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 •

    Blue Magic[Under Revision Please Do Not Check]

    Vincent
    Vincent

    Player 
    Lineage : Beast Pride
    Position : None
    Posts : 110
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 1231.25

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Blue Magic[Under Revision Please Do Not Check] Empty Blue Magic[Under Revision Please Do Not Check]

    Post by Vincent 7th July 2015, 11:54 am

    Magic

    Primary Magic: Blue Magic
    Secondary Magic: Banned
    Caster or Holder: Caster
    Description: The caster is an essential magic sponge that gains the ability to use any spell that hits them. While only so many spells can be obtained there is no spell he cannot obtain. While he can learn higher ranked spells he cannot cast them until ascending to the appropriate rank.


    Strengths:
    -Spell Sponge: If hit by any spell the caster gains the ability to cast that spell without any required training. Only with exception to higher ranked spells.

    -Diversity: This magic will permit the caster to hold a wide variety of spells in his possession which can give him a tactical advantage.

    -Lost and Found: While the methods of teaching Lost Magic are lost to time, they are still magic and Blue Magic can be used to replicate them as easy as any modern magic.

    Weaknesses:

    -Finite Collection: This magic's power is diversity but its diversity is limited in that he can only learn so many spells. He can learn no more than the average person.

    -Earn or Die: The caster starts with no spells at all.

    -Punching Bag: The caster must be hit with a spell and not die to learn a spell(really complicates getting spells of a higher rank).

    -Donation Limit: The caster can only learn 1 spell from any one magic. Only one Lightning Dragon Slayer spell regardless of if he meets two different Lightning Dragon Slayers, inversely he could learn multiple spells from one person if they have a primary and a secondary magic of different elements. Magics of the same element from the same caster are considered too similar.

    -Dedication: The caster of this magic may not have any: Secondary Magic, Tertiary Magic, Lineage, Weapons, Armors, or Pets. This is to make "memory room," for more spells.


    -Take The Good With the Bad: The caster cannot pick and choose when he takes on a spell he takes on all of the spells weaknesses.

    -Bad Combos: Upon taking a new into himself it is "volatile," for the current thread which doesn't mean anything other then it might react with other "volatile," spells. Any volatile spells of opposing elements existing at once will destroy each other leaving the caster empty handed and takes away 10% of their health.
    Conflicting Elements:
    Fire - Water
    Earth - Air
    Buff - Debuff
    Heal - Poison
    Holy - Dark
    Arcane - Physical
    Law - Chaos
    Spells that do not obviously hit into one category will be sorted OOC by the player. Most everything should fit into or be related to one of the categories. If not they are thrown in Law(if the caster is a legal mage) or Chaos(if not). Metal spells will go in earth, magma in fire, ice in water, ect. Spells can count as multiple elements if they are something like a Fire Heal or an Air Debuff. If either element conflicts with any other volatile spell the spells will be destroyed. After the thread ends since a spell has been obtained they become "stable," and no longer react with spells of opposite elements. So it is possible to get both fire and water spells, just not at the same time. If this is done the spells can be re-obtained at a later date but not within the current thread of the volatile reaction.

    -Too good for his own good: The caster will take on any and all spells that hit if they have a spell slot for it, like it or not. This can be used to force a volatile reaction on the caster or to waste their limited spell slots. However if a spell is volatile the caster can purge it from them(this involves magical puke) at any time but it takes them a while without interruption, essentially making it impossible mid combat(no set time, just understand it takes too long to use in battle or other times of action). If this is done the spell is lot forever and cannot be reclaimed ever but a new spell can be claimed from the same magic.



    Lineage: Banned
    Unique Abilities:
    Spell Sponge: The caster gains any spell they are hit by. Spells will be copy and pasted from the original's magic into a thread labeled "Vincent's Blue Magic Spellbook," in the "Bank," sub-forum as to prevent constant locking and unlocking off this app. Spells from npcs will have a spell template created by the player. The Spellbook thread will include links to the threads in which the spell was obtained along with the specific post number. A mod can check this any time they or another player are suspicious of if and how the caster obtained a spell. NPC created spells will have to be approved by a mod.
    Note on signature spells: Any signature spell that the caster learns is treated as a signature spell for him as well however he can only have one for each rank. Should he be hit by multiple signature spells of the same rank, which comes first will be treated as his signature spell and the other will be treated as a normal one.


    Unique Collector: Any unique ability used on the caster can also be obtained. However by the nature of passive abilities "used on the caster," may prove difficult criteria to meet. Things such as a slayer's element consumption or dragon force just wouldn't work.  It should also be noted the caster does not have any additional passive slots then a normal of his rank. That being the case passive abilities can also be purged in their "volatile," time window, but by that same token they also take on the element on the magic they come from and can react with other "volatile," spells and passives of conflicting elements. As a B-Rank the caster has 5 ability slots and 2 are already used up.... These too shall be logged in the Spellbook thread.


    Last edited by Vincent on 9th July 2015, 3:15 pm; edited 3 times in total
    Thorn
    Thorn

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Arm of Destiny
    Position : None
    Posts : 1405
    Guild : Savage Skull
    Cosmic Coins : 6
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Blue Magic[Under Revision Please Do Not Check] Empty Re: Blue Magic[Under Revision Please Do Not Check]

    Post by Thorn 8th July 2015, 3:26 am

    Right ok approved.



    _____________________________________________________________________________________

    Blue Magic[Under Revision Please Do Not Check] S6Eaz9K
    Rosetta Crawford
    Rosetta Crawford

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Villain- 1 Year Anniversary- Player 
    Lineage : Embodiment of the 13th
    Position : None
    Posts : 3499
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Sky Emperor Shangdi
    Experience : 367,824.5

    Character Sheet
    First Skill: Ten No Kichi
    Second Skill:
    Third Skill:

    Blue Magic[Under Revision Please Do Not Check] Empty Re: Blue Magic[Under Revision Please Do Not Check]

    Post by Rosetta Crawford 8th July 2015, 1:03 pm

    Vincent wrote:Magic

    Primary Magic: Blue Magic
    Secondary Magic: Banned
    Caster or Holder: Caster
    Description: The caster is an essential magic sponge that gains the ability to use any spell that hits them. While only so many spells can be obtained there is no spell he cannot obtain. The caster can also obtain spells of a higher rank then him, however there is a cost of using said spells. No. You are not using spells of a higher rank than you are. This gives you far too much of an edge over other mages. You are limited to spells of your rank. End of

    The only other power of this magic is the ability to collect living things. If an opponent or beast has been defeated the caster can "collect," them giving them the ability to summon them at any time. However this does not include the ability to control them making it completely pointless to collect a human ever and pointless to collect a beast without obtaining some spell to control them. This makes it sound like you can take a players pet. That isn't going to fly. On top of that I don't think anyone on the entire site has 'beast controlling magic' so you would NEVER be able to control the beasts. Also this doesn't seem to really match with the first part. Like I can't see how being able to do that would allow this. So I think you'd be best off sticking with just the magic copying idea.
    Strengths:
    -Spell Sponge: If hit by any spell the caster gains the ability to cast that spell. No exceptions. Like I said you aren't casting spells of higher rank than you

    -Carbon Copy: The spells the caster learns are perfect copies of the one he learned including circumstances. If the mage he learned a spell from was powered up or debuffed in any way when hit the duplicated spell will have the power of the buffed/debuffed spell. It should also be noted if the physical strength of the caster impacts the power of the spell, the physical strength is also duplicated. If (for example) the power of a spell is determined by the sunlight and it was learned on an incredibly sunny day the duplicated spell will have the power of the incredibly sunny day even if 100 feet underground during a tornado. I'm not really happy about this. I think you should copy the spell as it is in that person's template. So your spell is not somehow magically better/worse because you copied it whilst it was better/worse especially as that means you could be essentially ignoring a spell's weaknesses/strengths

    -Animal Collector: Assuming he develops some kind of taming or beast controlling spell the caster can subjugate beasts he defeats. This can even be done for boss enemies.

    Weaknesses:

    -Finite Collection: This magic's power is diversity but its diversity is limited in that he can only learn so many spells. His spell limit is equal to that of a H-Rank with all spell slots purchased. While this is arguably a strength because of how high the limit is, at the end of the day it is still a limit. NO. We need to purchase spells slots. You are not getting away with freebies

    -Earn or Die: The caster starts with no spells at all.

    -Punching Bag: The caster must be hit with a spell and not die to learn a spell(really complicates getting spells of a higher rank).

    -Donation Limit: The caster can only learn 1 spell from any one magic. Only one Lightning Dragon Slayer spell regardless of if he meets two different Lightning Dragon Slayers, inversely he could learn multiple spells from one person if they have a primary and a secondary magic of different elements. Magics of the same element from the same caster are considered too similar.

    -Dedication: The caster of this magic may not have any: Secondary Magic, Tertiary Magic, Lineage, Weapons, Armors, Pets, Signature Spells and they cannot purchase anymore spell slots then they already have. This is to make "memory room," for more spells.

    -Carbon Copy Redux: Just as the copied spells carries any buffs on the original at the time of capturing they also take on any debuffs. A spell dependent on rainfall obtained on a dry day will have the power of a dry day even when used during a hurricane.

    -Take The Good With the Bad: The caster cannot pick and choose when he takes on a spell he takes on all of the spells weaknesses.

    -Bad Combos: Upon taking a new into himself it is "volatile," for 24 hours which doesn't mean anything other then it might react with other "volatile," spells. Any volatile spells of opposing elements existing at once will destroy each other leaving the caster empty handed and takes away 10% of their health. 24 hours doesn't fly with me as we don't really have an IC time concept. As such this will have to be changed to a number of posts
    Conflicting Elements:
    Fire - Water
    Earth - Air
    Buff - Debuff
    Heal - Poison
    Holy - Dark
    Arcane - Physical
    Law - Chaos
    Spells that do not obviously hit into one category will be sorted OOC by the player. Most everything should fit into or be related to one of the categories. If not they are thrown in Law(if the caster is a legal mage) or Chaos(if not). Metal spells will go in earth, magma in fire, ice in water, ect. Spells can count as multiple elements if they are something like a Fire Heal or an Air Debuff. If either element conflicts with any other volatile spell the spells will be destroyed. After 24 hours have passed since a spell has been obtained they become "stable," and no longer react with spells of opposite elements. So it is possible to get both fire and water spells, just not at the same time. If this is done the spells can be re-obtained at a later date but not within 24 hours of the volatile reaction.

    -Too good for his own good: The caster will take on any and all spells that hit if they have a spell slot for it, like it or not. This can be used to force a volatile reaction on the caster or to waste their limited spell slots. However if a spell is volatile the caster can purge it from them(this involves magical puke) at any time but it takes them about two minutes without interruption, essentially making it impossible mid combat. If this is done the spell is lot forever and cannot be reclaimed ever. Does this mean you can't get a spell from that magic ever again if you puke it out. OR just that spell?

    -Control Issues: Defeated enemies cannot be controlled when collected without some other method found to control them. Without access to a secondary, tertiary, other pets, magic items, armors and weapons, a spell will have to be obtained to make this not useless(but on the other hand an uncontrollable monster may be useful anyway if the caster can stand clear). Also a collected enemy that is defeated by another is freed from the caster. These two facts combined mean a human captured by the caster can simply declare "I lose," and free themselves. This could be done even if they are in magic storage.

    Lineage: Banned
    Unique Abilities:
    Spell Sponge: The caster gains any spell they are hit by. Spells will be copy and pasted from the original's magic into a thread labeled "Vincent's Blue Magic Spellbook," in the "Bank," sub-forum as to prevent constant locking and unlocking off this app. Spells from npcs will have a spell template created by the player. The Spellbook thread will include links to the threads in which the spell was obtained along with the specific post number. A mod can check this any time they or another player are suspicious of if and how the caster obtained a spell. NPC created spells will have to be approved by a mod. NPC magic spells will need to go for an approval process. Otherwise we can't tell if they are balanced. This is not true for spells taken from someone else as they have already been approved

    Beast Collector: The caster can collect any enemy they defeat by simply touching them and willing it to be so, however this does not mean they can control them. Collected enemies are stored in a weird magical dimension until summoned, and can be sent back at any time. Collected enemies can be summoned no more then 5 meters from the caster and must be within the same distance for him to call them back. If a collected enemy is defeated by another foe their connection to the caster is severed. There are no limits to how many enemies can be collected total but they are hard to obtain, hard to control, easy to lose and only one can be obtained every 24 hours. A boss class enemy must be defeated in 1 vs 1 combat without any assistance of any any kind from any other entity in order to be captured.  Collected enemies can be summoned and dispelled at any time, but as a final and umpteenth reminder the caster cannot control them. These will also be logged in the Spellbook thread. [

    Unique Collector: Any unique ability used on the caster can also be obtained. However by the nature of passive abilities "used on the caster," may prove difficult criteria to meet.  It should also be noted the caster does not have any additional passive slots then a normal of his rank. That being the case passive abilities can also be purged in their "volatile," time window, but by that same token they also take on the element on the magic they come from and can react with other "volatile," spells and passives of conflicting elements. As a B-Rank the caster has 5 ability slots and 3 are already used up.... These too shall be logged in the Spellbook thread.

    Ok i've pulled this magic because...it is very unbalanced. Essentially, if you managed to become tanky enough through spells you could essentially be a H rank casting a D rank spell.

    On top of that you never actually mention the cost of using a higher ranked spell.

    We also don't have a system in place for someone casting spells of a higher rank except via spell fusion. So no you are not casting spells of higher rank and that is the end of that.

    ALso note: you are not going to be able to copy slayer passive abilities. End of. That could essentially make you a multi-element slayer without going through any of our processes and in a way that could make you almost invincible if done right. SO yeah no slayer abilities.


    _____________________________________________________________________________________

    Blue Magic[Under Revision Please Do Not Check] Zack2_by_gramcrackers-d8ker96

    Blue Magic[Under Revision Please Do Not Check] Zack_by_ravenart5-d8j23c0

    Blue Magic[Under Revision Please Do Not Check] Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Vincent
    Vincent

    Player 
    Lineage : Beast Pride
    Position : None
    Posts : 110
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 1231.25

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Blue Magic[Under Revision Please Do Not Check] Empty Re: Blue Magic[Under Revision Please Do Not Check]

    Post by Vincent 8th July 2015, 1:48 pm

    So I've done my best to comply with your requested edits. Regarding the slayer eating and immunity things don't worry. A passive ability has to be "used on me," to some degree. So they would have to "elemental immunity," me or I would have to become their element and they would have to eat me to make that happen. I don't think it is possible for someone to use "elemental immunity," as a verb so no problem there. But if I turn myself into an element and then let myself get eaten I think I earn that element eating perk(This is a joke. I understand no slayer mp regen for me end of discussion).

    Now onto everything else

    Changelog:
    Completely removed all mentions of casting higher ranked spells.

    Added blurb in description "While he can learn higher ranked spells he cannot cast them until ascending to the appropriate rank." I hope this is acceptable if not I will willingly remove it as well.

    Completely removed all mentions of the Beast Capture ability

    Removed Carbon Copy and Carbon Copy Redux

    Added two new strengths "Diversity," and "Lost and Found," to meet minimum 3

    Added clarification on "Too good for his own good," stating a purged spell cannot be relearned but a new spell from the same magic can. Willing to make an edit like "Once three spells from the same magic have been purged no more can be learned from that magic," if needed but I'd rather not.

    Now onto that which I want to negotiate.

    The 24 hour thing. I understand liquid time so this can cause so obvious problems. I added a note explaining in most cases any reference of "once every 24 hours," is equal to "once a thread." But I would like to keep the 24 hours thing for extreme cases such as two threads where the events happen back to back(i.e. a new thread is created to change the setting but the same events are going on) or threads where lots of time passes(like an exceptionally long job, a time skip or similar). If this cannot be done I understand and I will simplify down to something like "1 thread without exception," but I believe this can be done within the rules.

    Then we have the spell slots thing. I know you don't want to give out "freebies." But to balance this my magic already includes:
    -All spells must be obtained one at a time through rp
    -No secondary or tertiary magic, no magic items, armors, signature spells, weapons, or pets
    -One spell from any one magic

    They may not come with the traditional jewel cost but I am still paying a price for those spell slots. But I am willing to add further weaknesses and compromises such as:
    -Half of all purchasable spell slots(vs all)
    -No spell fusions or mixing
    -No unison raids
    -No holder spells(as it is a caster magic)
    -No taking spells from weapons, armors or pets
    Or any other limit you think is needed.

    Please consider it. I am very grateful you have chosen to edit my magic over completely tossing it out and if you truly believe that there is no way I can have more spell slots then that is your call. But I am very hopeful that we can find some way to balance this, because a high spell slot limit to me seems a necessity for any form of collection magic.

    Thank you for your patience and assistance.

    Rosetta Crawford
    Rosetta Crawford

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Villain- 1 Year Anniversary- Player 
    Lineage : Embodiment of the 13th
    Position : None
    Posts : 3499
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Sky Emperor Shangdi
    Experience : 367,824.5

    Character Sheet
    First Skill: Ten No Kichi
    Second Skill:
    Third Skill:

    Blue Magic[Under Revision Please Do Not Check] Empty Re: Blue Magic[Under Revision Please Do Not Check]

    Post by Rosetta Crawford 8th July 2015, 2:05 pm

    I still want you to buy the spells.

    Essentially whilst you are limited by only using spells you've learned you could easily learn those four spells in a single thread. So I want you to buy the slots like anyone else. That way you aren't getting (potentially) more spells then anyone else. After all, it makes sense in a way you'd have to spend time mastering yourself to gain the 'memory space' to use those extra slots.

    That is my final word on the moment.


    ----------------
    I do think you wouldn't be able to mimic a weapon/armor spell as those generally are linked ot the weapon so you'd need the weapon.
    -----------------
    The 24 hours thing i'm not particularly happy with. I'd prefer it so it is like....x number of posts. As time between posts is generally pretty vague and in a lot of cases a post lasts a couple of minutes tops so 24 hours...is actually a huge amount.

    1 thread would be fine. So its volatile for the thread you learn it in.

    Then the next thread perhaps you could of spent time mastering it or something.

    I'd generally prefer all time concepts removed and replaced with posts/thread amounts.
    ---------------
    I'm ok with you being able to learn lost magic spells, but you aren't getting(for example) the passive ability to go into dragon force when you consume enough of an element.


    So yeah deal with that and i'll have a look at this again once thats done


    _____________________________________________________________________________________

    Blue Magic[Under Revision Please Do Not Check] Zack2_by_gramcrackers-d8ker96

    Blue Magic[Under Revision Please Do Not Check] Zack_by_ravenart5-d8j23c0

    Blue Magic[Under Revision Please Do Not Check] Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Vincent
    Vincent

    Player 
    Lineage : Beast Pride
    Position : None
    Posts : 110
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 1231.25

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Blue Magic[Under Revision Please Do Not Check] Empty Re: Blue Magic[Under Revision Please Do Not Check]

    Post by Vincent 8th July 2015, 2:44 pm

    I have edited to fully comply will all of your requests.

    But as I will have no bonus spell slots I would like the ability to learn signature spells and have created and added a guideline as such:

    "Note on signature spells: Any signature spell that the caster learns is treated as a signature spell for him as well however he can only have one for each rank. Should he be hit by multiple signature spells of the same rank, which comes first will be treated as his signature spell and the other will be treated as a normal one."

    This is under the "Spell Sponge," unique ability. Please permit me this. As he is already banned from weapon and armor slots and other players can give up weapon and armor slots for more signature spells I believe "one per rank," to be fair.

    Vincent
    Vincent

    Player 
    Lineage : Beast Pride
    Position : None
    Posts : 110
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 1231.25

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Blue Magic[Under Revision Please Do Not Check] Empty Re: Blue Magic[Under Revision Please Do Not Check]

    Post by Vincent 9th July 2015, 3:16 pm

    After some consideration I have decided I need more consideration. It appears the rules are too strict for my vision of this magic but I am yet unsure if I will so easily abandon it. Until I decide you can forget about this for a while.

    Rosetta Crawford
    Rosetta Crawford

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Villain- 1 Year Anniversary- Player 
    Lineage : Embodiment of the 13th
    Position : None
    Posts : 3499
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Sky Emperor Shangdi
    Experience : 367,824.5

    Character Sheet
    First Skill: Ten No Kichi
    Second Skill:
    Third Skill:

    Blue Magic[Under Revision Please Do Not Check] Empty Re: Blue Magic[Under Revision Please Do Not Check]

    Post by Rosetta Crawford 10th July 2015, 11:37 am

    Erm ok


    _____________________________________________________________________________________

    Blue Magic[Under Revision Please Do Not Check] Zack2_by_gramcrackers-d8ker96

    Blue Magic[Under Revision Please Do Not Check] Zack_by_ravenart5-d8j23c0

    Blue Magic[Under Revision Please Do Not Check] Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)

      Current date/time is 16th May 2024, 7:16 am