Alright, so, not a lot to say here. Youre just totally underestimating your ranges and some other stuff here. I don't know how experienced you are in rp combat, so I hope you can accept my voice when it comes to this.
Find more strengths and weaknesses to your magic: I want you to really think about it. WHEN and HOW would your magic be beneficial and advantageous. WHEN and HOW would your magic start to fall behind and lose effectiveness. E.g. Fire Magic "when under water, this magic is entirely useless and the user is prone to mages who's magic is not negated under water". <<< Best and simplest example I can find for a magic's weakness. Now, think about it, add it. And TRY to have one more weakness than strength for your magic to balance it out.
Hidden Saber: Lower the 500 meter range to 20 meters. Lower the 50 meter width to 5 meters. 500 meters is half a kilometer, 50 meters is nearly an entire football field. At D Rank, you could wreck an entire football field with this. D Rank isnt that strong yet. Sorry.
Also, lower the duration to 6 posts.
Shadowsworn Armour: Lower the duration to 6 here as well. You may heighten your resistance against Shadow and Darkness Magic to somewhere around 50-60 % here. However, your active needs to only have ONE target within a maximum 15 meter radius. So change "For one of the enemies posts, [...]" to "For the next post, a target enemy dragon slayer of user rank or lower within a 15 meter radius of the user will have his consumable element switched"
You also need to expand on HOW it affects the dragon slayers so that their consumable element is switched.
Martyrblade: Give a percentage to the slow. Something like "30% (effect halves per rank the opponent is higher than this weapon)" should work.
Darkwrap Raiment: Alright, your teleport, basically works. Needs one post to charge, that's totally fine. What doesn't work is "teleports back to the guildhall". I will allow a 30 meter range for battle usage. That way, this could be a great way to initiate an attack against an enemy.
Rest is fine. Bump me when youre done with edits or want to discuss any of my requests.
Find more strengths and weaknesses to your magic: I want you to really think about it. WHEN and HOW would your magic be beneficial and advantageous. WHEN and HOW would your magic start to fall behind and lose effectiveness. E.g. Fire Magic "when under water, this magic is entirely useless and the user is prone to mages who's magic is not negated under water". <<< Best and simplest example I can find for a magic's weakness. Now, think about it, add it. And TRY to have one more weakness than strength for your magic to balance it out.
Hidden Saber: Lower the 500 meter range to 20 meters. Lower the 50 meter width to 5 meters. 500 meters is half a kilometer, 50 meters is nearly an entire football field. At D Rank, you could wreck an entire football field with this. D Rank isnt that strong yet. Sorry.
Also, lower the duration to 6 posts.
Shadowsworn Armour: Lower the duration to 6 here as well. You may heighten your resistance against Shadow and Darkness Magic to somewhere around 50-60 % here. However, your active needs to only have ONE target within a maximum 15 meter radius. So change "For one of the enemies posts, [...]" to "For the next post, a target enemy dragon slayer of user rank or lower within a 15 meter radius of the user will have his consumable element switched"
You also need to expand on HOW it affects the dragon slayers so that their consumable element is switched.
Martyrblade: Give a percentage to the slow. Something like "30% (effect halves per rank the opponent is higher than this weapon)" should work.
Darkwrap Raiment: Alright, your teleport, basically works. Needs one post to charge, that's totally fine. What doesn't work is "teleports back to the guildhall". I will allow a 30 meter range for battle usage. That way, this could be a great way to initiate an attack against an enemy.
Rest is fine. Bump me when youre done with edits or want to discuss any of my requests.