Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    Plant Magic

    Karamba
    Karamba

    1 Year Anniversary- Player 
    Lineage : None
    Position : None
    Posts : 4
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Plant Magic Empty Plant Magic

    Post by Karamba 25th April 2014, 9:03 pm

    Magic
    Primary Magic: Plant Magic
    Secondary Magic: N/A
    Caster or Holder: Holder
    Description: It is a Magic which allows the caster to create and/or control rapid-growing plants to battle. These plants are grown with various properties unlike regular ones. They have enhanced abilities that can be used in various ways during combat. As plants are a main element in this Magic, the caster can summon anything, from vegetables to large carnivorous ones. Most plants need seeds to be created which the user must carry with him. Each seed can summon multiple plants within a matter of seconds. The plants can be "dispelled" any time the user wishes.

    Strengths:

    • Versatility: Because of the many different kinds of plants the user can summon, he can be more effective in combat in many different kind of situations.
    • Unpredictability: The properties each different plant has and the ways it can be used, are unknown to anyone but the user making the plants extremely dangerous when first encountered.
    • Rapid Growth: The plants summoned by this number are able to grow in instants making it difficult to dodge for unprepared or unsuspecting opponents.

    Weaknesses:

    • Fire: The bane of all kinds of plants in not an exception here as fire can incinerate most, if not all, of them.
    • Usage of seeds: As all kinds of holder type magic this one also requires a medium to be used. In this case the seeds needed to summon the plants, which the user must carry with him at all times. If by any means the user has no more seeds he will be unable to summon any more plants.
    • Mobility: While the plants summoned from the seeds may grow fast and have a long range they are unable to move from their summoned position, making it difficult to trap fast moving opponents that can switch locations easily.
    • Repetitiveness: While the plants summoned from this magic are dangerous when first encountered, once the opponents learns about each different ones' properties he will know what to look out for making dodging easier.

    Abilities/Powers:

    • Plants Control: While the user can summon his own plants through the usage of seeds, he can also manipulate the already existing plants, and their growth, around him as well. This plants however are the ones originally found in nature, thus they lack any special properties.


    Bamboo Wall:
     

    Knuckle Plant:


    Spore Bomb:
    avatar
    Guest
    Guest

    Plant Magic Empty Re: Plant Magic

    Post by Guest 25th April 2014, 10:03 pm

    1) You must have at least 3 strengths and 4 weaknesses per spell you make
    2) If the total area of your first spell is 10m2, then the wall should be 10m; height and width. You specified 2 meters for the length.
    3) Include all measurements necessary. "Large" doesn't cut it for your second spell, unfortunately. You need a perfect measurement as to how tall your vines are.

    Edit your spells under the above circumstances, then reply for a second review.

      Current date/time is 17th November 2024, 6:28 am