts. The poison will affect the target for 2 posts.


    Name: Great Spherical Flame
    Rank: C
    Type: Fire, Offensive
    Description:

    The caster collects the flame of execution’s energy into one point that is his/her mouth. After storing enough fire energy in the cheeks, the caster then blows the energy from the narrow gap between the upper and lower lips, releasing the concentrated fire power into a fireball. The fireball will then be shot towards the target, with a speed of 20 km/h. The fireball travels in a maximum reach of 25 metres radius, and will explode upon contact. The explosion will affect anything in a radius of 8 metres, and noticeably leaving a crater after. The fireball’s explosion may leave a lit fire of execution on a hit D-ranked target’s body, whilst leaving a first degree burn wounds on a C-ranked enemy. For the harmful substance portion, the poison will cause severe paralyze to a D-ranked enemy, and will cause hallucinations to a C-ranked enemy.

    Strengths:

    x- The fireball is best used when the caster needs to turn the tide of the battle amidst it, turning the odds of the battle into the caster’s favor.

    x- The explosion of the fireball is so severe, that every C-ranked and D-ranked targets that get involved in the explosion will suffer the same injuries and intoxication, regardless how far was one from the fireball and how nearer another was to the fireball when it explodes.

    x- The fireball itself may break through a D-ranked shield, whilst the explosion can break through a C-ranked shield, causing minor burns to the target if a C-ranked shield is present.

    Weaknesses:

    x- The spell cannot sway on its path by itself, however it can be used against the caster him/herself. An enemy may use a spell, for instance, a B-ranked wind-based spell to deflect the fireball back towards the caster, and leaves the caster instead with the same burns a C-ranked target would get. The poison, in the other hand, will not work on the caster, so no poisoning will occur in case such circumstances occur.

    x- The spell is so powerful, and at the same time easily dodged. The caster have no power whatsoever to explode the fireball by will, and thus will only waste the spell if not used in the right timing and failure to hit the target occurs.

    x- The spell, like the fangs’ spell, can still be frozen by an Ice-based spell which is B-ranked and above, and can be deflected, blocked and defended against by the spells based on any one of the flame’s weaknesses.

    x- The leftover flame on a D-ranked enemy will extinguish itself after 1 post, and the poison effects will last for 3 posts, and the spell has a cooldown of 6 posts.


    Name: Homing Flame Missile
    Rank: C
    Type: Fire , Offensive
    Description:

    The caster focuses the magic energy on the left hands, putting it to the front. When ready, the caster shoots out five long missile-like flames, each coming out of the caster’s five fingers. The missile will home the target, meaning wherever he/she run to, the missiles follow. The missile can travel in radius of 50 metres maximum, before finally exploding themselves. The flame missile moves in a speed of 15 km/h, and each of them is as long as 5 metres. The missiles’ explosion will affect a radius of 10 metres each. If hit by the missiles, both C and D-rank targets will experience the same wound and injury as it explodes upon contact. The explosion will leave the target with several small fires on the body, first degree burns, and the poisoning will cause paralyze on the whole body.

    Strengths:

    x- The spell is a definite C-ranked trump card, as the effects it leaves can be severe, even that of the fireball spell itself on the target.

    x- 3 of the missiles is enough to break through a D-ranked shield, with 4 being enough to blow away a C-ranked shield. 5 of them can break through a B-ranked shield. (Lose the break through B rank shield part, it can maybe weaken the shield. But definitely not break through it)

    x- Spells based on the flame of execution’s elemental weaknesses will not work on the missiles, provided that they are D-ranked spells.

    Weaknesses:

    x- The spell can be used against the caster itself, if the target is wise enough to lure the homing missiles towards the caster with a certain method.

    x- The spell can only leave first degree burns on a B-ranked enemy and above, along with paralyze on any one of the random part of the body. That is, if all 5 of the missiles succeed in hitting the target of said rank.

    x- The spell can be deflected and blocked by the use of spells of any one of the flame’s elemental weaknesses, and missiles can also be tricked into mistakenly exploding each other upon contact.

    x- The leftover flame will last for 2 posts, the weak paralyzing for 1 post. The whole body paralyzing will last for 1 post, and finally the spell has a cooldown of 8 posts.


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    Dragofox
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    First Skill: Flame Of Executioner
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    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Dragofox 16th December 2013, 6:48 pm

    edited, bump!

    Fred, i've added more restrictions to the burn away spell, and the burn away strength part. Now, this magic cannot burn spells that are holy, metal and earth-based spells, and that it also cannot burn spells that are imbued with holy-based tributes.

    hope that'll make up for its OPness, as you stated before.


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    Flame Of Execution  KFGWJhK
    Godlike Frederik
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    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Godlike Frederik 17th December 2013, 6:03 am

    Approved


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    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Cirven 28th November 2014, 8:30 am

    Unapproved due to some things being too much. Edits will be posted soon.


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    Flame Of Execution  LxcTBIi
    Character Info:
    Zeno
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    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Zeno 28th November 2014, 9:12 am

    Review approved, let me know when the edits are done.


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    Flame Of Execution  Zeno1_by_gramcrackers-d7l4bjh
    Tōwa Lazmira
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    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Tōwa Lazmira 5th December 2014, 7:38 am

    Dragofox wrote:

    Primary Magic:  Flames Of The Fallen

    Secondary Magic: N/A yet

    Caster or Holder: Caster

    Description:


    The magic’s name itself derives from the fallen angel Veltazar, formerly being an angel of God’s favorite. Granted a position of the executor amongst the angel, Veltazar was bestowed upon a kind of flame no one had ever imagined to be in existence before, the Flame of Execution. The flame itself is tormenting in nature, which the angel of executor, Veltazar wield in himself as his power, using it to befall punishments upon those of the condemned. All went along as Veltazar continued his duty, until some of the angels grow envious towards Veltazar himself, eventually making a truce with the demons to devise a plan to get Veltazar exiled from the heavens above. Their plan eventually worked, and finally Veltazar was exiled from the heavens, leaving him to live on Earth till he dies. The false accusation on him had breed hatred deep in his heart, but his kind nature prevented it from conquering his angelic soul, finally deciding to live like a mere mortal, without wings, without position, now with his name disgraced. Veltazar eventually came into realization that his flame’s power was not taken away from him, and due to his kind and clean heart, Veltazar decided to pass his knowledge regarding the flame to a human which he deem worthy enough to, living his life before dying at the fullest after succeeding in doing so.


    The flame of execution is now called Flames Of The Fallen, a reference to Veltazar being a fallen angel himself. By the might of this executioner’s flame, the caster can light a fire using mere magical energy on any part of his/her body. The flame burns and extinguishes like most earthly fires flames, but with one of its characteristic making it slight different, and special. The flame itself was meant to be torturing, and so one of the tormenter characteristic of the flame is that it produces harmful substances that intoxicate the creatures of the Earth upon burning. The heat from the flames do the same, even coming near the heat can cause intoxication to Earthly creatures, the caster him/herself and the heavenly creatures being the exceptions. The flame ignites easily, and it can burn the air which the caster walks pass through, and it can melt the ground wherever the caster steps onto.


    Strengths:


    x- The flame produces harmful substances capable of intoxicating those who dare come near, with its heat alone capable in intoxicating. This, in turn, provides the flame of execution with one more ability, making it capable to both burn a target and intoxicate the target. This is, of course, with the caster and other heavenly creatures, for instances, creatures from the heavens above and holy magic users being the exception.


    x- The flame cannot be put out as easily as how Earthly fires can, only the elemental weaknesses of the executioner’s flame can be used against it to extinguish the flame, which its non elemental weaknesses will be not capable of. The flame of execution cannot be put out only by spells with ranks lower than the spell in which the flame is used in. - This breaks the logic on site where spells can be cancelled out or beaten by spells of equal rank that they are neutral to in terms of element meaning that it should be changed.


    x- Higher ranked ranks of the Executioner’s Flame may burn any elemental-based spells from existence, with the condition that the spells that are to be burned are lower than the said ranked of the Executioner’s Flame’s spell. Also, holy, metal and earth-based spells are not burnable by the fire, and this includes spells with any elemental tributes that are imbued with holy-based tribute. This is practically the same strength as above in terms of how the fire beats out spells. Change it please.


    Weaknesses:


    x- The major elemental weaknesses of the flame are metal/iron and water of the same/higher rank with the spells. Earth should be added here with these weaknesses seeing as earth can smother a flame and completely put it out.


    x- Earth, Wind and Ice can also be used against the flame, with the only condition is that the spells of said tributes are higher in rank from the spells. As stated above earth need to be removed from this one and added to the above.


    x- Collision between the Flame of execution and lightning-based spells will cause explosion, the sheer force of the two said based spells strong enough to rival each other in terms of force, strength and capability. And in several occasions, the flame can even lose to a certain type of lightning, bringing harm to the caster. This doesn’t make much sense as a weakness. You are actually stating something that is known universally on site with spell clashing. Please replace.


    x- The flame’s burn and toxic effects can still be reduced by the total amount of damage they can cause on a target, provided that the target, too, has a special resistance against the two characteristics of the flame of execution. This will need specifies for the reduction based on what resistance the enemy has, Example is Player one is immune to Toxic effect what is the damage reduction on all your spells.


    x- The intoxication coming from the flame can affect even the caster’s ally, making it dangerous to just use it without any concern for the people around the caster.

    Abilities/Powers:


    x- Resistance against fire based spells:


    The caster of the Flame of Execution is given a special type of resistance against most of the earthly fires, decreasing the original amount of damage a flame based spell can inflict on the Executioner’s Flame’s caster, cutting down the percentage of damage by 25%. This, of course, only applies to fire based spells that are lower or the same with the caster him/herself in rank.


    x- Resistance against toxic/poison/venom/related based spells:


    The caster of the Executioner’s Flame is provided with another special ability that comes with the flame itself, that is, a resistance against toxic, poison, venom and anything related based spells. Much like how the resistance against fire based spells, this ability prevents any said based spells from inflicting full effect on the caster, reducing the toll taken on the caster. For instance, a spell that paralyzes the whole body may be reduced into only being able to paralyze one part of the caster’s body. Also, this ability only applies to spells with related effects that are lower or the same with the caster in rank. this makes little sense you would be used to YOUR effects but not all poisons, toxins and venoms. You will still have to take the full effect of the spell but i will allow you to get out of it faster.


    x- Radiant Heat:


    The flame of executioner is strong and aggressive in nature, thus giving off heat even from the insides of the caster’s body. Noticeable heat can be felt in a certain radius around the caster, from which the heating from the caster’s inside will start when he/she uses the Flame of Execution’s spells. The radiant heat, being the Flame of Execution’s heat, is harmful, and by getting near the heating caster him/herself can cause intoxicating to those nearby. The heat will however stop accumulating inside the caster after the caster stops using the spells for a fixed period of time, ready to start accumulating itself again the next time the caster uses its spells. To put it simply, the radiant, harmful heat can only be accumulated in the caster’s insides while he/she is in a fight. The reach of the heat is 2 meters, and if affected, the intoxication may last 2 posts. Also, this ability will only be able to affect mages that are lower or the same with the caster in rank.


    Effects of intoxication :


    Caster D-rank : Paralyzing on any 1 of random body parts of the affected.

    Caster C-rank : Paralyzing on any 2 of random body parts of the affected.

    Caster B-rank : Paralyzing on any 3 of random body parts and light dizziness on the affected.

    Caster A-rank : Paralyzing on any 3 of random body parts and heavy dizziness on the affected.

    Caster S-rank : Paralyzing on any 4 of random body parts and light hallucination on the affected.

    Caster SS-rank : Paralyzing on the whole body and light hallucination and heavy dizziness on the affected.

    Caster H-rank : Paralyzing on the whole body, heavy hallucination and heavy dizziness on the affected.(This will have to be made a Aura burst which is a B rank ability, so until then remove this. )


    You can have an ability here that explains the slow effect given through your flames(25% for C and D-rank and 10% for B-rank mages). This effect will last for however long the spell used states and then the person affected by this will be unaffected by it for a +4 the posts they were affected. This slow effect does not stack either.



    d-rank spells:



    c-ranked spell:







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    Dragofox
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    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Dragofox 7th December 2014, 12:07 am

    Edited! BUMP! whew.


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    Flame Of Execution  KFGWJhK
    Tōwa Lazmira
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    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Tōwa Lazmira 13th December 2014, 8:20 am

    Primary Magic:  Flames Of The Fallen
    Secondary Magic: N/A yet
    Caster or Holder: Caster
    Description:


    The magic’s name itself derives from the fallen angel Veltazar, formerly being an angel of God’s favorite. Granted a position of the executor amongst the angel, Veltazar was bestowed upon a kind of flame no one had ever imagined to be in existence before, the Flame of Execution. The flame itself is tormenting in nature, which the angel of executor, Veltazar wield in himself as his power, using it to befall punishments upon those of the condemned. All went along as Veltazar continued his duty, until some of the angels grow envious towards Veltazar himself, eventually making a truce with the demons to devise a plan to get Veltazar exiled from the heavens above. Their plan eventually worked, and finally Veltazar was exiled from the heavens, leaving him to live on Earth till he dies. The false accusation on him had breed hatred deep in his heart, but his kind nature prevented it from conquering his angelic soul, finally deciding to live like a mere mortal, without wings, without position, now with his name disgraced. Veltazar eventually came into realization that his flame’s power was not taken away from him, and due to his kind and clean heart, Veltazar decided to pass his knowledge regarding the flame to a human which he deem worthy enough to, living his life before dying at the fullest after succeeding in doing so.


    The flame of execution is now called Flames Of The Fallen, a reference to Veltazar being a fallen angel himself. By the might of this executioner’s flame, the caster can light a fire using mere magical energy on any part of his/her body. The flame burns and extinguishes like most earthly fires flames, but with one of its characteristic making it slight different, and special. The flame itself was meant to be torturing, and so one of the tormenter characteristic of the flame is that it produces harmful substances that intoxicate the creatures of the Earth upon burning. The heat from the flames do the same, even coming near the heat can cause intoxication to Earthly creatures, the caster him/herself and the heavenly creatures being the exceptions. The flame ignites easily, and it can burn the air which the caster walks pass through, and it can melt the ground wherever the caster steps onto.


    Strengths:


    x- The flame produces harmful substances capable of intoxicating those who dare come near, with its heat alone capable in intoxicating. This, in turn, provides the flame of execution with one more ability, making it capable to both burn a target and intoxicate the target. This is, of course, with the caster and other heavenly creatures, for instances, creatures from the heavens above and holy magic users being the exception.


    x- The flame of execution can only be put out by spells of the same rank or higher, regardless of the elements. Also, the flame itself is able to cancel any spells of the lower rank, regardless the elements.((This strength will need to be removed and a new one found))


    x- The magic provides the caster with a special resistance against fire and toxic related spells that reduces the damage the caster will take when hit by spells of such type.
    ((how much is the resistance?))
    Weaknesses:


    x- The major elemental weaknesses of the flame are metal/iron, earth and water of the same/higher rank with the spells.


    x- Wind and Ice can also be used against the flame, with the only condition is that the spells of said tributes are higher in rank from the spells.
    ((spells of all ranks damage you to some degree)
    x- The flame’s burn and toxic effects can still be reduced by the total amount of damage they can cause on a target, provided that the target, too, has a special resistance against the two characteristics of the flame of execution. Having a resistance against both of the characteristics of the fire will reduce the damage by 50%, meanwhile having a resistance against any one of them will reduce the damage by 25%.


    x- The intoxication coming from the flame can effect even the caster’s ally, making it dangerous to just use it without any concern for the people around the caster.


    Abilities/Powers:


    x- Resistance against fire based spells:


    The caster of the Flame of Execution is given a special type of resistance against most of the earthly fires, decreasing the original amount of damage a flame based spell can inflict on the Executioner’s Flame’s caster, cutting down the percentage of damage by 25%. This, of course, only applies to fire based spells that are lower or the same with the caster him/herself in rank. ((Please make it so this only affects pure fire so mixed type will do full damage, also all fire will affect you no matter what the rank is, you just resist 25% of it.))


    x- Early Heal against toxic/poison/venom/related based spells:


    When hit by toxic related spells, the caster will still have to take the full effect of the toxic. However, the caster will be able to heal from the condition earlier than normal mages will be able to. For toxic spells of rank lower than the caster, the heal will be sped up by 2 posts earlier. For the same and higher rank, the caster will heal 1 post earlier than normal mages would. However, this ability only works on toxic effect that has durations and will not work for toxic spells that takes effect for only 1 post.((Please make is so its a minimum of 1 post))


    x- Radiant Heat:


    The flame of executioner is strong and aggressive in nature, thus giving off heat even from the insides of the caster’s body. Noticeable heat can be felt in a certain radius around the caster, from which the heating from the caster’s inside will start when he/she uses the Flame of Execution’s spells. The radiant heat, being the Flame of Execution’s heat, is harmful, and by getting near the heating caster him/herself can cause intoxicating to those nearby. The heat will however stop accumulating inside the caster after the caster stops using the spells for a fixed period of time, ready to start accumulating itself again the next time the caster uses its spells. To put it simply, the radiant, harmful heat can only be accumulated in the caster’s insides while he/she is in a fight. The reach of the heat is 2 meters, and if affected, the intoxication may last 2 posts. Also, this ability will only be able to affect mages that are lower or the same with the caster in rank.


    Effects of intoxication :


    Caster D-rank : Paralyzing on any 1 of random body parts of the affected.
    Caster C-rank : Paralyzing on any 2 of random body parts of the affected.
    Caster B-rank : Paralyzing on any 3 of random body parts and light dizziness on the affected.
    Caster A-rank : Paralyzing on any 3 of random body parts and heavy dizziness on the affected.
    Caster S-rank : Paralyzing on any 4 of random body parts and light hallucination on the affected.
    Caster SS-rank : Paralyzing on the whole body and light hallucination and heavy dizziness on the affected.((Remove this and please only state what this spell will do at your current rank.))



    d-rank spells:



    c-ranked spell:


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    Ume's Theme:
    The Blade of War - Unmade Primary Magic - Unmade Secondary Magic
    Unmade Armor - Unmade items.
    Dragofox
    Dragofox

    Quality Badge Level 1- Rising Star- Veteran Level 1- Senior [500]- 1 Year Anniversary- Player 
    Lineage : Eagle Vision
    Position : None
    Posts : 920
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Mentor : Minato Namikaze
    Experience : 150

    Character Sheet
    First Skill: Flame Of Executioner
    Second Skill:
    Third Skill:

    Flame Of Execution  Empty Re: Flame Of Execution

    Post by Dragofox 13th December 2014, 5:50 pm

    Note: I'm cancelling this magic, and get a new one. Decided to do so cause this app is being a large pain in the butt.


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    Flame Of Execution  KFGWJhK

      Current date/time is 5th November 2024, 4:16 pm