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    Providence's Magic

    Darsha Vi Providence
    Darsha Vi Providence

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    Providence's Magic  Empty Providence's Magic

    Post by Darsha Vi Providence 18th May 2014, 10:27 pm

    Primary Magic: Telekenisis
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster

    Description: The ability to control any physical object on a subatomic level by using methods aside from physical means.  Telekinesis denotes the paranormal ability of the mind to influence matter, time, space, or energy without the use of any currently known type of physical means.

    Strengths: This magic gives the user the ability to fight from a distance with equal offense and defense. By manipulating solid objects and bending them to the will of his mind he can deflect most projectiles and attacks with this magic. Making him hard to hit with just standard attacks.


    • Moving/Levitating objects or people.


    • Self-levitation allowing flight. Powerful telekinetics could fly at supersonic speeds.
      Creating Force-fields.


    • Controlling molecules allowing telekinetics to disintegrate objects (even people).


    • Projecting blasts of telekinetic force.


    • Redirecting attacks.


    • Control over limited energy.


    • Rearranging matter at a molecular level.


    • Controlling the flow of blood in the brain.


    • A very powerful telekinetic could damage a whole area by unleashing a wave of telekinetic force.


    • Crushing objects/people.


    • Controlling gravity.


    • Enhancing physical attributes such as superhuman strength, speed and invulnerability.


    Weaknesses:


    • Cannot manipulate items that do not exist, via energy that is not tangible. Light, Shadow, mind control, ect.


    • Cannot Manipulate items with a greater mass then the users mentality (Buildings)


    • When overused brain goes into shock (Occurs at 10%)


    • When overused internal bleeding occurs (Eyes, mouth, nose, ears)(Over usage happens when the user drains the capacity of his or her magical level. The first stage of overusage is when the limit reaches 30%)


    • When overused vibrations within body cause organ failure (Occurs at 20%)


    • Concentration is NEEDED to use the ability

    [list]
    [*]Cannot manipulate objects out of the users range of view
    [list]

    • Cannot defend against surprise attacks, must see attacks coming


    • Incapable of defending against non physical attacks. Via mind control, plasma, ect

    (List will continue as time goes on)Abilities/Powers: None as of now

    Spell Template

    Name: Redirection
    Rank: D
    Type: Defensive

    Description: A form of telekinetic durability which basically is an invisible skin of armor that will to come aid the user when it is required. While the armor is being used, He virtually untouchable. Unfortunately, this ability will only work if  he is prepared for whatever form of harm is threatening him, and if he fails to react in time, it can result him being seriously injured or even killed. Strengths: Deflects almost any D rank projectile or attack so long as it is by physical means. Depending on the rank his his opponent will depend the effect.

    Strengths:


    • Can deflect 4 D-Rank spells


    • Can Deflect 2 C-Rank Spells


    • Can Deflect 1 B-Rank Spell


    • Can Deflect the Element of fire


    • Can Deflect the Element of Water



    Weaknesses:


    • Only works with most physical attacks and even magic so long as it is tangible, Via, punches, bullets, strikes, certain projectiles. certain elements (Fire, Water)


    • Is incapable of protecting against things such as gas, light, darkness, and other elements that cannot physically be touched


    • User must see attack coming and be prepared for it


    • Duration last for five post


    • typical barrier can only withstand about 2 spell ranked spells.


    • Cooldown is three post


    Name: Force
    Rank: D
    Type: Offensive

    Description: The ability to create a telekinetic impulse, launching a concussive burst of (pressurized air)-not unlike the blast of an archaic 'pipe bomb'-that would impact a target with enough force to knock it over, launch it into the air, or even (particularly in the case of fragile materials such as glass) shatter it into pieces. The greater the my telekinetic aptitude, the larger the pressure differential, and thus the stronger the effect and the heavier the target. User can increase the range and arc of the blast without lowering the average kinetic energy, creating a blanketed wave instead of a focused impulse.Pull, has almost the same effect. User can pull objects of certain mass closer to him with a certain amount of concentration, and since some objects such as people are large enough for him to home in on, it is easier to pull them. Grip acts as a hold on a person, an ability that allows him to keep his conscious latched onto a single object and manipulate it without dropping or letting go of it. Choking is a variation of this, allowing him to telekinetically apply pressure to their opponent's organs or body.

    Strengths:



    • The ability to push objects away at high or low velocity


    • The ability to pull objects closer at high or low velocity


    • The ability to hold and manipulate objects by lifting it off the ground


    • The ability to apply pressure to objects, allowing user to break things


    • The ability to manipulate objects from a distance (50 Yard radius)


    Weaknesses:

    • Incapable of manipulating non tangible objects


    • Cannot manipulate things with a greater mass then users mentality (Extremely large objects)


    • Harder to grab hold of a quickly moving target


    • Target MUST be within the sight and reach of the user


    • A lot of focus and concentration are required to use effectively. If distracted, the hold will weaken


    • Duration is five post


    • Cooldown is 2 post


    Name: Repulse
    Rank: D
    Type: Offensive

    Description: An extremely powerful telekinetic power, similar in function to Push, and perhaps even more to Blow, but on a far larger scale, akin to that of a Wave, Repulse was known to gather loose objects, even Humans, and let out a powerful blow. The user would concentrate in the force and violently push it outwards, creating rapidly-expanding kinetic ripples in space, flinging nearby objects away at high velocity. The power only affected objects a certain distance away from the user, and therefore anyone could avoid its effects by moving further away from the user, typically targets must be within the range of twenty yards and when shot away they may go the distance of thirty yards.  

    Strengths:


    • Can draw in objects by disturbing the gravitational field within a twenty yard radius and pull objects in


    • Can blow away objects at high speeds


    • Can ravage a persons insides, rendering them unconscious


    Weaknesses:


    • When this ability is in use, the user shuts down all other functions, leaving himself vulnerable to attack.


    • Once the spell is started, it can not be shut down unless the user loses consciousness or is distracted (Hit him hard hard enough to disturb the spell)


    • User is unable to control who is within the blast range. Danger Close


    • Causes temporary loss of motor functions (Unable to move)

    Name: Disturbance Wave
    Rank: D
    Type: Offensive

    Description: This allows the user to send massive vibrations into the ground or any material he can touch. Using Telekinesis to send vibrations and create almost a ripple effect, being able to create small earthquakes and tremors. Making the first layer of earth to shatter at about a twenty yard radius. This can be related to a massive sound wave. When used on a human, it is downgraded and simply ravages their insides, making them cough up blood or become disorientated.

    Strengths:


    • Targets within the blast will either have to flee or jump out of the way


    • Causes objects to fly into the air at high speeds


    • Can destroy layers of earth with relative ease



    Weaknesses:

    • Short range and not very effective.


    • Is unable to hit targets that are not within range


    • Does little damage


    • Cooldown is 3 post


    • Duration is 1 post



    Last edited by Darsha Vi Providence on 19th May 2014, 8:52 am; edited 3 times in total


    _____________________________________________________________________________________

    Providence's Magic  Accelerator_gif_by_atemmlover-d3loyf1
    Chaotic Rumble
    Chaotic Rumble

    Dark Insanity


    Dark Insanity

    Administrator- Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- God Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Tournament Participation Badge- 1 Year Anniversary- Player 
    Lineage : Corrupted King of Knights
    Position : King Of Kings
    Posts : 2754
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Mentor : Sapphiron ; The Shadow
    Experience : 601,187

    Character Sheet
    First Skill: Refraction : Sword King
    Second Skill: N/A (for now)
    Third Skill:

    Providence's Magic  Empty Re: Providence's Magic

    Post by Chaotic Rumble 19th May 2014, 7:08 am

    Darsha Vi Providence wrote:Primary Magic: Telekenisis
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: The ability to control any physical object on a subatomic level by using methods aside from physical means.  Telekinesis denotes the paranormal ability of the mind to influence matter, time, space, or energy without the use of any currently known type of physical means.

    Strengths: This magic gives the user the ability to fight from a distance with equal offense and defense. By manipulating solid objects and bending them to the will of his mind he can deflect most projectiles and attacks with this magic. Making him hard to hit with just standard attacks.  <--- Try to list your strengths as you have your weaknesses.  It makes things a lot easier to understand, and also keep in mind, a magic should have 3 basic strengths in the list.  Final thing, try to put a symbol that indicates it's a new strength or weakness.  For example...

    * Strength 1
    * Strength 2
    * Strength 3


    Weaknesses:
    Cannot manipulate items that do not exist, via energy <--- Does this mean magical attacks as well?  Magic is basically energy, after all.
    Cannot Manipulate items with a greater mass then the users mentality (Buildings)
    When overused brain goes into shock
    When overused internal bleeding occurs (Eyes, mouth, nose, ears)
    When overused vibrations within body cause organ failure
    You write in the 3 weaknesses above that overuse causes this and this and this.  Define overuse.  How many spells would it take to it be considered overuse?  Expand on that.
    Concentration is NEEDED to use the ability
    Cannot manipulate objects out of the users range of view
    Cannot defend against surprise attacks, must see attacks coming
    Incapable of defending against non physical attacks. Via mind control, plasma, ect
    (List will continue as time goes on)

    Abilities/Powers: None as of noww

    Spell Template

    Name: Invulnerability
    Rank: D=H <--- Only D-Rank.
    Type: Defensive
    Description: A form of telekinetic durability which basically is an invisible skin of armor that will to come my aid when it is required. While the armor is being used, I am virtually untouchable. Unfortunately, this ability will only work if  i are prepared for whatever form of harm is threatening me, and i fail to react in time, it can result me being seriously injured or even killed. Referring back to the ball test with reaction time.

    Strengths: Deflects almost any D rank projectile or attack so long as it is by physical means. Depending on the rank his his opponent will depend the effect. If attacked by a H rank the shield will have little effect. <--- Sorry mate, too powerful.  You CANNOT be immune to attacks, especially at D-Rank.  The most you deflect is 4 D-Rank spells, or 2 C-Rank spells, or a single B-Rank spell, anything above completely shatters this spell.  Rest is fair game.  This is also assuming that it has a heavy weakness as well, 'cause the typical barrier can only withstand about 2 spell ranked spells.  Also, please have a minimum of at least 3 strengths in the list I presented you with earlier.
    Weaknesses: Only works with physical attacks, Via, punches, bullets, strikes, certain projectiles. <--- Attacks mixed with magic will work still, unless you go with the attack being completely deflected.  Also, please put this in the list I've presented you with earlier.  Every spell should have at least one more extra weakness than strengths, but I'm a bit relaxed on this rule and allow having the same amount of weaknesses as strengths, but I still encourage 1 extra weakness. Its cooldown is 2 post.  <--- Need a duration for this, and the cooldown should be upped depending on the duration you have, so we'll see next time during your edits.


    Name: Mind over Matter
    Rank: D-H <--- Only D-Rank.
    Type: Offensive
    Description: The ability to create a telekinetic impulse, launching a concussive burst of (pressurized air)-not unlike the blast of an archaic 'pipe bomb'-that would impact a target with enough force to knock it over, launch it into the air, or even (particularly in the case of fragile materials such as glass) shatter it into pieces. The greater the my telekinetic aptitude, the larger the pressure differential, and thus the stronger the effect and the heavier the target. With practice, i could increase the range and arc of the blast without lowering the average kinetic energy, creating a blanketed wave instead of a focused impulse. eventually i could generate a concussive blast that would radiate from them for dozens of meters in all directions, detonating with telekinetic of a conventional explosive. Pull, has almost the same effect. I can pull objects of certain mass closer to me with a certain amount of concentration, and since some object such as people are large enough for me to home in on, it is easier to pull them. Grip acts as a hold on a person, an ability that allows me to keep my conscious latched onto a single object and manipulate it without dropping or letting go of it. Choking is a variation of this, allowing me to telekinetically apply pressure to their opponent's organs or body. If not resisted, it could crush the victim's heart or spasming lungs, thus stunning them and inflicting considerable damage to the organ, and it would cause the victim incredible pain and suffering.  all i have to do is focus on a targets, neck, or other area. And put massive amounts of pressure, i can effectively use this to break arms, legs, and even other feats. Although the amount of focus required to do this does damage to my brain, resulting in internal bleeding and sometimes tumors.  <--- Once more, too powerful.  You should list what the ability currently has the potential to do, not the potential it has in the future.  At D-Rank, this spell won't be THAT powerful.  You need to specify the range you can use this ability on.  There is more to say about this spell...  But I'm tired.  I'll be sure to go through it properly when you bump though.

    Strengths: Listed above <--- Should be listed here with the format I showed you.
    Weaknesses: Listed above <--- Same as the strengths.
    Give me a duration and cooldown.


    Name: Repulse
    Rank: D-H <--- D-Rank.
    Type: Defensive/Offensive
    Description: An extremely powerful telekinetic power, similar in function to Push, and perhaps even more to Blow, but on a far larger scale, akin to that of a Wave, Repulse was known to gather loose objects, even Humans, and let out a powerful blow. The user would concentrate in the force and violently push it outwards, creating rapidly-expanding kinetic ripples in space, flinging nearby objects away at high velocity. The power only affected objects a certain distance away from the user, and therefore anyone could avoid its effects by moving further away from the user <--- Give me a specific range here.

    Strengths: Repels certain forces <--- Define the forces. Also, three strengths at least in the format I've shown you please.
    Weaknesses: Has only a mid range and cooldown of ten post. <--- ALready requested for range. WHOA WHOA WHOA WHOA WHOA THERE BUDDY, THAT'S A HIGH COOLDOWN! That's too damn high! D-Rank spells generally have a maximum cooldown of 3 posts, 4 or 5 if their duration is a bit high. Please reduce it to 3, unless the duration is 3 posts, in which it should be a 4 post cooldown. State the duration at any rate. Give me at least 3 weaknesses, or have it equal to the amount of strengths if there's more than 3 strengths


    Name: Vibration
    Rank: D-H <--- D-Rank
    Type: Offensive
    Description: This allows the user to send massive vibrations into the ground or any material he can touch. Using Telekinesis to send vibrations and create almost a ripple effect, being able to create small earthquakes and tremors. At an advanced level, the earth could very well split open.

    Strengths: Forces enemies to flee to at least twenty yards away. <--- How does it do this? From what I can tell, this only creates vibrations. Also, your earthquake effect won't be that powerful, but will shake the ground considerably. List all strengths in the format I showed you and increase the amount you have..
    Weaknesses: Short range and not very effective. Cooldown is five pot. <--- Give me a range, and at least the same amount of weaknesses as there are strengths. The cooldown can be taken down to 3 posts. Also, final thing, you won't be able to use this on humans. Splitting humans up is a no no. Give me a duration, if the vibration has one.

    Right mate, there's a lot to do, but we can do it! Comments are in this colour. My review is a bit sloppy; rushed 'cause I have little time, and haven't reviewed in a while, but don't worry, I'll check it over properly after you've bumped~


    _____________________________________________________________________________________



    Providence's Magic  V4W5D0r


    Bank

    Seru's Main Theme

    Spoiler:


    Seru's Battle theme

    Spoiler:
    Darsha Vi Providence
    Darsha Vi Providence

    Player 
    Lineage : None
    Position : None
    Posts : 5
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Providence's Magic  Empty Re: Providence's Magic

    Post by Darsha Vi Providence 19th May 2014, 8:55 am

    Bump

    Also, the coding format keeps messing up on me >_>


    _____________________________________________________________________________________

    Providence's Magic  Accelerator_gif_by_atemmlover-d3loyf1
    Chaotic Rumble
    Chaotic Rumble

    Dark Insanity


    Dark Insanity

    Administrator- Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- God Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Tournament Participation Badge- 1 Year Anniversary- Player 
    Lineage : Corrupted King of Knights
    Position : King Of Kings
    Posts : 2754
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Mentor : Sapphiron ; The Shadow
    Experience : 601,187

    Character Sheet
    First Skill: Refraction : Sword King
    Second Skill: N/A (for now)
    Third Skill:

    Providence's Magic  Empty Re: Providence's Magic

    Post by Chaotic Rumble 20th May 2014, 10:23 am

    Darsha Vi Providence wrote:Primary Magic: Telekenisis
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster

    Description: The ability to control any physical object on a subatomic level by using methods aside from physical means.  Telekinesis denotes the paranormal ability of the mind to influence matter, time, space, or energy without the use of any currently known type of physical means.

    Strengths: This magic gives the user the ability to fight from a distance with equal offense and defense. By manipulating solid objects and bending them to the will of his mind he can deflect most projectiles and attacks with this magic. Making him hard to hit with just standard attacks.


    • Moving/Levitating objects or people.


    • Self-levitation allowing flight. Powerful telekinetics could fly at supersonic speeds.
      Creating Force-fields.


    • Controlling molecules allowing telekinetics to disintegrate objects (even people).


    • Projecting blasts of telekinetic force.


    • Redirecting attacks.


    • Control over limited energy.


    • Rearranging matter at a molecular level.


    • Controlling the flow of blood in the brain.


    • A very powerful telekinetic could damage a whole area by unleashing a wave of telekinetic force.


    • Crushing objects/people.


    • Controlling gravity.


    • Enhancing physical attributes such as superhuman strength, speed and invulnerability.


    Weaknesses:


    • Cannot manipulate items that do not exist, via energy that is not tangible. Light, Shadow, mind control, ect.


    • Cannot Manipulate items with a greater mass then the users mentality (Buildings)


    • When overused brain goes into shock (Occurs at 10%)


    • When overused internal bleeding occurs (Eyes, mouth, nose, ears)(Over usage happens when the user drains the capacity of his or her magical level. The first stage of overusage is when the limit reaches 30%)


    • When overused vibrations within body cause organ failure (Occurs at 20%)


    • Concentration is NEEDED to use the ability


    • Cannot manipulate objects out of the users range of view


        • Cannot defend against surprise attacks, must see attacks coming


        • Incapable of defending against non physical attacks. Via mind control, plasma, ect

        (List will continue as time goes on)Abilities/Powers: None as of now Spell TemplateName: Redirection  Rank: DType: Defensive Description: A form of telekinetic durability which basically is an invisible skin of armor that will to come aid the user when it is required. While the armor is being used, He virtually untouchable. Unfortunately, this ability will only work if  he is prepared for whatever form of harm is threatening him, and if he fails to react in time, it can result him being seriously injured or even killed. Strengths: Deflects almost any D rank projectile or attack so long as it is by physical means. Depending on the rank his his opponent will depend the effect.Strengths:

        • Can deflect 4 D-Rank spells


        • Can Deflect 2 C-Rank Spells


        • Can Deflect 1 B-Rank Spell


        • Can Deflect the Element of fire


        • Can Deflect the Element of Water

        Weaknesses:

        • Only works with most physical attacks and even magic so long as it is tangible, Via, punches, bullets, strikes, certain projectiles. certain elements (Fire, Water)


        • Is incapable of protecting against things such as gas, light, darkness, and other elements that cannot physically be touched


        • User must see attack coming and be prepared for it


        • Duration last for five post <--- This should be downed to 3 posts, otherwise this spell looks alright to me.


        • typical barrier can only withstand about 2 spell ranked spells.


        • Cooldown is three post

        Name: Force Rank: DType: Offensive Description: The ability to create a telekinetic impulse, launching a concussive burst of (pressurized air)-not unlike the blast of an archaic 'pipe bomb'-that would impact a target with enough force to knock it over, launch it into the air, or even (particularly in the case of fragile materials such as glass) shatter it into pieces. The greater the my telekinetic aptitude, the larger the pressure differential, and thus the stronger the effect and the heavier the target. User can increase the range and arc of the blast without lowering the average kinetic energy, creating a blanketed wave instead of a focused impulse.Pull, has almost the same effect. User can pull objects of certain mass closer to him with a certain amount of concentration, and since some objects such as people are large enough for him to home in on, it is easier to pull them. Grip acts as a hold on a person, an ability that allows him to keep his conscious latched onto a single object and manipulate it without dropping or letting go of it. Choking is a variation of this, allowing him to telekinetically apply pressure to their opponent's organs or body. Strengths:

        • The ability to push objects away at high or low velocity


        • The ability to pull objects closer at high or low velocity


        • The ability to hold and manipulate objects by lifting it off the ground


        • The ability to apply pressure to objects, allowing user to break things <--- What objects can you break? (also, you can mention here the spell causes D-Rank damage).


        • The ability to manipulate objects from a distance (50 Yard radius) <--- 25 Yards, if you may.

        Weaknesses:

        • Incapable of manipulating non tangible objects


        • Cannot manipulate things with a greater mass then users mentality (Extremely large objects) <--- Define this. Examples can be large boulders and buildings.


        • Harder to grab hold of a quickly moving target


        • Target MUST be within the sight and reach of the user


        • A lot of focus and concentration are required to use effectively. If distracted, the hold will weaken


        • Duration is five post <--- Reduce this to three posts, please. Also, please write how many times per post you can use this ability. My recommendation is 3.


        • Cooldown is 2 post <--- Increase this to 4 please.

        Name: RepulseRank: DType: Offensive Description: An extremely powerful telekinetic power, similar in function to Push, and perhaps even more to Blow, but on a far larger scale, akin to that of a Wave, Repulse was known to gather loose objects, even Humans, and let out a powerful blow. The user would concentrate in the force and violently push it outwards, creating rapidly-expanding kinetic ripples in space, flinging nearby objects away at high velocity. The power only affected objects a certain distance away from the user, and therefore anyone could avoid its effects by moving further away from the user, typically targets must be within the range of twenty yards and when shot away they may go the distance of thirty yards.  Strengths:

        • Can draw in objects by disturbing the gravitational field within a twenty yard radius and pull objects in


        • Can blow away objects at high speeds <--- How fast?


        • Can ravage a persons insides, rendering them unconscious <--- Ravaging insides it a bit much, but that doesn't mean you can't render your opponent unconscious. Just change the ravaging insides thing to something else, and state the post duration they're unconscious for.

        Weaknesses:

        • When this ability is in use, the user shuts down all other functions, leaving himself vulnerable to attack.


        • Once the spell is started, it can not be shut down unless the user loses consciousness or is distracted (Hit him hard hard enough to disturb the spell)


        • User is unable to control who is within the blast range. Danger Close


        • Causes temporary loss of motor functions (Unable to move) <--- How long are you unable to move for after this spell is done?
          You forgot to add the duration and cooldown for this spell :3

        Name: Disturbance WaveRank: DType: Offensive Description: This allows the user to send massive vibrations into the ground or any material he can touch. Using Telekinesis to send vibrations and create almost a ripple effect, being able to create small earthquakes and tremors. Making the first layer of earth to shatter at about a twenty yard radius. This can be related to a massive sound wave. When used on a human, it is downgraded and simply ravages their insides, making them cough up blood or become disorientated. <--- How long is the disorientation for? Strengths:

        • Targets within the blast will either have to flee or jump out of the way


        • Causes objects to fly into the air at high speeds <--- How fast, and how big can the objects be?


        • Can destroy layers of earth with relative ease

        Weaknesses:

        • Short range and not very effective.


        • Is unable to hit targets that are not within range


        • Does little damage


        • Cooldown is 3 post


        • Duration is 1 post





    Right mate! It's A LOT better than before, so good job! There's not as much as last time! We should be able to get this all done in this post, or the next. As always, comments and questions are in this colour. Please bump once the changes are made~!


    _____________________________________________________________________________________



    Providence's Magic  V4W5D0r


    Bank

    Seru's Main Theme

    Spoiler:


    Seru's Battle theme

    Spoiler:
    Shirohige
    Shirohige

    Player 
    Lineage : None
    Position : None
    Posts : 14
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    Dungeon Tokens : 0
    Experience : 0

    Providence's Magic  Empty Re: Providence's Magic

    Post by Shirohige 23rd July 2014, 9:13 pm

    I don't think the telekinesis from the anime allows you to do all this other than control like liquids or something like that, unless you made your own, if you did, holy cow

      Current date/time is 20th November 2024, 8:23 am