Ulhar Relgim

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    Haraka Omaras

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    Lineage : Sea Dragon
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    Posts : 262
    Guild : Onyx Moon
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    Experience : 9,193.75

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Ulhar Relgim

    Post by Haraka Omaras on 4th February 2018, 4:35 pm

    Magic

    First Magic: Ulhar Relgim
    Second Magic: Ice Dragon Slayer(2nd Gen)
    Caster or Holder: Caster
    Description:
    Spoiler:
    The full history of natural magic use in his family is fogged due to his parents selling everything but their souls for power, including their humanity. Maybe his power is from the magical history, or maybe the unnatural self experimentation of his parents. The magic was something that always displayed itself on him in the form of a dim blue glow of his body, but it did not become that active until hitting puberty. During then he had to learn at least the bare minimum in magic through reading, practice, and effort in order to avoid hunting himself, and to learn how to use the magic to hide his least liked features. After a few hundred years he started to try to learn how to use it in ways that didn’t just include not hurting himself.

    Ulhar Relgim is a type of elemental magic, a blue deep sea twist touching all the elements that are used. This can make connecting to certain elements complicated. Fire treats it practically like an insult, as such will take any chance it can to do whatever it wants. Not having enough focus, using too much magic for the skill, not paying enough attention, or not giving it enough direction will cause it to stop listening completely and do it’s own thing. This is why he only uses fire for minor things like cooking food or warming up tea. It leaves strange ripple markings on non liquids it is used to cook though, and the fire will remain blue until it is manually put out. Stone, metal, crystals, he just can’t connect with them at all in magic. That side of earth is something he cannot use in magic in any way. While he can create soil and clay… both are less earth and more a combination of plants and water. While it seems easy to control, part of him doesn’t trust it because it is so easy, so only uses it for minor everyday things.

    The demon can use wind to make shields by compacting the wind in a spot or spots, as well as use it in attacks. As long as he keeps calm and focused, the wind is controllable, but every second it is out it pokes with whispers of the past, doing what it can with sound to try to make Haraka slip. Each new day it will start at a certain point, then get worse and worse as the day goes on. One could say the wind doesn’t like him, but he has read that the wind can act like this to some people it really likes. If he loses focus or his calm, then the wind will go wild, hitting anything and anyone nearby. Electricity is something that is ‘fond’ of him as well, as it allows him to use its light to heal or attack with. The issue is each time its used he can’t move around. When the initial charge is done he can sort of move, but not by much. It will continue to charge until it is released as an attack, or to heal someone. If it’s held on for too long it will start to release some of the charged magic directly onto haraka in the form of an attack until he actually uses the spell. It will also release a recoil on him if he’s using the blue electrical light while low on magic.

    With plant life, he can create small basic plants like garlic and sage leafs without issue, as long as he uses the correct amount of magic for its size. If he guesses wrong, it will explode. With larger plants, he can grow them, but he needs to know its hidden name. If he tries to create it without knowing its name, he will just create vines that will sap his stamina down. Also, certain plants allow usage only so many times within a certain time frame. Since plants can’t talk though, its something he needs to learn either through a teacher, books, or trial and error. The water side is tricky for him. It is the blue light that radiates from every bit of his body, the youth that will never leave his flesh, and the blue that tints every other element he can use in his magic. He can use it to create blue salt crystals and deep blue pearls. He has learned that you need more than focus, and trying to gain control through learning and force won’t work. To use the water himself, he needs to be confident and trust himself. The more trust he has, the easier it will be to control. Without trust, it could attack him with freezing cold or boiling hot water. When it’s like that, it’s target will always be him.

    It can be used for defensive, offensive, and healing purposes. The magic is useful for miscellaneous non combative tasks, like cooking or making clayware. This and the multiple elements he can use makes it easier to adapt to different situations. It can be eaten by relevant slayers. He needs the hidden name of a plant to be able to make it. Self trust is needed to use water. Wind comes with the constant risk of leaving him disoriented. Fire can only be used in small amounts due to how it reacts with the water medium. Lightening will hurt him if he tries pushing past his own natural limitations or messes up on a spell. Harakas magic can harm him.
     
    Lineage: Sea Dragon
    Unique Abilities:

    Deep Blue Soul: His magic and demon side both being closely linked to the depths of the ocean. As such, his speed increases by 50% underwater.
    Mantis Shrimp Armor: Damage reduction goes up by 30% when not hiding his crustacean body parts. This is due to the natural armor built in.

    Spells:

    Signature Spells:

    Name: Winds Gift
    Rank: A
    Type: Wind/Defense
    Duration: 1 round
    Description: This pale blue wind magic is good at pushing opponents, not doing damage. It is purely a shield type of spell and cannot do damage. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make. It looks like a long and slightly flattened oval ball of air and pale blue color moving in it’s internal area. It is a short range single target spell, working on things that are close enough for his hands to touch. It could push an A rank person 25 meters away,  B rank person 50 meters away, and C or lower 75 meters away. It travels at 300 meters per second. It’s useful for blocking a quickly incoming attack, and can lower the damage done by attacks it can’t fully block. There’s always a chance that the voices in the wind will temporarily confuse or disorient an opponent. The wind tries to disorient him more each time the spell is used. Once Haraka reaches his limit, he wont be able to use wind spells in that thread again.  Sharp weapons and sharp spells cut the spells effectiveness in half.

    Name: Shocking Slap
    Rank: A
    Type: Lightening/Attack
    Duration: 1 round
    Description: A quick acting single target attack spell. Blue lightening charges around the tail before focusing at its end. A hit from the tail will do 100hp worth of damage. It is a short range spell that is as fast as the casters own body movements. While a fast acting spell, the area the magic builds is a place that makes it harder to use, especially in an area with little space for movement.
    A Rank:

    Advanced:

    Name: Aqua Focus
    Rank: A
    Type: Ocean/Support
    Duration: 2 rounds
    Description: A sea salt scent wafts off him before the spell starts. Salt water radiates from within to on the palms of his hands. The water can then be shot to one single target up to 400 meters away at a speed of 400 meters per second. The water sticks to the person hit, slowly drawing something out. It can be a poison, a venom, or a virus of sorts, but requires too much focus for it to be more than one thing removed at a time. What is removed remains stuck within the water. The water will slowly evaporate within a few minutes, taking what it removed with it if it does. It's a Long distance spell, can remove a virus/poison/or venom. If focus is lost during the spell then the MP will still have been used and he will have to start over. Can only remove one thing at a time.

    Name: Mouth to Mouth
    Rank: A
    Type: Wind/healing
    Duration: 5 Rounds
    Description: A blue wind gathers in his mouth before its released via mouth to mouth contact. The wind rushes into the target in the first round, healing that person for 50HP for the first round, then 50HP more for for 4 more rounds after that(healing over time). It's a quick to use healing spell that lasts for multiple turns. He must kiss the target to heal them, thus he cannot heal himself. This also makes it a single target spell by default as he only has one mouth.

    Normal:

    Name: A-Salted
    Rank: A
    Type: Ocean/Attack
    Duration: 1 round
    Description: A blue magic charges around One of Harakas hands. If the punch hits, the single enemy is assaulted by a flurry of large and sharp blue salt crystals. The salt crystals will punch the opponent in good, doing 100 HP damage. There is a chance of it temporarily blinding the opponent if salt gets in the eyes and can be a distracting attack in general due to it's salty nature. A downside is the salt wont vanish after use of the spell, leaving a mess behind. Another is that it's a close range spell, requiring someone to get in close before using it.

    Name: Battery
    Rank: A
    Type: Lightening/Attack
    Duration: 1 round
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch to a single target. This is a close range combat spell that does 100% rank D attack damage. It's easy to cast and takes a short amount of time to charge up. It will harm him if he tries to cast it while low on HP or MP.

    Name: Speed Pulse
    Rank: A
    Type: Lightening/Buff
    Duration: 6 posts
    Description: The connection he has with lightning becomes charged, giving a temporary boost in speed by 65% to the single person the spell is cast on. If it’s being used on someone that isn’t himself, Haraka will need to touch the person he wants to cast it on. There is no visible indicator of the spell while it is active inside the person it was cast on. While it is fast to use, the charging takes time. Lightning will jolt him if they try to use the spell before the cool down period is over. Temporarily leaves Haraka disoriented after use, making him an easy target.

    Name: Fire Essence
    Rank: A
    Type: Fire/Healing
    Duration: 1 round
    Description: A ball of blue fire gathers in between the casters two hands. The fire simmers between the two hands before becoming a sphere, than into something that looks like a white bread bun. It feels heated and needs to be eaten in order for it to take effect. The taste is akin to a hot fluffy spiced bread and a spicy chili red curry filling. If fully eaten it can heal someone for 100 HP. If half is eaten, it will heal 50HP, if a quarter is eaten it will only heal that person 25hp, ect ect. After it is made, the item will remain until consumed. This makes it easy to use for healing multiple people. It needs to be eaten to take effect.

    Name: Hungering Vine
    Rank: A
    Type: Plant/Attack
    Duration: 5 rounds
    Description: The user creates a bulb looking seed, then has to quickly toss or otherwise get the seed as far away from himself and as close to the target as possible in a short amount of time. Once that time is over, the seed will burst into a thorny life, its prickly vines grabbing onto the closest target. The vine can move 300 meters at 300 meters per second before either getting a target, or withering from not getting one on time. Once it gets to its target, the plant will latch on, attacking and restraining the person to the best of its abilities for 1 round, doing 40 HP damage for 5 rounds. After the five rounds are over it will die and stop its attack. Due to the nature of the spell, the caster must be careful, otherwise the spell could hit himself or an ally. It's a single target spell.

    Name: Winter Wine
    Rank: A
    Type: Plant/Buff
    Duration: 5 rounds
    Description: The combination of his magic using essences from multiple small plants, creating a small snow white fruit the shape of a cherry, internal texture of a ripe peach, and the taste of a sweet ancient wine. Being a fruit, it has no movement speed or range. It needs to be consumed in order to take affect. It will heal that person for 40hp for five rounds, but also come with a bit of a side affect. It doesn't just taste like wine, but carry the affects. Eating one small grape carries the potency of half of a bottle, carrying the risk of getting the treated person tipsy.

    Name: Essence of Breath
    Rank: A
    Type: Wind/Healing
    Duration: 1 round
    Description: A quick range spell. Seeing as it requires the caster to use their mouth to gather blue wind magic and blow the spell on one target, it is safe to say it’s one of the few spells that he cannot cast on himself. It can go to a target 60 meters away, a single target spell that restores 100MP. It's quick to use and easy to be accurate with. He cannot use it on himself. Requires his mouth to be free to use.

    Name: Wind Cut
    Rank: A
    Type: Wind/attack
    Duration: 1 round
    Description: Blue wind focuses into a compact spear shape. It can go up to 300 meters away and 300 meters per second in speed. It hits one target for 100hp damage. If miscast, the wind will target at random rather than obeying it’s wielder. It's a long range attack spell and a good attack to use for accuracy. Hits one target at a time and always holds the risk of turning on it's caster if they mess up on its casting.

    B Rank:

    Advanced:

    Name: Dark Water
    Rank: B
    Type: Ocean/Attack
    Duration: 2 rounds
    Description: Arms are stiffened, then salt water starts to come out of his arms and hands, gathering above the hands. While it is gathering the caster is still capable of movement. The water released in the spell is a deep sapphire blue. After two rounds of charging, the water is thrown in one direction, hitting one target for 120 HP. Can travel 200 meters at 100 meters per second. It takes one round to charge, and one round to fire the attack. The downsides are the incapability of freedom or movement with his arms while the spell is charging. The spell has an extra cost of 10 HP.

    Name: Loex Ultro
    Rank: B
    Type: Wind/Attack
    Duration: 3 rounds
    Description: A blue wind wraps around one of his arms as it charges for one turn. To trigger the spell, the caster must say “loex ultro”. The attack will move in the direction the caster is pointing. Once it hits a single target, it will do 60HP damage per round for 2 rounds, leaving deep cuts in its wake. Can travel up to 300 meters away at 300 meters per second. It won’t do a lot at once and Requires his mouth to be free to speak.

    Normal:

    Name: Impulse Compression's
    Rank: B
    Type: Lightening/Healing
    Duration: 5 rounds
    Description: Blue electricity charge into the casters two hands before he uses both hands to do a series of small chest compression's. He stops performing the chest compression's at the end of the first round. It will heal the single target for 40 MP the first round, than continue to heal for 40mp for 4 the more rounds after it was cast(healing over time). It's a quick to use healing spell that lasts for multiple turns. Due to how it's activated, he can’t really use it on himself. Safe to say, it's a short range spell.

    Name: Double Round
    Rank: B
    Type: Lightening/Attack
    Duration: 3 rounds
    Description: It takes one round to charge, blue electricity building up on both of his arms. At the second round he must use both arms on something. Each arm will release an electrical pulse from it, doing 40 HP of damage per arm. How fast the attack is depends on the casters physical capabilities, only able to hit what is close enough to punch. Can hit two enemies if they are close to each other. Can cause enemies hit that are B rank or lower to be dazed for 2 rounds. How effective it is depends on the enemies rank and resistance. It's a close range spell and both charges must be used in the same round.

    Name: Breath
    Rank: B
    Type: Wind/Attack
    Duration: 1 round
    Description: It takes a brief period to charge, blue wind building up in his throat and mouth. After charging the magic he must use it to attack a single target. The spell releases from his throat in the shape of a spiraling wind, charging at it's target at 200 meters per second. It can travel up to 200 meters away, attacking it's caster if it's not released at the right time. It deals 80HP damage and carries the possibility of confusing or disorienting others around in general.

    Name: Nectar Tree
    Rank: B
    Type: Plant/Healing
    Duration: 3 rounds
    Description: The first plant he learned the hidden name of was taught to him when he was around five or six, used by that person in her medicinal work. Growing a full tree would take six posts, but it would remain, growing fruit only at a certain season like any other tree. He can create the fruit after charging for one post. After that happens, the golden orange colored fruit will last and age like a normal fruit. Eating one will heal the person for 30 hp that round, than for two more after that. Someone needs to be able to ingest the fruit in order for it to actually heal someone. If someone eats only half of the fruit, they will only gain half of its healing affects.
    The fruit itself tastes similar to a ripe honeydew melon and white wine grapes, the texture of the fruit being soft and a bit moist. The tree has golden colored leaves in autumn, deep green in spring, and a lighter green during summer. It blossoms in summer and fruits in autumn. The tree grows tall with deep reddish brown bark. The fruit can be used at any time after the spell is cast, so long as it’s still ripe.
    It will retain it’s healing properties if it’s cooked, or made into a liquid form. Once a fruit or a tree is made, it remains existing so long as it is not consumed or destroyed. If he doesn’t take the proper time on the fruit, it will be uselessly unripe, or a seed. With the tree, if he doesn’t take enough time it will only become a seed or young sapling. It takes awhile to cast the spell. Because its a fruit, it's easy for an enemy to take and use it themselves. He can't force the fruit to not heal his enemies if one takes a bite.

    Name: Aquamarine
    Rank: B
    Type: Ocean/Support
    Duration: 5 rounds
    Description: Deep blue water changes into pale blue light. That light can be placed on the person Haraka calls after the spell has been successfully cast. The light stays on the person so long as the spell is after, turning back into dark sea water and dissipating after the spell wears off. While the spell is cast, the one person it’s cast on will be able to breathe and see in any salt water without the typical issues people could face otherwise. It’s easy to spot if it is actively affecting someone, or if it has worn off. Good aim isn’t needed to get it to stick to someone, only a name. It helps allies breathe and see under salt water while in affect. It’s affects will wear off eventually no matter how deep you are or how wide someones eyes are at that time. Failing to cast the spell due to a lack of self trust will still cost MP. The light from the spell makes it harder to sneak, even possibly attracting danger towards the person.


    Last edited by Haraka Omaras on 18th November 2018, 8:36 pm; edited 28 times in total
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    Izayuki

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    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
    Posts : 2954
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    Age : 20
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    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Ulhar Relgim

    Post by Izayuki on 6th February 2018, 8:15 pm

    Hello there Fishweave! I'm Izayuki, and will be grading your magic. c:

    This is a lovely magic so far-- I love the creativity behind it. ^o^ There are a few corrections needed to have it balanced for the roleplay, which I listed in this lovely color in the quote below.

    Once you have made the necessary edits, please bump this thread so I can come back and check! (: If you have any questions, do not hesitate to PM me.

    Thanks!


    Spoiler:
    fishweave wrote:Magic

    Primary Magic: Ulhar Relgim
    Secondary Magic:
    Caster or Holder: Caster
    Description: The full history of natural magic use in his family is fogged due to his parents selling everything but their souls for power, including their humanity. Maybe his power is from the magical history, or maybe the unnatural self experimentation of his parents. The magic was something that always displayed itself on him in the form of a dim blue glow of his body, but it did not become that active until hitting puberty. During then he had to learn at least the bare minimum in magic through reading, practice, and effort in order to avoid hunting himself, and to learn how to use the magic to hide his least liked features. After a few hundred years he started to try to learn how to use it in ways that didn’t just include not hurting himself.

    Ulhar Relgim is a type of elemental magic, a blue deep sea twist touching all the elements that are used. This can make connecting to certain elements complicated. Fire treats it practically like an insult, as such will take any chance it can to do whatever it wants. Not having enough focus, using too much magic for the skill, not paying enough attention, or not giving it enough direction will cause it to stop listening completely and do it’s own thing. This is why he only uses fire for minor things like cooking food or warming up tea. It leaves strange ripple markings on non liquids it is used to cook though, and the fire will remain blue until it is manually put out. Stone, metal, crystals, he just can’t connect with them at all in magic. That side of earth is something he cannot use in magic in any way. While he can create soil and clay… both are less earth and more a combination of plants and water. While it seems easy to control, part of him doesn’t trust it because it is so easy, so only uses it for minor everyday things.

    The demon can use wind to make shields by compacting the wind in a spot or spots, as well as use it in attacks. As long as he keeps calm and focused, the wind is controllable, but every second it is out it pokes with whispers of the past, doing what it can with sound to try to make Haraka slip. Each new day it will start at a certain point, then get worse and worse as the day goes on. One could say the wind doesn’t like him, but he has read that the wind can act like this to some people it really likes. If he loses focus or his calm, then the wind will go wild, hitting anything and anyone nearby. Electricity is something that is ‘fond’ of him as well, as it allows him to use its light to heal or attack with. The issue is each time its used he can’t move around. When the initial charge is done he can sort of move, but not by much. It will continue to charge until it is released as an attack, or to heal someone. If it’s held on for too long it will start to release some of the charged magic directly onto haraka in the form of an attack until he actually uses the spell. It will also release a recoil on him if he’s using the blue electrical light while low on magic.

    With plantlife, he can create small basic plants like garlic and sage leafs without issue, as long as he uses the correct amount of magic for its size. If he guesses wrong, it will explode. With larger plants, he can grow them, but he needs to know its hidden name. If he tries to create it without knowing its name, he will just create vines that will sap his stamina down. Also, certain plants allow usage only so many times within a certain time frame. Since plants can’t talk though, its something he needs to learn either through a teacher, books, or trial and error. The water side is tricky for him. It is the blue light that radiates from every bit of his body, the youth that will never leave his flesh, and the blue that tints every other element he can use in his magic. He can use it to create blue salt crystals and deep blue pearls. He has learned that you need more than focus, and trying to gain control through learning and force won’t work. To use the water himself, he needs to be confident and trust himself. The more trust he has, the easier it will be to control. Without trust, it could attack him with freezing cold or boiling hot water. When it’s like that, it’s target will always be him.
     
    Strengths:
    -It can be used for defensive
    -It can be used for offensive
    -It can be used for healing purposes.
    -It’s useful for miscellaneous non combative tasks, like cooking or making clayware.
    -He can use multiple elements.
    -It’s easier to adapt to different situations.
    -Can be eaten by relevant slayer.

    Weaknesses:
    -Needs the hidden name of a plant to be able to make it.
    -Needs self trust to use water.
    -Wind uses voices to try to leave him disorientated.
    -Fire is so rebellious that he can only use it in small amounts.
    -Electricity will hurt him if he tries pushing past his own natural limitations or messes up on a spell.
    -He can be harmed by his own magic.
    -It makes him easy to spot in and out of battle, making most sneaking or sneak attacks useless.

    Lineage:
    Lineage: Avatar of Ilyria
    Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.  
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
    Usage:  Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:
    Demon Born:
    Due to his demonic effinity he gains 4%mp and hp outside of battle, 2% inside of battle.
    Deep Blue Soul:
    His magic and demon side both being closely linked to the dephs of the ocean, as such he can breathe in salt water fine and able to see in fresh or saltwater. His speed increases by 50% underwater.
    Crustacean Tough:
    While he is not a lobster like his last name, shirt, and the shape of his horns may suggest, he is definitely a crustacean demon of sorts. This gives him a 20% on damage reduction.

    D Rank Spells:
    Nectar Tree:
    Name: Nectar Tree
    Rank: D
    Type: Plant
    Duration: The healing effects last for three posts
    Cooldown: four posts.
    Description: The first plant he learned the hidden name of was taught to him when he was around five or six, used by that person in her medicinal work. Haraka only learned to use it in a spell after he realized that learning magic was unavoidable. Growing a full tree would take six posts, but it would remain, growing fruit only at a certain season like any other tree. He can create the fruit after two posts. After that happens, the golden orange colored fruit will last and age like a normal fruit. Each bite has a slight healing effect on hp and mp. Please give a flat rate for healing. I suggest 3% for HP or MP, or 1% for both. (: This adds up to a sizable healing effect after the fruit is fully consumed. The fruit itself tastes similar to a ripe honeydew melon and white wine grapes, the texture of the fruit being soft and a bit moist. The tree has golden colored leaves in autumn, deep green in spring, and a lighter green during summer. It blossoms in summer and fruits in autumn. The tree grows tall with deep reddish brown bark.
    Strengths:
    -The fruit can be used at any time after the spell is cast, so long as it’s still ripe.
    -It will retain it’s healing properties if it’s cooked, or made into a liquid form.
    -Once a fruit or a tree is made, it remains existing so long as it is not consumed or destroyed.
    Weaknesses:
    -If he doesn’t take the proper time on the fruit, it will be uselessly unripe, or a seed. With the tree, if he doesn’t take enough time it will only become a seed or young sapling.
    -It takes awhile to cast the spell.
    -Someone needs to be able to ingest the fruit in order for it to actually heal someone.
    Add one more weakness to this please ^o^

    Winds Gift:
    Name:
    Rank: D
    Type: Wind
    Duration: One turn
    Cooldown: Two Turns
    Description: This pale blue wind magic is good as a non lethal quick attack that is better at pushing opponents back than at doing damage. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make. It looks like a long and slightly flattened oval ball of air and pale blue color moving in it’s internal area. Please specify that only enemies of D rank or lower can be knocked back. If you specify that this does no damage, enemies of C rank or lower could be knocked back. Please also add a range and speed for this pale blue wind magic. At D rank, this should have a range of 15 meters and a speed of 11.25 meters per second. ^^ Strengths:
    -It’s useful for blocking a quickly incoming attack.
    -It can lower the damage done by attacks it can’t fully block.
    -There’s always a chance that the voices in the wind will temporarily confuse or disorient an opponent.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.
    -It can only block so much area at a time, making it not so useful against some attacks.
    Please add one more weakness right here, por favor! c:

    Electrical Charge:
    Name: Electrical Charge
    Rank: D
    Type: Electricity
    Duration: 3 rounds
    Cooldown: 4 posts
    Description: It takes two spells to charge it, after that he will be hurt if it is not used. Once it hits someone, it will remain on, them unless it is destroyed before the spell is finished. It does a bit of damage every round for three rounds. Please specify that this does 75% D rank spell damage per round if the charge hits someone. State that the charge may travel 60 meters at 45 meters per second, assuming you that this is single target type.
    After that the spell dissipates. He can’t really move around while it’s being held, both before and after it is charged. It can also make moving a bit more difficult for whoever was hit by the spell.
    Strengths:
    -It is a long range spell that can go far for it’s rank.
    -Can give the user and/or allies an opening.
    -Once it hit successfully, it’s hard to get off until it dissipates on it’s own.
    Weaknesses:
    -it hurts if held onto for too long, or is charged for too long
    -He’s hurt if attempted while magic is low.
    -Harakas hurt if focus is lost at any point while charging and holding the spell.
    -Makes him an easy target while charging and before the spell is launched.

    Aquamarine:
    Name: Aquamarine
    Rank: D
    Type: Ocean
    Duration: 3 rounds
    Cooldown: 2 rounds
    Description: Deep blue water changes into pale blue light. That light can be placed on the person Haraka calls after the spell has been successfully cast. The light stays on the person so long as the spell is after, turning back into dark sea water and dissipating after the spell wears off. While the spell is cast, the person it’s cast on will be able to breathe and see in any salt water without the typical issues people could face otherwise..
    Strengths:
    -It’s easy to spot if it is actively affecting someone, or if it has worn off.
    -Good aim isn’t needed to get it to stick to someone, only a name.
    -It helps allies breathe and see under salt water while in affect.
    Weaknesses:
    -It’s affects will wear off eventually no matter how deep you are or how wide someones eyes are at that time.
    -It requires Haraka to trust himself to work. If he doesn’t, only dark midnight blue pearls will appear, signifying that he will have to wait for cooldown to pass to try again.
    -Failing to cast due to a lack of self trust will still cost him MP.
    Just another weakness here, and we are good to go! ^o^


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    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

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    Haraka Omaras

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    Re: Ulhar Relgim

    Post by Haraka Omaras on 6th February 2018, 9:27 pm

    Thank you for helping me! This is my first character on this site and I'm not used to being in games that deals with so many numbers. I modified the spells, I hope they look better now and that some details became more clear^^


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    Izayuki

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    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Ulhar Relgim

    Post by Izayuki on 7th February 2018, 10:28 am

    Spoiler:
    fishweave wrote:Magic

    Primary Magic: Ulhar Relgim
    Secondary Magic:
    Caster or Holder: Caster
    Description: The full history of natural magic use in his family is fogged due to his parents selling everything but their souls for power, including their humanity. Maybe his power is from the magical history, or maybe the unnatural self experimentation of his parents. The magic was something that always displayed itself on him in the form of a dim blue glow of his body, but it did not become that active until hitting puberty. During then he had to learn at least the bare minimum in magic through reading, practice, and effort in order to avoid hunting himself, and to learn how to use the magic to hide his least liked features. After a few hundred years he started to try to learn how to use it in ways that didn’t just include not hurting himself.

    Ulhar Relgim is a type of elemental magic, a blue deep sea twist touching all the elements that are used. This can make connecting to certain elements complicated. Fire treats it practically like an insult, as such will take any chance it can to do whatever it wants. Not having enough focus, using too much magic for the skill, not paying enough attention, or not giving it enough direction will cause it to stop listening completely and do it’s own thing. This is why he only uses fire for minor things like cooking food or warming up tea. It leaves strange ripple markings on non liquids it is used to cook though, and the fire will remain blue until it is manually put out. Stone, metal, crystals, he just can’t connect with them at all in magic. That side of earth is something he cannot use in magic in any way. While he can create soil and clay… both are less earth and more a combination of plants and water. While it seems easy to control, part of him doesn’t trust it because it is so easy, so only uses it for minor everyday things.

    The demon can use wind to make shields by compacting the wind in a spot or spots, as well as use it in attacks. As long as he keeps calm and focused, the wind is controllable, but every second it is out it pokes with whispers of the past, doing what it can with sound to try to make Haraka slip. Each new day it will start at a certain point, then get worse and worse as the day goes on. One could say the wind doesn’t like him, but he has read that the wind can act like this to some people it really likes. If he loses focus or his calm, then the wind will go wild, hitting anything and anyone nearby. Electricity is something that is ‘fond’ of him as well, as it allows him to use its light to heal or attack with. The issue is each time its used he can’t move around. When the initial charge is done he can sort of move, but not by much. It will continue to charge until it is released as an attack, or to heal someone. If it’s held on for too long it will start to release some of the charged magic directly onto haraka in the form of an attack until he actually uses the spell. It will also release a recoil on him if he’s using the blue electrical light while low on magic.

    With plantlife, he can create small basic plants like garlic and sage leafs without issue, as long as he uses the correct amount of magic for its size. If he guesses wrong, it will explode. With larger plants, he can grow them, but he needs to know its hidden name. If he tries to create it without knowing its name, he will just create vines that will sap his stamina down. Also, certain plants allow usage only so many times within a certain time frame. Since plants can’t talk though, its something he needs to learn either through a teacher, books, or trial and error. The water side is tricky for him. It is the blue light that radiates from every bit of his body, the youth that will never leave his flesh, and the blue that tints every other element he can use in his magic. He can use it to create blue salt crystals and deep blue pearls. He has learned that you need more than focus, and trying to gain control through learning and force won’t work. To use the water himself, he needs to be confident and trust himself. The more trust he has, the easier it will be to control. Without trust, it could attack him with freezing cold or boiling hot water. When it’s like that, it’s target will always be him.
     
    Strengths:
    -It can be used for defensive
    -It can be used for offensive
    -It can be used for healing purposes.
    -It’s useful for miscellaneous non combative tasks, like cooking or making clayware.
    -He can use multiple elements.
    -It’s easier to adapt to different situations.
    -Can be eaten by relevant slayer.

    Weaknesses:
    -Needs the hidden name of a plant to be able to make it.
    -Needs self trust to use water.
    -Wind uses voices to try to leave him disorientated.
    -Fire is so rebellious that he can only use it in small amounts.
    -Electricity will hurt him if he tries pushing past his own natural limitations or messes up on a spell.
    -He can be harmed by his own magic.
    -It makes him easy to spot in and out of battle, making most sneaking or sneak attacks useless.

    Lineage:
    Lineage: Avatar of Ilyria
    Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.  
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
    Usage:  Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:
    Demon Born:
    Due to his demonic effinity he gains 4%mp and hp outside of battle, 2% inside of battle.
    Deep Blue Soul:
    His magic and demon side both being closely linked to the dephs of the ocean, as such he can breathe in salt water fine and able to see in fresh or saltwater. His speed increases by 50% underwater.
    Crustacean Tough:
    While he is not a lobster like his last name, shirt, and the shape of his horns may suggest, he is definitely a crustacean demon of sorts. This gives him a 20% on damage reduction.

    D Rank Spells:
    Nectar Tree:
    Name: Nectar Tree
    Rank: D
    Type: Plant
    Duration: The healing effects last for three posts
    Cooldown: four posts.
    Description: The first plant he learned the hidden name of was taught to him when he was around five or six, used by that person in her medicinal work. Haraka only learned to use it in a spell after he realized that learning magic was unavoidable. Growing a full tree would take six posts, but it would remain, growing fruit only at a certain season like any other tree. He can create the fruit after two posts. After that happens, the golden orange colored fruit will last and age like a normal fruit. Each bite has a lasting effect, healing 3%HP. The fruit itself tastes similar to a ripe honeydew melon and white wine grapes, the texture of the fruit being soft and a bit moist. The tree has golden colored leaves in autumn, deep green in spring, and a lighter green during summer. It blossoms in summer and fruits in autumn. The tree grows tall with deep reddish brown bark.
    Strengths:
    -The fruit can be used at any time after the spell is cast, so long as it’s still ripe.
    -It will retain it’s healing properties if it’s cooked, or made into a liquid form.
    -Once a fruit or a tree is made, it remains existing so long as it is not consumed or destroyed.
    Weaknesses:
    -If he doesn’t take the proper time on the fruit, it will be uselessly unripe, or a seed. With the tree, if he doesn’t take enough time it will only become a seed or young sapling.
    -It takes awhile to cast the spell.
    -Someone needs to be able to ingest the fruit in order for it to actually heal someone.
    -Because its a fruit, it's easy for an enemy to take and use it themselves. He can't force the fruit to not heal his enemies if one takes a bite.
    -The fruit can't leave ten meters from him during the time he is recharging, otherwise it will start to rot.

    Winds Gift:
    Name:
    Rank: D
    Type: Wind
    Duration: One turn
    Cooldown: Two Turns
    Description: This pale blue wind magic is good as a non lethal quick attack that is better at pushing opponents back than at doing damage. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make. It looks like a long and slightly flattened oval ball of air and pale blue color moving in it’s internal area. It is purely a shield type of spell and cannot do damage. It is a short range spell, working on things that are close enough for his hands to touch. It could push a D rank person 15 meters away and a C rank person 5 meters away. It travels at 11 meters per second.
    Strengths:
    -It’s useful for blocking a quickly incoming attack.
    -It can lower the damage done by attacks it can’t fully block.
    -There’s always a chance that the voices in the wind will temporarily confuse or disorient an opponent.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.
    -It can only block so much area at a time, making it not so useful against some attacks.
    -Sharp weapons and sharp spells cut its effectiveness in half.

    Electrical Charge:
    Name: Electrical Charge
    Rank: D
    Type: Electricity
    Duration: 3 rounds
    Cooldown: 4 posts
    Description: It takes two spells to charge it, after that he will be hurt if it is not used. Once it hits someone, it will remain on, them unless it is destroyed before the spell is finished. It does a bit of damage every round for three rounds. After that the spell dissipates. He can’t really move around while it’s being held, both before and after it is charged. It can also make moving a bit more difficult for whoever was hit by the spell. It is a single target spell that does 75% D rank spell damage per round to the target if it hits. The charge may travel 60 meters at 45 meters per second.
    Strengths:
    -It is a long range spell that can go far for it’s rank.
    -Can give the user and/or allies an opening.
    -Once it hit successfully, it’s hard to get off until it dissipates on it’s own.
    Weaknesses:
    -it hurts if held onto for too long, or is charged for too long
    -He’s hurt if attempted while magic is low.
    -Harakas hurt if focus is lost at any point while charging and holding the spell.
    -Makes him an easy target while charging and before the spell is launched.

    Aquamarine:
    Name: Aquamarine
    Rank: D
    Type: Ocean
    Duration: 3 rounds
    Cooldown: 2 rounds
    Description: Deep blue water changes into pale blue light. That light can be placed on the person Haraka calls after the spell has been successfully cast. The light stays on the person so long as the spell is after, turning back into dark sea water and dissipating after the spell wears off. While the spell is cast, the person it’s cast on will be able to breathe and see in any salt water without the typical issues people could face otherwise..
    Strengths:
    -It’s easy to spot if it is actively affecting someone, or if it has worn off.
    -Good aim isn’t needed to get it to stick to someone, only a name.
    -It helps allies breathe and see under salt water while in affect.
    Weaknesses:
    -It’s affects will wear off eventually no matter how deep you are or how wide someones eyes are at that time.
    -It requires Haraka to trust himself to work. If he doesn’t, only dark midnight blue pearls will appear, signifying that he will have to wait for cooldown to pass to try again.
    -Failing to cast due to a lack of self trust will still cost him MP.
    -The light from the spell makes it a lot harder for the person it's cast on to sneak
    -Can even attract danger due to the spells luminescence.



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    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

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    kittykool75

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    Character Sheet
    First Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Second Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧
    Third Magic:

    Re: Ulhar Relgim

    Post by kittykool75 on 20th May 2018, 11:18 pm

    Spoiler:
    fishweave wrote:Magic

    Primary Magic: Ulhar Relgim
    Secondary Magic:
    Caster or Holder: Caster
    Description: The full history of natural magic use in his family is fogged due to his parents selling everything but their souls for power, including their humanity. Maybe his power is from the magical history, or maybe the unnatural self experimentation of his parents. The magic was something that always displayed itself on him in the form of a dim blue glow of his body, but it did not become that active until hitting puberty. During then he had to learn at least the bare minimum in magic through reading, practice, and effort in order to avoid hunting himself, and to learn how to use the magic to hide his least liked features. After a few hundred years he started to try to learn how to use it in ways that didn’t just include not hurting himself.

    Ulhar Relgim is a type of elemental magic, a blue deep sea twist touching all the elements that are used. This can make connecting to certain elements complicated. Fire treats it practically like an insult, as such will take any chance it can to do whatever it wants. Not having enough focus, using too much magic for the skill, not paying enough attention, or not giving it enough direction will cause it to stop listening completely and do it’s own thing. This is why he only uses fire for minor things like cooking food or warming up tea. It leaves strange ripple markings on non liquids it is used to cook though, and the fire will remain blue until it is manually put out. Stone, metal, crystals, he just can’t connect with them at all in magic. That side of earth is something he cannot use in magic in any way. While he can create soil and clay… both are less earth and more a combination of plants and water. While it seems easy to control, part of him doesn’t trust it because it is so easy, so only uses it for minor everyday things.

    The demon can use wind to make shields by compacting the wind in a spot or spots, as well as use it in attacks. As long as he keeps calm and focused, the wind is controllable, but every second it is out it pokes with whispers of the past, doing what it can with sound to try to make Haraka slip. Each new day it will start at a certain point, then get worse and worse as the day goes on. One could say the wind doesn’t like him, but he has read that the wind can act like this to some people it really likes. If he loses focus or his calm, then the wind will go wild, hitting anything and anyone nearby. Electricity is something that is ‘fond’ of him as well, as it allows him to use its light to heal or attack with. The issue is each time its used he can’t move around. When the initial charge is done he can sort of move, but not by much. It will continue to charge until it is released as an attack, or to heal someone. If it’s held on for too long it will start to release some of the charged magic directly onto haraka in the form of an attack until he actually uses the spell. It will also release a recoil on him if he’s using the blue electrical light while low on magic.

    With plantlife, he can create small basic plants like garlic and sage leafs without issue, as long as he uses the correct amount of magic for its size. If he guesses wrong, it will explode. With larger plants, he can grow them, but he needs to know its hidden name. If he tries to create it without knowing its name, he will just create vines that will sap his stamina down. Also, certain plants allow usage only so many times within a certain time frame. Since plants can’t talk though, its something he needs to learn either through a teacher, books, or trial and error. The water side is tricky for him. It is the blue light that radiates from every bit of his body, the youth that will never leave his flesh, and the blue that tints every other element he can use in his magic. He can use it to create blue salt crystals and deep blue pearls. He has learned that you need more than focus, and trying to gain control through learning and force won’t work. To use the water himself, he needs to be confident and trust himself. The more trust he has, the easier it will be to control. Without trust, it could attack him with freezing cold or boiling hot water. When it’s like that, it’s target will always be him.
     
    Strengths:
    -It can be used for defensive
    -It can be used for offensive
    -It can be used for healing purposes.
    -It’s useful for miscellaneous non combative tasks, like cooking or making clayware.
    -He can use multiple elements.
    -It’s easier to adapt to different situations.
    -Can be eaten by relevant slayer.

    Weaknesses:
    -Needs the hidden name of a plant to be able to make it.
    -Needs self trust to use water.
    -Wind uses voices to try to leave him disorientated.
    -Fire is so rebellious that he can only use it in small amounts.
    -Electricity will hurt him if he tries pushing past his own natural limitations or messes up on a spell.
    -He can be harmed by his own magic.
    -It makes him easy to spot in and out of battle, making most sneaking or sneak attacks useless.

    Lineage:
    Lineage: Avatar of Ilyria
    Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.  
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
    Usage:  Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:
    Demon Born:
    Due to his demonic effinity he gains 4%mp and hp outside of battle, 2% inside of battle.
    Deep Blue Soul:
    His magic and demon side both being closely linked to the dephs of the ocean, as such he can breathe in salt water fine and able to see in fresh or saltwater. His speed increases by 50% underwater.
    Crustacean Tough:
    While he is not a lobster like his last name, shirt, and the shape of his horns may suggest, he is definitely a crustacean demon of sorts. This gives him a 20% on damage reduction.

    D Rank Spells:
    Nectar Tree:
    Name: Nectar Tree
    Rank: D
    Type: Plant
    Duration: The healing effects last for three posts
    Cooldown: four posts.
    Description: The first plant he learned the hidden name of was taught to him when he was around five or six, used by that person in her medicinal work. Haraka only learned to use it in a spell after he realized that learning magic was unavoidable. Growing a full tree would take six posts, but it would remain, growing fruit only at a certain season like any other tree. He can create the fruit after two posts. After that happens, the golden orange colored fruit will last and age like a normal fruit. Each bite has a lasting effect, healing 3%HP. The fruit itself tastes similar to a ripe honeydew melon and white wine grapes, the texture of the fruit being soft and a bit moist. The tree has golden colored leaves in autumn, deep green in spring, and a lighter green during summer. It blossoms in summer and fruits in autumn. The tree grows tall with deep reddish brown bark.
    Strengths:
    -The fruit can be used at any time after the spell is cast, so long as it’s still ripe.
    -It will retain it’s healing properties if it’s cooked, or made into a liquid form.
    -Once a fruit or a tree is made, it remains existing so long as it is not consumed or destroyed.
    Weaknesses:
    -If he doesn’t take the proper time on the fruit, it will be uselessly unripe, or a seed. With the tree, if he doesn’t take enough time it will only become a seed or young sapling.
    -It takes awhile to cast the spell.
    -Someone needs to be able to ingest the fruit in order for it to actually heal someone.
    -Because its a fruit, it's easy for an enemy to take and use it themselves. He can't force the fruit to not heal his enemies if one takes a bite.
    -The fruit can't leave ten meters from him during the time he is recharging, otherwise it will start to rot.

    Winds Gift:
    Name:
    Rank: D
    Type: Wind
    Duration: One turn
    Cooldown: Two Turns
    Description: This pale blue wind magic is good as a non lethal quick attack that is better at pushing opponents back than at doing damage. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make. It looks like a long and slightly flattened oval ball of air and pale blue color moving in it’s internal area. It is purely a shield type of spell and cannot do damage. It is a short range spell, working on things that are close enough for his hands to touch. It could push a D rank person 15 meters away and a C rank person 5 meters away. It travels at 11 meters per second.
    Strengths:
    -It’s useful for blocking a quickly incoming attack.
    -It can lower the damage done by attacks it can’t fully block.
    -There’s always a chance that the voices in the wind will temporarily confuse or disorient an opponent.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.
    -It can only block so much area at a time, making it not so useful against some attacks.
    -Sharp weapons and sharp spells cut its effectiveness in half.

    Electrical Charge:
    Name: Electrical Charge
    Rank: D
    Type: Electricity
    Duration: 3 rounds
    Cooldown: 4 posts
    Description: It takes two spells to charge it, after that he will be hurt if it is not used. Once it hits someone, it will remain on, them unless it is destroyed before the spell is finished. It does a bit of damage every round for three rounds. After that the spell dissipates. He can’t really move around while it’s being held, both before and after it is charged. It can also make moving a bit more difficult for whoever was hit by the spell. It is a single target spell that does 75% D rank spell damage per round to the target if it hits. The charge may travel 60 meters at 45 meters per second.
    Strengths:
    -It is a long range spell that can go far for it’s rank.
    -Can give the user and/or allies an opening.
    -Once it hit successfully, it’s hard to get off until it dissipates on it’s own.
    Weaknesses:
    -it hurts if held onto for too long, or is charged for too long
    -He’s hurt if attempted while magic is low.
    -Harakas hurt if focus is lost at any point while charging and holding the spell.
    -Makes him an easy target while charging and before the spell is launched.

    Aquamarine:
    Name: Aquamarine
    Rank: D
    Type: Ocean
    Duration: 3 rounds
    Cooldown: 2 rounds
    Description: Deep blue water changes into pale blue light. That light can be placed on the person Haraka calls after the spell has been successfully cast. The light stays on the person so long as the spell is after, turning back into dark sea water and dissipating after the spell wears off. While the spell is cast, the person it’s cast on will be able to breathe and see in any salt water without the typical issues people could face otherwise..
    Strengths:
    -It’s easy to spot if it is actively affecting someone, or if it has worn off.
    -Good aim isn’t needed to get it to stick to someone, only a name.
    -It helps allies breathe and see under salt water while in affect.
    Weaknesses:
    -It’s affects will wear off eventually no matter how deep you are or how wide someones eyes are at that time.
    -It requires Haraka to trust himself to work. If he doesn’t, only dark midnight blue pearls will appear, signifying that he will have to wait for cooldown to pass to try again.
    -Failing to cast due to a lack of self trust will still cost him MP.
    -The light from the spell makes it a lot harder for the person it's cast on to sneak
    -Can even attract danger due to the spells luminescence.

    Unlocked at user's request.


    _____________________________________________________________________________________


    "You've got me shaking from the way you're talking
    My heart is breaking but there's no use crying
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    Madame Astrid
     
     

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    Second Magic: Soul Slayer
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    Re: Ulhar Relgim

    Post by Madame Astrid on 25th May 2018, 11:29 pm

    Just one fix here. Aquamarine's duration is one post higher than the cooldown, when it should be the other way around. Everything else looks good.


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    Golden Lacrima until 3/25/2019


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    Haraka Omaras

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    Re: Ulhar Relgim

    Post by Haraka Omaras on 25th May 2018, 11:45 pm

    Thank you, that has now been fixed~


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    [Harakas Bank] [Profile] [Ulhar Relgim] [Sea Dragon] [Characters Theme Song]
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    Madame Astrid
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Staff Quiz- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Custom Slayer- God Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Haiku Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Being- The Light- The Sacred- The Beast- The Fallen- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Advertisement Achievement Badge- Confused Achievement- Forever Alone Achievement- Tamato Achievement- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Shuriken- Sword- Ninja- Hero- Fire Badge- Summer Special Participant- Have Seijin On Your Friends List- Be On Lester's Friends List- Have Alyia On Your Friend List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Thorn On Your Friend List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- Be On Seijin's Foe List- 1 Year Anniversary- Vendetta-
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    Character Sheet
    First Magic: White Dragon Slayer
    Second Magic: Soul Slayer
    Third Magic: God's Eye

    Re: Ulhar Relgim

    Post by Madame Astrid on 26th May 2018, 8:01 pm

    Spoiler:
    fishweave wrote:Magic

    Primary Magic: Ulhar Relgim
    Secondary Magic:
    Caster or Holder: Caster
    Description: The full history of natural magic use in his family is fogged due to his parents selling everything but their souls for power, including their humanity. Maybe his power is from the magical history, or maybe the unnatural self experimentation of his parents. The magic was something that always displayed itself on him in the form of a dim blue glow of his body, but it did not become that active until hitting puberty. During then he had to learn at least the bare minimum in magic through reading, practice, and effort in order to avoid hunting himself, and to learn how to use the magic to hide his least liked features. After a few hundred years he started to try to learn how to use it in ways that didn’t just include not hurting himself.

    Ulhar Relgim is a type of elemental magic, a blue deep sea twist touching all the elements that are used. This can make connecting to certain elements complicated. Fire treats it practically like an insult, as such will take any chance it can to do whatever it wants. Not having enough focus, using too much magic for the skill, not paying enough attention, or not giving it enough direction will cause it to stop listening completely and do it’s own thing. This is why he only uses fire for minor things like cooking food or warming up tea. It leaves strange ripple markings on non liquids it is used to cook though, and the fire will remain blue until it is manually put out. Stone, metal, crystals, he just can’t connect with them at all in magic. That side of earth is something he cannot use in magic in any way. While he can create soil and clay… both are less earth and more a combination of plants and water. While it seems easy to control, part of him doesn’t trust it because it is so easy, so only uses it for minor everyday things.

    The demon can use wind to make shields by compacting the wind in a spot or spots, as well as use it in attacks. As long as he keeps calm and focused, the wind is controllable, but every second it is out it pokes with whispers of the past, doing what it can with sound to try to make Haraka slip. Each new day it will start at a certain point, then get worse and worse as the day goes on. One could say the wind doesn’t like him, but he has read that the wind can act like this to some people it really likes. If he loses focus or his calm, then the wind will go wild, hitting anything and anyone nearby. Electricity is something that is ‘fond’ of him as well, as it allows him to use its light to heal or attack with. The issue is each time its used he can’t move around. When the initial charge is done he can sort of move, but not by much. It will continue to charge until it is released as an attack, or to heal someone. If it’s held on for too long it will start to release some of the charged magic directly onto haraka in the form of an attack until he actually uses the spell. It will also release a recoil on him if he’s using the blue electrical light while low on magic.

    With plantlife, he can create small basic plants like garlic and sage leafs without issue, as long as he uses the correct amount of magic for its size. If he guesses wrong, it will explode. With larger plants, he can grow them, but he needs to know its hidden name. If he tries to create it without knowing its name, he will just create vines that will sap his stamina down. Also, certain plants allow usage only so many times within a certain time frame. Since plants can’t talk though, its something he needs to learn either through a teacher, books, or trial and error. The water side is tricky for him. It is the blue light that radiates from every bit of his body, the youth that will never leave his flesh, and the blue that tints every other element he can use in his magic. He can use it to create blue salt crystals and deep blue pearls. He has learned that you need more than focus, and trying to gain control through learning and force won’t work. To use the water himself, he needs to be confident and trust himself. The more trust he has, the easier it will be to control. Without trust, it could attack him with freezing cold or boiling hot water. When it’s like that, it’s target will always be him.
     
    Strengths:
    -It can be used for defensive
    -It can be used for offensive
    -It can be used for healing purposes.
    -It’s useful for miscellaneous non combative tasks, like cooking or making clayware.
    -He can use multiple elements.
    -It’s easier to adapt to different situations.
    -Can be eaten by relevant slayer.

    Weaknesses:
    -Needs the hidden name of a plant to be able to make it.
    -Needs self trust to use water.
    -Wind uses voices to try to leave him disorientated.
    -Fire is so rebellious that he can only use it in small amounts.
    -Electricity will hurt him if he tries pushing past his own natural limitations or messes up on a spell.
    -He can be harmed by his own magic.
    -It makes him easy to spot in and out of battle, making most sneaking or sneak attacks useless.

    Lineage:
    Lineage: Avatar of Ilyria
    Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.  
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
    Usage:  Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:

    Demon Born:
    Due to his demonic affinity he gains 4%mp and hp outside of battle, 2% inside of battle.
    Deep Blue Soul:
    His magic and demon side both being closely linked to the depths of the ocean, as such he can breathe in salt water fine and able to see in fresh or saltwater. His speed increases by 50% underwater.
    Crustacean Tough:
    While he is not a lobster like his last name, shirt, and the shape of his horns may suggest, he is definitely a crustacean demon of sorts. This gives him a 20% on damage reduction.
    Mantis Shrimp Armor:
    Resistance goes up by 20% when not hiding his crustacean body parts, this is due to the natural armor built in.

    D Rank Spells:
    Primary Slots:
    Name: Nectar Tree
    Rank: D
    Type: Plant
    Duration: The healing effects last for three posts
    Cooldown: four posts.
    Description: The first plant he learned the hidden name of was taught to him when he was around five or six, used by that person in her medicinal work. Haraka only learned to use it in a spell after he realized that learning magic was unavoidable. Growing a full tree would take six posts, but it would remain, growing fruit only at a certain season like any other tree. He can create the fruit after two posts. After that happens, the golden orange colored fruit will last and age like a normal fruit. Each bite has a lasting effect, healing 3%HP. The fruit itself tastes similar to a ripe honeydew melon and white wine grapes, the texture of the fruit being soft and a bit moist. The tree has golden colored leaves in autumn, deep green in spring, and a lighter green during summer. It blossoms in summer and fruits in autumn. The tree grows tall with deep reddish brown bark.
    Strengths:
    -The fruit can be used at any time after the spell is cast, so long as it’s still ripe.
    -It will retain it’s healing properties if it’s cooked, or made into a liquid form.
    -Once a fruit or a tree is made, it remains existing so long as it is not consumed or destroyed.
    Weaknesses:
    -If he doesn’t take the proper time on the fruit, it will be uselessly unripe, or a seed. With the tree, if he doesn’t take enough time it will only become a seed or young sapling.
    -It takes awhile to cast the spell.
    -Someone needs to be able to ingest the fruit in order for it to actually heal someone.
    -Because its a fruit, it's easy for an enemy to take and use it themselves. He can't force the fruit to not heal his enemies if one takes a bite.
    -The fruit can't leave ten meters from him during the time he is recharging, otherwise it will start to rot.

    Name: Winds Gift
    Rank: D
    Type: Wind
    Duration: One turn
    Cooldown: Two Turns
    Description: This pale blue wind magic is good as a non lethal quick attack that is better at pushing opponents back than at doing damage. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make. It looks like a long and slightly flattened oval ball of air and pale blue color moving in it’s internal area. It is purely a shield type of spell and cannot do damage. It is a short range spell, working on things that are close enough for his hands to touch. It could push a D rank person 15 meters away and a C rank person 5 meters away. It travels at 11 meters per second.
    Strengths:
    -It’s useful for blocking a quickly incoming attack.
    -It can lower the damage done by attacks it can’t fully block.
    -There’s always a chance that the voices in the wind will temporarily confuse or disorient an opponent.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.
    -It can only block so much area at a time, making it not so useful against some attacks.
    -Sharp weapons and sharp spells cut its effectiveness in half.

    Name: Electrical Charge
    Rank: D
    Type: Electricity
    Duration: 3 rounds
    Cooldown: 4 posts
    Description: It takes two spells to charge it, after that he will be hurt if it is not used. Once it hits someone, it will remain on, them unless it is destroyed before the spell is finished. It does a bit of damage every round for three rounds. After that the spell dissipates. He can’t really move around while it’s being held, both before and after it is charged. It can also make moving a bit more difficult for whoever was hit by the spell. It is a single target spell that does 75% D rank spell damage per round to the target if it hits. The charge may travel 60 meters at 45 meters per second.
    Strengths:
    -It is a long range spell that can go far for it’s rank.
    -Can give the user and/or allies an opening.
    -Once it hit successfully, it’s hard to get off until it dissipates on it’s own.
    Weaknesses:
    -it hurts if held onto for too long, or is charged for too long
    -He’s hurt if attempted while magic is low.
    -Harakas hurt if focus is lost at any point while charging and holding the spell.
    -Makes him an easy target while charging and before the spell is launched.

    Name: Aquamarine
    Rank: D
    Type: Ocean
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: Deep blue water changes into pale blue light. That light can be placed on the person Haraka calls after the spell has been successfully cast. The light stays on the person so long as the spell is after, turning back into dark sea water and dissipating after the spell wears off. While the spell is cast, the person it’s cast on will be able to breathe and see in any salt water without the typical issues people could face otherwise..
    Strengths:
    -It’s easy to spot if it is actively affecting someone, or if it has worn off.
    -Good aim isn’t needed to get it to stick to someone, only a name.
    -It helps allies breathe and see under salt water while in affect.
    Weaknesses:
    -It’s affects will wear off eventually no matter how deep you are or how wide someones eyes are at that time.
    -It requires Haraka to trust himself to work. If he doesn’t, only dark midnight blue pearls will appear, signifying that he will have to wait for cooldown to pass to try again.
    -Failing to cast due to a lack of self trust will still cost him MP.
    -The light from the spell makes it a lot harder for the person it's cast on to sneak
    -Can even attract danger due to the spells luminescence.

    Additional D Rank Spells:
    Name: Little Mend
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: Pale blue water swirls around before forming an aquatic sphere. Disappears into the first person it touches that isn’t the one casting the spell, healing 25 HP.
    Strengths:
    -Quick to use.
    -Small cooldown
    Weaknesses:
    -Cannot be used on himself.
    -Needs to trust himself in order to use it. Midnight blue pearls will appear if he fails the requirement, signifying that he will need to try again.

    Name: Winds Lash
    Rank: D
    Type: Wind
    Duration: 1 roud
    Cooldown: 2 rounds
    Description: A blue wind briefly swirls around haraka before wrapping around one of his hands. The direction the attack goes depends on what direction he swings his arm. The wind will travel up to 20 meters away at 40 meters per second and do 30 damage to the single target. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make.
    Strengths:
    -It’s a fast activating spell.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an enemy.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.

    Name: Speed Pulse
    Rank: D
    Type: Electricity
    Duration: 1 post
    Cooldown: 3 posts
    Description: The connection he has with lightning becomes charged, giving a temporary boost in speed by 50% to the person the spell is cast on. If it’s being used on someone that isn’t himself, Haraka will need to touch the person he wants to cast it on. There is no visible indicator of the spell while it is active inside the person it was cast on. While it is fast to use, the charging takes time. Lightning will jolt him if they try to use the spell before the cooldown period is over.
    Strengths:
    -It doesn’t take much time to use.
    -Boosts speed
    Weaknesses:
    -Requires physical contact to cast it on someone.
    -Temporarily leaves Haraka disoriented after use.

    Name: Young Guardian Vine
    Rank: D
    Type: Plant
    Duration: 1 round
    Cooldown: 2 rounds
    Description: With the price of a little blood(5hp), he can summon an underdeveloped thick guardian vine like plant. It’s colored green, small thorns coating the upper half. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the target. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 6 meters long and moves at a speed of 10 meters per second. Does 95% D rank spell damage per round.
    Strengths:
    -Long range attack
    -Has a good grip
    Weaknesses:
    -Burns easily
    -spell ends early if the vine is killed.

    Name: A-Salted
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: A blue magic charges around One of Harakas hands. If the punch hits, the enemy is assaulted by a flurry of large and sharp blue salt crystals. Though the salt crystals are brittle, they can still do 100% rank D damage.
    Strengths:
    -Can temporarily blind the opponent if salt gets in the eyes.
    -A distracting attack in general.
    Weaknesses:
    -Salt crystals are too brittle to cut too deep.
    -Leaves a mess of salt behind.

    Name: Battery
    Rank: D
    Type: Electric
    Duration: 1 round
    Cooldown: 2 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. This is a close range combat spell that does 100% rank D attack damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    C Rank Spells:
    Primary Slots:
    Name: Visual Focus
    Rank: C
    Type: Fire
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: It takes a lot of focus to cast, but not a lot of time. Cannot move while casting the spell. Light around the body fades, besides on the eyes and a tiny gem that forms temporarily around the forehead. During the time the spell is active, The one that it’s cast on will see lights highlighting on internal and external damage. Bruises and decay are shown with deep blue, cuts with a white, and viruses with a light blue color.  
    Strengths:
    -It can be useful for figuring out injuries
    -Can be used on himself
    Weaknesses:
    -It has no indications of the damages severity.  
    -Fire burns Haraka if he does not keep focus while casting.

    Name: Teen Guardian Vine
    Rank: C
    Type: Plant
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: With the price of a little blood(15hp), he can summon a thick guardian vine like plant. It is mostly green, the end of the plant colored red. It’s lover half is covered in small thorns, the upper half in bigger thorns. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the targeted foe. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 10 meters long and moves at a speed of 20 meters per second. Does 85% C rank spell damage per round.
    Strengths:
    -Long range attack
    -Won’t stop attacking it’s target until the spell ends
    Weaknesses:
    -spell ends early if the vine is killed.
    -Requires blood to use the spell.

    Name: Wind Cut
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: Blue wind focuses into a compact spear shape. It can go up to 60 meters away and 70 meters per second in speed. It hits one target for 90% C rank damage. If miscast, the wind will target at random rather than obeying it’s wielder.
    Strengths:
    -Long range attack spell.
    -Good attack to use if one wants accuracy.
    Weaknesses:
    -Hits only one at a time.
    -It could turn on the caster if it’s cast wrong.

    Additional C Rank Spells:
    Name: Charging Battery
    Rank: C
    Type: lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. The magic charged in the arm hits the one punched with a pulse of lightning. This is a close range combat spell that does 100% rank D attack damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    Name: Wave
    Rank: C
    Type: Ocean
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: Salt water starts to come out of his arms, hands, and chest, gathering above the hands. While it is gathering the caster is still capable of movement. After two rounds of charging, the water is thrown in one direction, hitting everything in a 5 meter wide and 20 meter long area. Does full C rank damage. Can move while the spell is being Cast. Costs 15 HP to use.
    Strengths:
    -A powerful multi target attack for the spells rank.
    -Can move around fine while charging the spell.
    Weaknesses:
    -allies that can’t move out of the way will be hit.
    -Costs 15HP.

    Name: Rising Pulse
    Rank: C
    Type: Lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue light gathers in his hands, forming the shape of a sizely acorn. Can be used on himself or others, it just needs to be tossed to be activated. Whoever it lands on it will heal for 40 hp. The spell will remain inactive until thrown. How far it is thrown or how fast depends on Harakas strength and skill with throwing.  
    Strengths:
    -Good for healing.
    -Can be held onto until someone is in range.
    Weaknesses:
    -Needs to be thrown to heal anyone.
    -Relies on a person's physical strength and accuracy to actually hit.

    Name: Essence of Breath
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A quick range spell. Seeing as it requires the caster to use their mouth to gather blue wind magic and blow the spell on one target, it is safe to say it’s one of the few spells that he cannot cast on himself. It can go to a target 60 meters away, a single target spell that restores 30MP.
    Strengths:
    -Quick to use
    -Easy to be accurate with
    Weaknesses:
    -Cannot be used on himself.
    -Requires his mouth to be free to use.

    Name: Aqua Focus
    Rank: C
    Type: Ocean
    Duration: 2 round
    Cooldown: 3 rounds
    Description: A sea salt scent wafts off him before the spell starts. Salt water radiates from within to on the palms of his hands. The water can then be shot to one single target up to 10 meters away. The water sticks to the person hit, slowly drawing something out. It can be a poison, a venom, or a virus of sorts, but requires too much focus for it to be more than one at a time. After its removed it remains stuck within the water. The water will slowly evaporate within a few minutes, taking what it removed with it if it does.
    Strengths:
    -Long distance
    -Can remove a virus/poison/or venom
    Weaknesses:
    -If focus is lost during the spell then the MP will still have been used, he will have to start over.
    -Can only remove one thing at a time.

    Advanced Spells:

    Name: Aquamarine Touch
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: The spell takes one round to charge. During than a light blue water will charge in his hands and aquamarine talons emit a light. After it is charged he must touch the target to heal them. This makes the spell a very short distance spell.  Heals for 60 HP.
    Strengths:
    -Effective at Healing others.
    -Doesn't need to be used immediately after it's charged.
    Weaknesses:
    -Cannot use it to heal himself
    -Must touch someone to use the spell on them.

    Name: Seas Skin
    Rank: C
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue water starts to ripple from the skin on his arms ans hands. While being a close range spell, it does not require physical contact. The spll will be able to reach someone a meter away. While still a short range spell, some range is still better than nothing. Being ocean is the element in his magic that is not earned through the use of an elemental spirit, he cannot use it to heal himself. Heals for 90 HP.
    Strengths:
    -Effective Healing Spell
    -Doesn't take long to charge
    Weaknesses:
    -Short Range
    -Cannot be used to heal himself

    Purchases:





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    Lester Drynedi
     
     

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    Lineage : ❀ Drynedi' Efflorescence ❀
    Position : ❀ Florist ❀
    Posts : 1584
    Guild : ❀ Crystal Swan Guild Master❀
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    Dungeon Tokens : 1
    Age : 17
    Mentor : ❀ Desirée Blooms ❀
    Experience : 379,151.25
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    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Ulhar Relgim

    Post by Lester Drynedi on 30th June 2018, 12:01 pm

    Unlocked & Moved at users request

    ❀:
    fishweave wrote:Magic

    Primary Magic: Ulhar Relgim
    Secondary Magic:
    Caster or Holder: Caster
    Description: The full history of natural magic use in his family is fogged due to his parents selling everything but their souls for power, including their humanity. Maybe his power is from the magical history, or maybe the unnatural self experimentation of his parents. The magic was something that always displayed itself on him in the form of a dim blue glow of his body, but it did not become that active until hitting puberty. During then he had to learn at least the bare minimum in magic through reading, practice, and effort in order to avoid hunting himself, and to learn how to use the magic to hide his least liked features. After a few hundred years he started to try to learn how to use it in ways that didn’t just include not hurting himself.

    Ulhar Relgim is a type of elemental magic, a blue deep sea twist touching all the elements that are used. This can make connecting to certain elements complicated. Fire treats it practically like an insult, as such will take any chance it can to do whatever it wants. Not having enough focus, using too much magic for the skill, not paying enough attention, or not giving it enough direction will cause it to stop listening completely and do it’s own thing. This is why he only uses fire for minor things like cooking food or warming up tea. It leaves strange ripple markings on non liquids it is used to cook though, and the fire will remain blue until it is manually put out. Stone, metal, crystals, he just can’t connect with them at all in magic. That side of earth is something he cannot use in magic in any way. While he can create soil and clay… both are less earth and more a combination of plants and water. While it seems easy to control, part of him doesn’t trust it because it is so easy, so only uses it for minor everyday things.

    The demon can use wind to make shields by compacting the wind in a spot or spots, as well as use it in attacks. As long as he keeps calm and focused, the wind is controllable, but every second it is out it pokes with whispers of the past, doing what it can with sound to try to make Haraka slip. Each new day it will start at a certain point, then get worse and worse as the day goes on. One could say the wind doesn’t like him, but he has read that the wind can act like this to some people it really likes. If he loses focus or his calm, then the wind will go wild, hitting anything and anyone nearby. Electricity is something that is ‘fond’ of him as well, as it allows him to use its light to heal or attack with. The issue is each time its used he can’t move around. When the initial charge is done he can sort of move, but not by much. It will continue to charge until it is released as an attack, or to heal someone. If it’s held on for too long it will start to release some of the charged magic directly onto haraka in the form of an attack until he actually uses the spell. It will also release a recoil on him if he’s using the blue electrical light while low on magic.

    With plantlife, he can create small basic plants like garlic and sage leafs without issue, as long as he uses the correct amount of magic for its size. If he guesses wrong, it will explode. With larger plants, he can grow them, but he needs to know its hidden name. If he tries to create it without knowing its name, he will just create vines that will sap his stamina down. Also, certain plants allow usage only so many times within a certain time frame. Since plants can’t talk though, its something he needs to learn either through a teacher, books, or trial and error. The water side is tricky for him. It is the blue light that radiates from every bit of his body, the youth that will never leave his flesh, and the blue that tints every other element he can use in his magic. He can use it to create blue salt crystals and deep blue pearls. He has learned that you need more than focus, and trying to gain control through learning and force won’t work. To use the water himself, he needs to be confident and trust himself. The more trust he has, the easier it will be to control. Without trust, it could attack him with freezing cold or boiling hot water. When it’s like that, it’s target will always be him.
     
    Strengths:
    -It can be used for defensive
    -It can be used for offensive
    -It can be used for healing purposes.
    -It’s useful for miscellaneous non combative tasks, like cooking or making clayware.
    -He can use multiple elements.
    -It’s easier to adapt to different situations.
    -Can be eaten by relevant slayer.

    Weaknesses:
    -Needs the hidden name of a plant to be able to make it.
    -Needs self trust to use water.
    -Wind uses voices to try to leave him disorientated.
    -Fire is so rebellious that he can only use it in small amounts.
    -Electricity will hurt him if he tries pushing past his own natural limitations or messes up on a spell.
    -He can be harmed by his own magic.
    -It makes him easy to spot in and out of battle, making most sneaking or sneak attacks useless.

    Lineage:
    Lineage: Avatar of Ilyria
    Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.  
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
    Usage:  Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:

    Demon Born:
    Due to his demonic affinity he gains 4%mp and hp outside of battle, 2% inside of battle.
    Deep Blue Soul:
    His magic and demon side both being closely linked to the depths of the ocean, as such he can breathe in salt water fine and able to see in fresh or saltwater. His speed increases by 50% underwater.
    Crustacean Tough:
    While he is not a lobster like his last name, shirt, and the shape of his horns may suggest, he is definitely a crustacean demon of sorts. This gives him a 20% on damage reduction.
    Mantis Shrimp Armor:
    Resistance goes up by 20% when not hiding his crustacean body parts, this is due to the natural armor built in.

    D Rank Spells:
    Primary Slots:
    Name: Nectar Tree
    Rank: D
    Type: Plant
    Duration: The healing effects last for three posts
    Cooldown: four posts.
    Description: The first plant he learned the hidden name of was taught to him when he was around five or six, used by that person in her medicinal work. Haraka only learned to use it in a spell after he realized that learning magic was unavoidable. Growing a full tree would take six posts, but it would remain, growing fruit only at a certain season like any other tree. He can create the fruit after two posts. After that happens, the golden orange colored fruit will last and age like a normal fruit. Each bite has a lasting effect, healing 3%HP. The fruit itself tastes similar to a ripe honeydew melon and white wine grapes, the texture of the fruit being soft and a bit moist. The tree has golden colored leaves in autumn, deep green in spring, and a lighter green during summer. It blossoms in summer and fruits in autumn. The tree grows tall with deep reddish brown bark.
    Strengths:
    -The fruit can be used at any time after the spell is cast, so long as it’s still ripe.
    -It will retain it’s healing properties if it’s cooked, or made into a liquid form.
    -Once a fruit or a tree is made, it remains existing so long as it is not consumed or destroyed.
    Weaknesses:
    -If he doesn’t take the proper time on the fruit, it will be uselessly unripe, or a seed. With the tree, if he doesn’t take enough time it will only become a seed or young sapling.
    -It takes awhile to cast the spell.
    -Someone needs to be able to ingest the fruit in order for it to actually heal someone.
    -Because its a fruit, it's easy for an enemy to take and use it themselves. He can't force the fruit to not heal his enemies if one takes a bite.
    -The fruit can't leave ten meters from him during the time he is recharging, otherwise it will start to rot.

    Name: Winds Gift
    Rank: D
    Type: Wind
    Duration: One turn
    Cooldown: Two Turns
    Description: This pale blue wind magic is good as a non lethal quick attack that is better at pushing opponents back than at doing damage. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make. It looks like a long and slightly flattened oval ball of air and pale blue color moving in it’s internal area. It is purely a shield type of spell and cannot do damage. It is a short range spell, working on things that are close enough for his hands to touch. It could push a D rank person 15 meters away and a C rank person 5 meters away. It travels at 11 meters per second.
    Strengths:
    -It’s useful for blocking a quickly incoming attack.
    -It can lower the damage done by attacks it can’t fully block.
    -There’s always a chance that the voices in the wind will temporarily confuse or disorient an opponent.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.
    -It can only block so much area at a time, making it not so useful against some attacks.
    -Sharp weapons and sharp spells cut its effectiveness in half.

    Name: Electrical Charge
    Rank: D
    Type: Electricity
    Duration: 3 rounds
    Cooldown: 4 posts
    Description: It takes two spells to charge it, after that he will be hurt if it is not used. Once it hits someone, it will remain on, them unless it is destroyed before the spell is finished. It does a bit of damage every round for three rounds. After that the spell dissipates. He can’t really move around while it’s being held, both before and after it is charged. It can also make moving a bit more difficult for whoever was hit by the spell. It is a single target spell that does 75% D rank spell damage per round to the target if it hits. The charge may travel 60 meters at 45 meters per second.
    Strengths:
    -It is a long range spell that can go far for it’s rank.
    -Can give the user and/or allies an opening.
    -Once it hit successfully, it’s hard to get off until it dissipates on it’s own.
    Weaknesses:
    -it hurts if held onto for too long, or is charged for too long
    -He’s hurt if attempted while magic is low.
    -Harakas hurt if focus is lost at any point while charging and holding the spell.
    -Makes him an easy target while charging and before the spell is launched.

    Name: Aquamarine
    Rank: D
    Type: Ocean
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: Deep blue water changes into pale blue light. That light can be placed on the person Haraka calls after the spell has been successfully cast. The light stays on the person so long as the spell is after, turning back into dark sea water and dissipating after the spell wears off. While the spell is cast, the person it’s cast on will be able to breathe and see in any salt water without the typical issues people could face otherwise..
    Strengths:
    -It’s easy to spot if it is actively affecting someone, or if it has worn off.
    -Good aim isn’t needed to get it to stick to someone, only a name.
    -It helps allies breathe and see under salt water while in affect.
    Weaknesses:
    -It’s affects will wear off eventually no matter how deep you are or how wide someones eyes are at that time.
    -It requires Haraka to trust himself to work. If he doesn’t, only dark midnight blue pearls will appear, signifying that he will have to wait for cooldown to pass to try again.
    -Failing to cast due to a lack of self trust will still cost him MP.
    -The light from the spell makes it a lot harder for the person it's cast on to sneak
    -Can even attract danger due to the spells luminescence.

    Additional D Rank Spells:
    Name: Little Mend
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: Pale blue water swirls around before forming an aquatic sphere. Disappears into the first person it touches that isn’t the one casting the spell, healing 25 HP.
    Strengths:
    -Quick to use.
    -Small cooldown
    Weaknesses:
    -Cannot be used on himself.
    -Needs to trust himself in order to use it. Midnight blue pearls will appear if he fails the requirement, signifying that he will need to try again.

    Name: Winds Lash
    Rank: D
    Type: Wind
    Duration: 1 roud
    Cooldown: 2 rounds
    Description: A blue wind briefly swirls around haraka before wrapping around one of his hands. The direction the attack goes depends on what direction he swings his arm. The wind will travel up to 20 meters away at 40 meters per second and do 30 damage to the single target. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make.
    Strengths:
    -It’s a fast activating spell.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an enemy.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.

    Name: Speed Pulse
    Rank: D
    Type: Electricity
    Duration: 1 post
    Cooldown: 3 posts
    Description: The connection he has with lightning becomes charged, giving a temporary boost in speed by 50% to the person the spell is cast on. If it’s being used on someone that isn’t himself, Haraka will need to touch the person he wants to cast it on. There is no visible indicator of the spell while it is active inside the person it was cast on. While it is fast to use, the charging takes time. Lightning will jolt him if they try to use the spell before the cooldown period is over.
    Strengths:
    -It doesn’t take much time to use.
    -Boosts speed
    Weaknesses:
    -Requires physical contact to cast it on someone.
    -Temporarily leaves Haraka disoriented after use.

    Name: Young Guardian Vine
    Rank: D
    Type: Plant
    Duration: 1 round
    Cooldown: 2 rounds
    Description: With the price of a little blood(5hp), he can summon an underdeveloped thick guardian vine like plant. It’s colored green, small thorns coating the upper half. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the target. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 6 meters long and moves at a speed of 10 meters per second. Does 95% D rank spell damage per round.
    Strengths:
    -Long range attack
    -Has a good grip
    Weaknesses:
    -Burns easily
    -spell ends early if the vine is killed.

    Name: A-Salted
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: A blue magic charges around One of Harakas hands. If the punch hits, the enemy is assaulted by a flurry of large and sharp blue salt crystals. Though the salt crystals are brittle, they can still do 100% rank D damage.
    Strengths:
    -Can temporarily blind the opponent if salt gets in the eyes.
    -A distracting attack in general.
    Weaknesses:
    -Salt crystals are too brittle to cut too deep.
    -Leaves a mess of salt behind.

    Name: Battery
    Rank: D
    Type: Electric
    Duration: 1 round
    Cooldown: 2 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. This is a close range combat spell that does 100% rank D attack damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    C Rank Spells:
    Primary Slots:
    Name: Visual Focus
    Rank: C
    Type: Fire
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: It takes a lot of focus to cast, but not a lot of time. Cannot move while casting the spell. Light around the body fades, besides on the eyes and a tiny gem that forms temporarily around the forehead. During the time the spell is active, The one that it’s cast on will see lights highlighting on internal and external damage. Bruises and decay are shown with deep blue, cuts with a white, and viruses with a light blue color.  
    Strengths:
    -It can be useful for figuring out injuries
    -Can be used on himself
    Weaknesses:
    -It has no indications of the damages severity.  
    -Fire burns Haraka if he does not keep focus while casting.

    Name: Teen Guardian Vine
    Rank: C
    Type: Plant
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: With the price of a little blood(15hp), he can summon a thick guardian vine like plant. It is mostly green, the end of the plant colored red. It’s lover half is covered in small thorns, the upper half in bigger thorns. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the targeted foe. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 10 meters long and moves at a speed of 20 meters per second. Does 85% C rank spell damage per round.
    Strengths:
    -Long range attack
    -Won’t stop attacking it’s target until the spell ends
    Weaknesses:
    -spell ends early if the vine is killed.
    -Requires blood to use the spell.

    Name: Wind Cut
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: Blue wind focuses into a compact spear shape. It can go up to 60 meters away and 70 meters per second in speed. It hits one target for 90% C rank damage. If miscast, the wind will target at random rather than obeying it’s wielder.
    Strengths:
    -Long range attack spell.
    -Good attack to use if one wants accuracy.
    Weaknesses:
    -Hits only one at a time.
    -It could turn on the caster if it’s cast wrong.

    Additional C Rank Spells:
    Name: Charging Battery
    Rank: C
    Type: lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. The magic charged in the arm hits the one punched with a pulse of lightning. This is a close range combat spell that does 100% rank D attack damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    Name: Wave
    Rank: C
    Type: Ocean
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: Salt water starts to come out of his arms, hands, and chest, gathering above the hands. While it is gathering the caster is still capable of movement. After two rounds of charging, the water is thrown in one direction, hitting everything in a 5 meter wide and 20 meter long area. Does full C rank damage. Can move while the spell is being Cast. Costs 15 HP to use.
    Strengths:
    -A powerful multi target attack for the spells rank.
    -Can move around fine while charging the spell.
    Weaknesses:
    -allies that can’t move out of the way will be hit.
    -Costs 15HP.

    Name: Rising Pulse
    Rank: C
    Type: Lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue light gathers in his hands, forming the shape of a sizely acorn. Can be used on himself or others, it just needs to be tossed to be activated. Whoever it lands on it will heal for 40 hp. The spell will remain inactive until thrown. How far it is thrown or how fast depends on Harakas strength and skill with throwing.  
    Strengths:
    -Good for healing.
    -Can be held onto until someone is in range.
    Weaknesses:
    -Needs to be thrown to heal anyone.
    -Relies on a person's physical strength and accuracy to actually hit.

    Name: Essence of Breath
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A quick range spell. Seeing as it requires the caster to use their mouth to gather blue wind magic and blow the spell on one target, it is safe to say it’s one of the few spells that he cannot cast on himself. It can go to a target 60 meters away, a single target spell that restores 30MP.
    Strengths:
    -Quick to use
    -Easy to be accurate with
    Weaknesses:
    -Cannot be used on himself.
    -Requires his mouth to be free to use.

    Name: Aqua Focus
    Rank: C
    Type: Ocean
    Duration: 2 round
    Cooldown: 3 rounds
    Description: A sea salt scent wafts off him before the spell starts. Salt water radiates from within to on the palms of his hands. The water can then be shot to one single target up to 10 meters away. The water sticks to the person hit, slowly drawing something out. It can be a poison, a venom, or a virus of sorts, but requires too much focus for it to be more than one at a time. After its removed it remains stuck within the water. The water will slowly evaporate within a few minutes, taking what it removed with it if it does.
    Strengths:
    -Long distance
    -Can remove a virus/poison/or venom
    Weaknesses:
    -If focus is lost during the spell then the MP will still have been used, he will have to start over.
    -Can only remove one thing at a time.

    Advanced Spells:

    Name: Aquamarine Touch
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: The spell takes one round to charge. During than a light blue water will charge in his hands and aquamarine talons emit a light. After it is charged he must touch the target to heal them. This makes the spell a very short distance spell.  Heals for 60 HP.
    Strengths:
    -Effective at Healing others.
    -Doesn't need to be used immediately after it's charged.
    Weaknesses:
    -Cannot use it to heal himself
    -Must touch someone to use the spell on them.

    Name: Seas Skin
    Rank: C
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue water starts to ripple from the skin on his arms ans hands. While being a close range spell, it does not require physical contact. The spll will be able to reach someone a meter away. While still a short range spell, some range is still better than nothing. Being ocean is the element in his magic that is not earned through the use of an elemental spirit, he cannot use it to heal himself. Heals for 90 HP.
    Strengths:
    -Effective Healing Spell
    -Doesn't take long to charge
    Weaknesses:
    -Short Range
    -Cannot be used to heal himself

    Purchases:




    _____________________________________________________________________________________

    avatar
    Lester Drynedi
     
     

    Administrator - Moderator - Developer/GFX Artist - Chatbox Moderator - Mythical VIP Status - VIP- Gain An Artifact- Quality Badge Level 1 - Quality Badge Level 2 - Quality Badge Level 3 - Rising Star - Guild Master - Custom Slayer - Zodiac Key - Legal Guild Ace - S-Rank - A-Rank - Halloween gfx'ers - Halloween Social - Haiku Contest Participant- Richie Rich - Rich - Veteran Level 1 - Character Application Approved! - Character History! - Magic Application Approved! - Obtain A Secondary Magic! - Get A Pet! - Complete Your First Job! - Obtain A Lineage! - Join A Faction! - The Being - The Light - The Sacred - The Beast - The Fallen - Master [1000] - Senior [500] - Novice [250] - Advertisement Achievement Badge - Cookie Achievement - Cupcake Achievement - Banana - Rainbow - Sword - Hero - Fire Badge - Summer Special Participant - Have Seijin On Your Friends List - Be On Lester's Friends List - Be on Madame Astrid's friend list - Be on Izayuki's Friend List - Have Aiyanna On Your Friend's List - Have Lord Fredericks On Your Friends List - Be On Seijin's Foe List - 1 Year Anniversary - Player
    Lineage : ❀ Drynedi' Efflorescence ❀
    Position : ❀ Florist ❀
    Posts : 1584
    Guild : ❀ Crystal Swan Guild Master❀
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17
    Mentor : ❀ Desirée Blooms ❀
    Experience : 379,151.25
    Brownie Points :

    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Ulhar Relgim

    Post by Lester Drynedi on 3rd July 2018, 1:25 am

    Hey! lester here, bump when you're finished, feel free to ask any questions.
    Could you go through and make sure there are ranges and speed for all of them please, there

    ❀:

    fishweave wrote:Magic

    Primary Magic: Ulhar Relgim
    Secondary Magic: Ice Dragon Slayer(2nd Gen)
    Caster or Holder: Solitary Caster Just so you know, you would only get the slayer benefits from this (if you wanted them), not Solitary caster
    [b">Description: The full history of natural magic use in his family is fogged due to his parents selling everything but their souls for power, including their humanity. Maybe his power is from the magical history, or maybe the unnatural self experimentation of his parents. The magic was something that always displayed itself on him in the form of a dim blue glow of his body, but it did not become that active until hitting puberty. During then he had to learn at least the bare minimum in magic through reading, practice, and effort in order to avoid hunting himself, and to learn how to use the magic to hide his least liked features. After a few hundred years he started to try to learn how to use it in ways that didn’t just include not hurting himself.

    Ulhar Relgim is a type of elemental magic, a blue deep sea twist touching all the elements that are used. This can make connecting to certain elements complicated. Fire treats it practically like an insult, as such will take any chance it can to do whatever it wants. Not having enough focus, using too much magic for the skill, not paying enough attention, or not giving it enough direction will cause it to stop listening completely and do it’s own thing. This is why he only uses fire for minor things like cooking food or warming up tea. It leaves strange ripple markings on non liquids it is used to cook though, and the fire will remain blue until it is manually put out. Stone, metal, crystals, he just can’t connect with them at all in magic. That side of earth is something he cannot use in magic in any way. While he can create soil and clay… both are less earth and more a combination of plants and water. While it seems easy to control, part of him doesn’t trust it because it is so easy, so only uses it for minor everyday things.

    The demon can use wind to make shields by compacting the wind in a spot or spots, as well as use it in attacks. As long as he keeps calm and focused, the wind is controllable, but every second it is out it pokes with whispers of the past, doing what it can with sound to try to make Haraka slip. Each new day it will start at a certain point, then get worse and worse as the day goes on. One could say the wind doesn’t like him, but he has read that the wind can act like this to some people it really likes. If he loses focus or his calm, then the wind will go wild, hitting anything and anyone nearby. Electricity is something that is ‘fond’ of him as well, as it allows him to use its light to heal or attack with. The issue is each time its used he can’t move around. When the initial charge is done he can sort of move, but not by much. It will continue to charge until it is released as an attack, or to heal someone. If it’s held on for too long it will start to release some of the charged magic directly onto haraka in the form of an attack until he actually uses the spell. It will also release a recoil on him if he’s using the blue electrical light while low on magic.

    With plantlife, he can create small basic plants like garlic and sage leafs without issue, as long as he uses the correct amount of magic for its size. If he guesses wrong, it will explode. With larger plants, he can grow them, but he needs to know its hidden name. If he tries to create it without knowing its name, he will just create vines that will sap his stamina down. Also, certain plants allow usage only so many times within a certain time frame. Since plants can’t talk though, its something he needs to learn either through a teacher, books, or trial and error. The water side is tricky for him. It is the blue light that radiates from every bit of his body, the youth that will never leave his flesh, and the blue that tints every other element he can use in his magic. He can use it to create blue salt crystals and deep blue pearls. He has learned that you need more than focus, and trying to gain control through learning and force won’t work. To use the water himself, he needs to be confident and trust himself. The more trust he has, the easier it will be to control. Without trust, it could attack him with freezing cold or boiling hot water. When it’s like that, it’s target will always be him.
     
    Strengths:
    -It can be used for defensive
    -It can be used for offensive
    -It can be used for healing purposes.
    -It’s useful for miscellaneous non combative tasks, like cooking or making clayware.
    -He can use multiple elements.
    -It’s easier to adapt to different situations.
    -Can be eaten by relevant slayer.

    Weaknesses:
    -Needs the hidden name of a plant to be able to make it.
    -Needs self trust to use water.
    -Wind uses voices to try to leave him disorientated.
    -Fire is so rebellious that he can only use it in small amounts.
    -Electricity will hurt him if he tries pushing past his own natural limitations or messes up on a spell.
    -He can be harmed by his own magic.
    -It makes him easy to spot in and out of battle, making most sneaking or sneak attacks useless.

    Lineage:
    Lineage: Avatar of Ilyria
    Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.  
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
    Usage:  Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:

    Demon Born:
    Due to his demonic affinity he gains 4%mp and hp outside of battle, 2% inside of battle.
    Deep Blue Soul:
    His magic and demon side both being closely linked to the depths of the ocean, as such he can breathe in salt water fine and able to see in fresh or saltwater. His speed increases by 50% underwater.
    Crustacean Tough:
    While he is not a lobster like his last name, shirt, and the shape of his horns may suggest, he is definitely a crustacean demon of sorts. This gives him a 20% on damage reduction.
    Mantis Shrimp Armor:
    Resistance goes up by 20% when not hiding his crustacean body parts, this is due to the natural armor built in.
    Flight:
    He has a large pair of wings that could easily be used to get in the air and a nice giant shrimp tail that, while it may not be a bird's tail, could still help in steering. This guy can fly.

    D Rank Spells:
    Primary Slots:
    Name: Nectar Tree
    Rank: D
    Type: Plant
    Duration: The healing effects last for three posts
    Cooldown: four posts.
    Description: The first plant he learned the hidden name of was taught to him when he was around five or six, used by that person in her medicinal work. Haraka only learned to use it in a spell after he realized that learning magic was unavoidable. Growing a full tree would take six posts, but it would remain, growing fruit only at a certain season like any other tree. He can create the fruit after two posts. After that happens, the golden orange colored fruit will last and age like a normal fruit. Each bite has a lasting effect, healing 3%HP. The fruit itself tastes similar to a ripe honeydew melon and white wine grapes, the texture of the fruit being soft and a bit moist. The tree has golden colored leaves in autumn, deep green in spring, and a lighter green during summer. It blossoms in summer and fruits in autumn. The tree grows tall with deep reddish brown bark.
    Strengths:
    -The fruit can be used at any time after the spell is cast, so long as it’s still ripe.
    -It will retain it’s healing properties if it’s cooked, or made into a liquid form.
    -Once a fruit or a tree is made, it remains existing so long as it is not consumed or destroyed.
    Weaknesses:
    -If he doesn’t take the proper time on the fruit, it will be uselessly unripe, or a seed. With the tree, if he doesn’t take enough time it will only become a seed or young sapling.
    -It takes awhile to cast the spell.
    -Someone needs to be able to ingest the fruit in order for it to actually heal someone.
    -Because its a fruit, it's easy for an enemy to take and use it themselves. He can't force the fruit to not heal his enemies if one takes a bite.
    -The fruit can't leave ten meters from him during the time he is recharging, otherwise it will start to rot.

    Name: Winds Gift
    Rank: D
    Type: Wind
    Duration: One turn
    Cooldown: Two Turns
    Description: This pale blue wind magic is good as a non lethal quick attack that is better at pushing opponents back than at doing damage. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make. It looks like a long and slightly flattened oval ball of air and pale blue color moving in it’s internal area. It is purely a shield type of spell and cannot do damage. It is a short range spell, working on things that are close enough for his hands to touch. It could push a D rank person 15 meters away and a C rank person 5 meters away. It travels at 11 meters per second.
    Strengths:
    -It’s useful for blocking a quickly incoming attack.
    -It can lower the damage done by attacks it can’t fully block.
    -There’s always a chance that the voices in the wind will temporarily confuse or disorient an opponent.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.
    -It can only block so much area at a time, making it not so useful against some attacks.
    -Sharp weapons and sharp spells cut its effectiveness in half.

    Name: Electrical Charge
    Rank: D
    Type: Electricity
    Duration: 3 rounds
    Cooldown: 4 posts
    Description: It takes two spells to charge it, after that he will be hurt if it is not used. Once it hits someone, it will remain on, them unless it is destroyed before the spell is finished. It does a bit of damage every round for three rounds. After that the spell dissipates. He can’t really move around while it’s being held, both before and after it is charged. It can also make moving a bit more difficult for whoever was hit by the spell. It is a single target spell that does 75% D rank spell damage per round to the target if it hits. The charge may travel 60 meters at 45 meters per second.
    Strengths:
    -It is a long range spell that can go far for it’s rank.
    -Can give the user and/or allies an opening.
    -Once it hit successfully, it’s hard to get off until it dissipates on it’s own.
    Weaknesses:
    -it hurts if held onto for too long, or is charged for too long
    -He’s hurt if attempted while magic is low.
    -Harakas hurt if focus is lost at any point while charging and holding the spell.
    -Makes him an easy target while charging and before the spell is launched.

    Name: Aquamarine
    Rank: D
    Type: Ocean
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: Deep blue water changes into pale blue light. That light can be placed on the person Haraka calls after the spell has been successfully cast. The light stays on the person so long as the spell is after, turning back into dark sea water and dissipating after the spell wears off. While the spell is cast, the person it’s cast on will be able to breathe and see in any salt water without the typical issues people could face otherwise..
    Strengths:
    -It’s easy to spot if it is actively affecting someone, or if it has worn off.
    -Good aim isn’t needed to get it to stick to someone, only a name.
    -It helps allies breathe and see under salt water while in affect.
    Weaknesses:
    -It’s affects will wear off eventually no matter how deep you are or how wide someones eyes are at that time.
    -It requires Haraka to trust himself to work. If he doesn’t, only dark midnight blue pearls will appear, signifying that he will have to wait for cooldown to pass to try again.
    -Failing to cast due to a lack of self trust will still cost him MP.
    -The light from the spell makes it a lot harder for the person it's cast on to sneak
    -Can even attract danger due to the spells luminescence.

    Additional D Rank Spells:
    Name: Little Mend
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: Pale blue water swirls around before forming an aquatic sphere. Disappears into the first person it touches that isn’t the one casting the spell, healing 25 HP.
    Strengths:
    -Quick to use.
    -Small cooldown
    Weaknesses:
    -Cannot be used on himself.
    -Needs to trust himself in order to use it. Midnight blue pearls will appear if he fails the requirement, signifying that he will need to try again.

    Name: Winds Lash
    Rank: D
    Type: Wind
    Duration: 1 roud
    Cooldown: 2 rounds
    Description: A blue wind briefly swirls around haraka before wrapping around one of his hands. The direction the attack goes depends on what direction he swings his arm. The wind will travel up to 20 meters away at 40 meters per second and do 30 damage to the single target. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make.
    Strengths:
    -It’s a fast activating spell.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an enemy.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.

    Name: Speed Pulse
    Rank: D
    Type: Electricity
    Duration: 1 post
    Cooldown: 3 posts
    Description: The connection he has with lightning becomes charged, giving a temporary boost in speed by 50% to the person the spell is cast on. If it’s being used on someone that isn’t himself, Haraka will need to touch the person he wants to cast it on. There is no visible indicator of the spell while it is active inside the person it was cast on. While it is fast to use, the charging takes time. Lightning will jolt him if they try to use the spell before the cooldown period is over.
    Strengths:
    -It doesn’t take much time to use.
    -Boosts speed
    Weaknesses:
    -Requires physical contact to cast it on someone.
    -Temporarily leaves Haraka disoriented after use.

    Name: Young Guardian Vine
    Rank: D
    Type: Plant
    Duration: 1 round
    Cooldown: 2 rounds
    Description: With the price of a little blood(5hp), he can summon an underdeveloped thick guardian vine like plant. It’s colored green, small thorns coating the upper half. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the target. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 6 meters long and moves at a speed of 10 meters per second. Does 95% D rank spell damage per round.
    Nothing wrong here, although the duration is only one round, and you say 'per round'
    Strengths:
    -Long range attack
    -Has a good grip
    Weaknesses:
    -Burns easily
    -spell ends early if the vine is killed.

    Name: A-Salted
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: A blue magic charges around One of Harakas hands. If the punch hits, the enemy is assaulted by a flurry of large and sharp blue salt crystals. Though the salt crystals are brittle, they can still do 100% rank D damage.
    Strengths:
    -Can temporarily blind the opponent if salt gets in the eyes.
    -A distracting attack in general.
    Weaknesses:
    -Salt crystals are too brittle to cut too deep.
    -Leaves a mess of salt behind.

    Name: Battery
    Rank: D
    Type: Electric
    Duration: 1 round
    Cooldown: 2 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. This is a close range combat spell that does 100% rank D attack damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    C Rank Spells:
    Primary Slots:
    Name: Visual Focus
    Rank: C
    Type: Fire
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: It takes a lot of focus to cast, but not a lot of time. Cannot move while casting the spell. Light around the body fades, besides on the eyes and a tiny gem that forms temporarily around the forehead. During the time the spell is active, The one that it’s cast on will see lights highlighting on internal and external damage. Bruises and decay are shown with deep blue, cuts with a white, and viruses with a light blue color.  
    Strengths:
    -It can be useful for figuring out injuries
    -Can be used on himself
    Weaknesses:
    -It has no indications of the damages severity.  
    -Fire burns Haraka if he does not keep focus while casting.

    Name: Teen Guardian Vine
    Rank: C
    Type: Plant
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: With the price of a little blood(15hp), he can summon a thick guardian vine like plant. It is mostly green, the end of the plant colored red. It’s lover half is covered in small thorns, the upper half in bigger thorns. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the targeted foe. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 10 meters long and moves at a speed of 20 meters per second. Does 85% C rank spell damage per round.
    Strengths:
    -Long range attack
    -Won’t stop attacking it’s target until the spell ends
    Weaknesses:
    -spell ends early if the vine is killed.
    -Requires blood to use the spell.

    Name: Wind Cut
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: Blue wind focuses into a compact spear shape. It can go up to 60 meters away and 70 meters per second in speed. It hits one target for 90% C rank damage. If miscast, the wind will target at random rather than obeying it’s wielder.
    Strengths:
    -Long range attack spell.
    -Good attack to use if one wants accuracy.
    Weaknesses:
    -Hits only one at a time.
    -It could turn on the caster if it’s cast wrong.

    Additional C Rank Spells:
    Name: Charging Battery
    Rank: C
    Type: lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. The magic charged in the arm hits the one punched with a pulse of lightning. This is a close range combat spell that does 100% rank C damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    Name: Wave
    Rank: C
    Type: Ocean
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: Salt water starts to come out of his arms, hands, and chest, gathering above the hands. While it is gathering the caster is still capable of movement. After two rounds of charging, the water is thrown in one direction, hitting everything in a 5 meter wide and 20 meter long area. Does full C rank damage. Can move while the spell is being Cast. Costs 15 HP to use.
    Strengths:
    -A powerful multi target attack for the spells rank.
    -Can move around fine while charging the spell.
    Weaknesses:
    -allies that can’t move out of the way will be hit.
    -Costs 15HP.

    Name: Rising Pulse
    Rank: C
    Type: Lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue light gathers in his hands, forming the shape of a sizely acorn. Can be used on himself or others, it just needs to be tossed to be activated. Whoever it lands on it will heal for 40 hp. The spell will remain inactive until thrown. How far it is thrown or how fast depends on Harakas strength and skill with throwing.  
    Strengths:
    -Good for healing.
    -Can be held onto until someone is in range.
    Weaknesses:
    -Needs to be thrown to heal anyone.
    -Relies on a person's physical strength and accuracy to actually hit.

    Name: Essence of Breath
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A quick range spell. Seeing as it requires the caster to use their mouth to gather blue wind magic and blow the spell on one target, it is safe to say it’s one of the few spells that he cannot cast on himself. It can go to a target 60 meters away, a single target spell that restores 30MP.
    Strengths:
    -Quick to use
    -Easy to be accurate with
    Weaknesses:
    -Cannot be used on himself.
    -Requires his mouth to be free to use.

    Name: Aqua Focus
    Rank: C
    Type: Ocean
    Duration: 2 round
    Cooldown: 3 rounds
    Description: A sea salt scent wafts off him before the spell starts. Salt water radiates from within to on the palms of his hands. The water can then be shot to one single target up to 10 meters away. The water sticks to the person hit, slowly drawing something out. It can be a poison, a venom, or a virus of sorts, but requires too much focus for it to be more than one at a time. After its removed it remains stuck within the water. The water will slowly evaporate within a few minutes, taking what it removed with it if it does.
    Strengths:
    -Long distance
    -Can remove a virus/poison/or venom
    Weaknesses:
    -If focus is lost during the spell then the MP will still have been used, he will have to start over.
    -Can only remove one thing at a time.

    B Rank Spells:

    This goes for both mouth to mouth and impulse compressions
    heals don't have a long post duration they just heal once and the hp stays until they take more damage (unless its a heal over time), so you can just say that its 1 post duration.
    If its heal over time then its fine as it is, just specify that its 40 every post~

    Primary Slots:
    Name: Mouth to Mouth
    Rank: B
    Type: Wind/healing
    Duration: 5 Rounds
    Cooldown: 6 Rounds
    Description: A blue wind gathers in his mouth before its released via mouth to mouth contact. The wind rushes into the target, healing that person for 40HP for 5 rounds.
    Strengths:
    -A quick to use healing spell
    -Lasts for multiple turns
    Weaknesses:
    -Cannot be used to heal himself
    -Must kiss the person to heal them

    Name: Impulse Compressions
    Rank: B
    Type: Electric/Healing
    Duration: 5 rounds
    Cooldown: 6 rounds
    Description: Blue electricity charge into the casters two hands before he uses both hands to do a series of small chest compressions. He can stop performing compressions at the end of the first round. The healing starts at the first round, healing for 40MP for 5 rounds.
    Strengths:
    -Quick to use
    -Lasts multiple turns
    Weaknesses:
    -Can’t really use it on himself. He could try, but it wouldn’t really be effective.
    -A short range spell

    Name: Hungering Vine
    Rank: B
    Type: Plant/Attack
    Duration: 5 rounds
    Cooldown: 6 rounds
    Description: The user creates a bulb looking seed, then has to quickly toss or otherwise get the seed as far away from himself and as close to the target as possible in a short amount of time. Once that time is over, the seed will burst into a thorny life, its prickly vines grabbing onto the closest target. The vine can move 50 meters at 50 meters per second before either getting a target, or withering from not getting one on time. Once it gets to its target, the plant will latch on, attacking and restraining the person to the best of its abilities for 5 rounds, doing 40 HP damage every round. After the five rounds are over it will die and stop its attack.
    It can only immobilize the person for 1 post, but can still do damage after that  
    Strengths:
    -Powerful attack spell
    -Lasts multiple rounds
    Weaknesses:
    -Could attack the caster if not careful
    -Could attack a friend if not careful
    Additional B Rank Slots:

    Name: Fire Essence
    Rank: B
    Type: Fire/Healing
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: A ball of blue fire gathers in between the casters two hands. The fire simmers between the two hands before becoming a sphere, than into something that looks like a white bread bun. It feels heated and needs to be eaten in order for it to take effect. The taste is akin to a hot fluffy spiced bread and a spicy chili red curry filling. If fully eaten it can heal someone for 80 HP. If half is eaten, it will heal 40HP, if a quarter is eaten it will only heal that person 20hp, ect ect. After it is made, the item will remain until consumed.
    Strengths:
    -Easy to use for healing multiple people
    -After the duration ends it can travel far away from its caster
    Weaknesses:
    -It needs to be eaten to take effect
    -It will turn into ash if it travels 10 meters from the caster before the duration ends

    Name: Loex Ultro
    Rank: B
    Type: Wind/Attack
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: A blue wind wraps around one of his arms as it charges for one turn. To trigger the spell, the caster must say “loex ultro”. The attack will move in the direction the caster is pointing. Once it hits a target, it will do 40HP damage per round for 2 rounds, leaving deep cuts in its wake. Can travel up to 50 meters away at 50 meters per second.
    Strengths:
    -Affects the target for more than one round.
    -Easy to cast
    Weaknesses:
    -Won’t do a lot at once.
    -Requires his mouth to be free to speak.

    Name: Dark Water
    Rank: B
    Type: Ocean/Attack
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: Arms are stiffened, then salt water starts to come out of his arms and hands, gathering above the hands. While it is gathering the caster is still capable of movement. The water released in the spell is a deep sapphire blue. After two rounds of charging, the water is thrown in one direction, hitting one target for 80HP. Can travel 200 meters at 100 meters per second. It takes two rounds to charge, and one round to fire the attack.
    Strengths:
    -A powerful long range attack
    -Can move around fine while charging the spell.
    Weaknesses:
    -Arms aren’t free while charging
    -Costs 10HP.

    Name: Double Round
    Rank: B
    Type: Electric/Attack
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: It takes one round to charge, blue electricity building up on both of his arms. At the second round he must use both arms on something. Each arm will release an electrical pulse from it, doing 40 HP of damage per arm. How fast the attack is depends on the casters physical capabilities, only able to hit what is close enough to punch.
    Strengths:
    -Can hit two enemies if they are close to each other
    -Causes any enemy hit that is B rank or lower to be dazed for 2 rounds. How dazed they are depends on the enemies rank and resistance.
    Weaknesses:
    -Close range spell
    -Both charges must be used in the same round

    Advanced Spells:

    Name: Aquamarine Touch
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: The spell takes one round to charge. During than a light blue water will charge in his hands and aquamarine talons emit a light. After it is charged he must touch the target to heal them. This makes the spell a very short distance spell.  Heals for 60 HP.
    Strengths:
    -Effective at Healing others.
    -Doesn't need to be used immediately after it's charged.
    Weaknesses:
    -Cannot use it to heal himself
    -Must touch someone to use the spell on them.

    Name: Seas Skin
    Rank: C
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue water starts to ripple from the skin on his arms ans hands. While being a close range spell, it does not require physical contact. The spll will be able to reach someone a meter away. While still a short range spell, some range is still better than nothing. Being ocean is the element in his magic that is not earned through the use of an elemental spirit, he cannot use it to heal himself. Heals for 90 HP.
    Strengths:
    -Effective Healing Spell
    -Doesn't take long to charge
    Weaknesses:
    -Short Range
    -Cannot be used to heal himself

    Name: Sapphire sphere
    Rank: B
    Type: Ocean
    Duration: 4 rounds
    Cooldown: 5 rounds
    Description: A blue pearl is made in one of the casters hands before it starts to grow larger and looking more and more water like. It stops once it gets to twice the size of a baseball. It can be tossed, but it doesn’t need to be. It just needs to touch the target to evaporate into them, but it can be tossed. It will heal 40hp for 4 rounds.
    Strengths:
    -It will not vanish if it missed
    -Will not break until it’s used
    Weaknesses:
    -Cannot move itself
    -Cannot use it to heal himself

    Purchases:


    • x4 B rank spell slots [uel=https://www.fairytail-rp.com/t14653p575-magic-shop]page 25, Post n°590[/url]
    • x5 C rank spell slots page 23, post 572
    • x6 D rank spell slots bought by 'Clearblade' for myself page 23, post 559



    _____________________________________________________________________________________

    avatar
    Haraka Omaras

    Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Player -
    Lineage : Sea Dragon
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    Experience : 9,193.75

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Re: Ulhar Relgim

    Post by Haraka Omaras on 3rd July 2018, 5:08 am

    How does that look?


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    [Harakas Bank] [Profile] [Ulhar Relgim] [Sea Dragon] [Characters Theme Song]
    avatar
    Lester Drynedi
     
     

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    Lineage : ❀ Drynedi' Efflorescence ❀
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    Posts : 1584
    Guild : ❀ Crystal Swan Guild Master❀
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    Age : 17
    Mentor : ❀ Desirée Blooms ❀
    Experience : 379,151.25
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    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Ulhar Relgim

    Post by Lester Drynedi on 4th July 2018, 1:03 pm


    ❀:
    fishweave wrote:Magic

    Primary Magic: Ulhar Relgim
    Secondary Magic: Ice Dragon Slayer(2nd Gen)
    Caster or Holder: Caster
    Description: The full history of natural magic use in his family is fogged due to his parents selling everything but their souls for power, including their humanity. Maybe his power is from the magical history, or maybe the unnatural self experimentation of his parents. The magic was something that always displayed itself on him in the form of a dim blue glow of his body, but it did not become that active until hitting puberty. During then he had to learn at least the bare minimum in magic through reading, practice, and effort in order to avoid hunting himself, and to learn how to use the magic to hide his least liked features. After a few hundred years he started to try to learn how to use it in ways that didn’t just include not hurting himself.

    Ulhar Relgim is a type of elemental magic, a blue deep sea twist touching all the elements that are used. This can make connecting to certain elements complicated. Fire treats it practically like an insult, as such will take any chance it can to do whatever it wants. Not having enough focus, using too much magic for the skill, not paying enough attention, or not giving it enough direction will cause it to stop listening completely and do it’s own thing. This is why he only uses fire for minor things like cooking food or warming up tea. It leaves strange ripple markings on non liquids it is used to cook though, and the fire will remain blue until it is manually put out. Stone, metal, crystals, he just can’t connect with them at all in magic. That side of earth is something he cannot use in magic in any way. While he can create soil and clay… both are less earth and more a combination of plants and water. While it seems easy to control, part of him doesn’t trust it because it is so easy, so only uses it for minor everyday things.

    The demon can use wind to make shields by compacting the wind in a spot or spots, as well as use it in attacks. As long as he keeps calm and focused, the wind is controllable, but every second it is out it pokes with whispers of the past, doing what it can with sound to try to make Haraka slip. Each new day it will start at a certain point, then get worse and worse as the day goes on. One could say the wind doesn’t like him, but he has read that the wind can act like this to some people it really likes. If he loses focus or his calm, then the wind will go wild, hitting anything and anyone nearby. Electricity is something that is ‘fond’ of him as well, as it allows him to use its light to heal or attack with. The issue is each time its used he can’t move around. When the initial charge is done he can sort of move, but not by much. It will continue to charge until it is released as an attack, or to heal someone. If it’s held on for too long it will start to release some of the charged magic directly onto haraka in the form of an attack until he actually uses the spell. It will also release a recoil on him if he’s using the blue electrical light while low on magic.

    With plantlife, he can create small basic plants like garlic and sage leafs without issue, as long as he uses the correct amount of magic for its size. If he guesses wrong, it will explode. With larger plants, he can grow them, but he needs to know its hidden name. If he tries to create it without knowing its name, he will just create vines that will sap his stamina down. Also, certain plants allow usage only so many times within a certain time frame. Since plants can’t talk though, its something he needs to learn either through a teacher, books, or trial and error. The water side is tricky for him. It is the blue light that radiates from every bit of his body, the youth that will never leave his flesh, and the blue that tints every other element he can use in his magic. He can use it to create blue salt crystals and deep blue pearls. He has learned that you need more than focus, and trying to gain control through learning and force won’t work. To use the water himself, he needs to be confident and trust himself. The more trust he has, the easier it will be to control. Without trust, it could attack him with freezing cold or boiling hot water. When it’s like that, it’s target will always be him.
     
    Strengths:
    -It can be used for defensive
    -It can be used for offensive
    -It can be used for healing purposes.
    -It’s useful for miscellaneous non combative tasks, like cooking or making clayware.
    -He can use multiple elements.
    -It’s easier to adapt to different situations.
    -Can be eaten by relevant slayer.

    Weaknesses:
    -Needs the hidden name of a plant to be able to make it.
    -Needs self trust to use water.
    -Wind uses voices to try to leave him disorientated.
    -Fire is so rebellious that he can only use it in small amounts.
    -Electricity will hurt him if he tries pushing past his own natural limitations or messes up on a spell.
    -He can be harmed by his own magic.
    -It makes him easy to spot in and out of battle, making most sneaking or sneak attacks useless.

    Lineage:
    Lineage: Avatar of Ilyria
    Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.  
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
    Usage:  Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:

    Demon Born:
    Due to his demonic affinity he gains 4%mp and hp outside of battle, 2% inside of battle.
    Deep Blue Soul:
    His magic and demon side both being closely linked to the depths of the ocean, as such he can breathe in salt water fine and able to see in fresh or saltwater. His speed increases by 50% underwater.
    Crustacean Tough:
    While he is not a lobster like his last name, shirt, and the shape of his horns may suggest, he is definitely a crustacean demon of sorts. This gives him a 20% on damage reduction.
    Mantis Shrimp Armor:
    Resistance goes up by 20% when not hiding his crustacean body parts, this is due to the natural armor built in.
    Flight:
    He has a large pair of wings that could easily be used to get in the air and a nice giant shrimp tail that, while it may not be a bird's tail, could still help in steering. This guy can fly.

    D Rank Spells:
    Primary Slots:
    Name: Nectar Tree
    Rank: D
    Type: Plant
    Duration: The healing effects last for three posts
    Cooldown: four posts.
    Description: The first plant he learned the hidden name of was taught to him when he was around five or six, used by that person in her medicinal work. Haraka only learned to use it in a spell after he realized that learning magic was unavoidable. Growing a full tree would take six posts, but it would remain, growing fruit only at a certain season like any other tree. He can create the fruit after two posts. After that happens, the golden orange colored fruit will last and age like a normal fruit. Each bite has a lasting effect, healing 3%HP. The fruit itself tastes similar to a ripe honeydew melon and white wine grapes, the texture of the fruit being soft and a bit moist. The tree has golden colored leaves in autumn, deep green in spring, and a lighter green during summer. It blossoms in summer and fruits in autumn. The tree grows tall with deep reddish brown bark.
    Strengths:
    -The fruit can be used at any time after the spell is cast, so long as it’s still ripe.
    -It will retain it’s healing properties if it’s cooked, or made into a liquid form.
    -Once a fruit or a tree is made, it remains existing so long as it is not consumed or destroyed.
    Weaknesses:
    -If he doesn’t take the proper time on the fruit, it will be uselessly unripe, or a seed. With the tree, if he doesn’t take enough time it will only become a seed or young sapling.
    -It takes awhile to cast the spell.
    -Someone needs to be able to ingest the fruit in order for it to actually heal someone.
    -Because its a fruit, it's easy for an enemy to take and use it themselves. He can't force the fruit to not heal his enemies if one takes a bite.
    -The fruit can't leave ten meters from him during the time he is recharging, otherwise it will start to rot.

    Name: Winds Gift
    Rank: D
    Type: Wind
    Duration: One turn
    Cooldown: Two Turns
    Description: This pale blue wind magic is good as a non lethal quick attack that is better at pushing opponents back than at doing damage. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make. It looks like a long and slightly flattened oval ball of air and pale blue color moving in it’s internal area. It is purely a shield type of spell and cannot do damage. It is a short range spell, working on things that are close enough for his hands to touch. It could push a D rank person 15 meters away and a C rank person 5 meters away. It travels at 11 meters per second.
    Strengths:
    -It’s useful for blocking a quickly incoming attack.
    -It can lower the damage done by attacks it can’t fully block.
    -There’s always a chance that the voices in the wind will temporarily confuse or disorient an opponent.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.
    -It can only block so much area at a time, making it not so useful against some attacks.
    -Sharp weapons and sharp spells cut its effectiveness in half.

    Name: Electrical Charge
    Rank: D
    Type: Electricity
    Duration: 3 rounds
    Cooldown: 4 posts
    Description: It takes two spells to charge it, after that he will be hurt if it is not used. Once it hits someone, it will remain on, them unless it is destroyed before the spell is finished. It does a bit of damage every round for three rounds. After that the spell dissipates. He can’t really move around while it’s being held, both before and after it is charged. It can also make moving a bit more difficult for whoever was hit by the spell. It is a single target spell that does 75% D rank spell damage per round to the target if it hits. The charge may travel 60 meters at 45 meters per second.
    Strengths:
    -It is a long range spell that can go far for it’s rank.
    -Can give the user and/or allies an opening.
    -Once it hit successfully, it’s hard to get off until it dissipates on it’s own.
    Weaknesses:
    -it hurts if held onto for too long, or is charged for too long
    -He’s hurt if attempted while magic is low.
    -Harakas hurt if focus is lost at any point while charging and holding the spell.
    -Makes him an easy target while charging and before the spell is launched.

    Name: Aquamarine
    Rank: D
    Type: Ocean
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: Deep blue water changes into pale blue light. That light can be placed on the person Haraka calls after the spell has been successfully cast. The light stays on the person so long as the spell is after, turning back into dark sea water and dissipating after the spell wears off. While the spell is cast, the person it’s cast on will be able to breathe and see in any salt water without the typical issues people could face otherwise..
    Strengths:
    -It’s easy to spot if it is actively affecting someone, or if it has worn off.
    -Good aim isn’t needed to get it to stick to someone, only a name.
    -It helps allies breathe and see under salt water while in affect.
    Weaknesses:
    -It’s affects will wear off eventually no matter how deep you are or how wide someones eyes are at that time.
    -It requires Haraka to trust himself to work. If he doesn’t, only dark midnight blue pearls will appear, signifying that he will have to wait for cooldown to pass to try again.
    -Failing to cast due to a lack of self trust will still cost him MP.
    -The light from the spell makes it a lot harder for the person it's cast on to sneak
    -Can even attract danger due to the spells luminescence.

    Additional D Rank Spells:
    Name: Little Mend
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: Pale blue water swirls around before forming an aquatic sphere. Disappears into the first person it touches that isn’t the one casting the spell, healing 25 HP.
    Strengths:
    -Quick to use.
    -Small cooldown
    Weaknesses:
    -Cannot be used on himself.
    -Needs to trust himself in order to use it. Midnight blue pearls will appear if he fails the requirement, signifying that he will need to try again.

    Name: Winds Lash
    Rank: D
    Type: Wind
    Duration: 1 roud
    Cooldown: 2 rounds
    Description: A blue wind briefly swirls around haraka before wrapping around one of his hands. The direction the attack goes depends on what direction he swings his arm. The wind will travel up to 20 meters away at 40 meters per second and do 30 damage to the single target. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make.
    Strengths:
    -It’s a fast activating spell.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an enemy.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.

    Name: Speed Pulse
    Rank: D
    Type: Electricity
    Duration: 1 post
    Cooldown: 3 posts
    Description: The connection he has with lightning becomes charged, giving a temporary boost in speed by 50% to the person the spell is cast on. If it’s being used on someone that isn’t himself, Haraka will need to touch the person he wants to cast it on. There is no visible indicator of the spell while it is active inside the person it was cast on. While it is fast to use, the charging takes time. Lightning will jolt him if they try to use the spell before the cooldown period is over.
    Strengths:
    -It doesn’t take much time to use.
    -Boosts speed
    Weaknesses:
    -Requires physical contact to cast it on someone.
    -Temporarily leaves Haraka disoriented after use.

    Name: Young Guardian Vine
    Rank: D
    Type: Plant
    Duration: 1 round
    Cooldown: 2 rounds
    Description: With the price of a little blood(5hp), he can summon an underdeveloped thick guardian vine like plant. It’s colored green, small thorns coating the upper half. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the target. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 6 meters long and moves at a speed of 10 meters per second. Does 95% D rank spell damage per round.
    Strengths:
    -Long range attack
    -Has a good grip
    Weaknesses:
    -Burns easily
    -spell ends early if the vine is killed.

    Name: A-Salted
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: A blue magic charges around One of Harakas hands. If the punch hits, the enemy is assaulted by a flurry of large and sharp blue salt crystals. Though the salt crystals are brittle, they can still do 100% rank D damage.
    Strengths:
    -Can temporarily blind the opponent if salt gets in the eyes.
    -A distracting attack in general.
    Weaknesses:
    -Salt crystals are too brittle to cut too deep.
    -Leaves a mess of salt behind.

    Name: Battery
    Rank: D
    Type: Electric
    Duration: 1 round
    Cooldown: 2 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. This is a close range combat spell that does 100% rank D attack damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    C Rank Spells:
    Primary Slots:
    Name: Visual Focus
    Rank: C
    Type: Fire
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: It takes a lot of focus to cast, but not a lot of time. Cannot move while casting the spell. Light around the body fades, besides on the eyes and a tiny gem that forms temporarily around the forehead. During the time the spell is active, The one that it’s cast on will see lights highlighting on internal and external damage. Bruises and decay are shown with deep blue, cuts with a white, and viruses with a light blue color.  
    Strengths:
    -It can be useful for figuring out injuries
    -Can be used on himself
    Weaknesses:
    -It has no indications of the damages severity.  
    -Fire burns Haraka if he does not keep focus while casting.

    Name: Teen Guardian Vine
    Rank: C
    Type: Plant
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: With the price of a little blood(15hp), he can summon a thick guardian vine like plant. It is mostly green, the end of the plant colored red. It’s lover half is covered in small thorns, the upper half in bigger thorns. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the targeted foe. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 10 meters long and moves at a speed of 20 meters per second. Does 85% C rank spell damage per round.
    Strengths:
    -Long range attack
    -Won’t stop attacking it’s target until the spell ends
    Weaknesses:
    -spell ends early if the vine is killed.
    -Requires blood to use the spell.

    Name: Wind Cut
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: Blue wind focuses into a compact spear shape. It can go up to 60 meters away and 70 meters per second in speed. It hits one target for 90% C rank damage. If miscast, the wind will target at random rather than obeying it’s wielder.
    Strengths:
    -Long range attack spell.
    -Good attack to use if one wants accuracy.
    Weaknesses:
    -Hits only one at a time.
    -It could turn on the caster if it’s cast wrong.

    Additional C Rank Spells:
    Name: Charging Battery
    Rank: C
    Type: lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. The magic charged in the arm hits the one punched with a pulse of lightning. This is a close range combat spell that does 100% rank C damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    Name: Wave
    Rank: C
    Type: Ocean
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: Salt water starts to come out of his arms, hands, and chest, gathering above the hands. While it is gathering the caster is still capable of movement. After two rounds of charging, the water is thrown in one direction, hitting everything in a 5 meter wide and 20 meter long area. Does full C rank damage. Can move while the spell is being Cast. Costs 15 HP to use.
    Strengths:
    -A powerful multi target attack for the spells rank.
    -Can move around fine while charging the spell.
    Weaknesses:
    -allies that can’t move out of the way will be hit.
    -Costs 15HP.

    Name: Rising Pulse
    Rank: C
    Type: Lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue light gathers in his hands, forming the shape of a sizely acorn. Can be used on himself or others, it just needs to be tossed to be activated. Whoever it lands on it will heal for 40 hp. The spell will remain inactive until thrown. How far it is thrown or how fast depends on Harakas strength and skill with throwing.  
    Strengths:
    -Good for healing.
    -Can be held onto until someone is in range.
    Weaknesses:
    -Needs to be thrown to heal anyone.
    -Relies on a person's physical strength and accuracy to actually hit.

    Name: Essence of Breath
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A quick range spell. Seeing as it requires the caster to use their mouth to gather blue wind magic and blow the spell on one target, it is safe to say it’s one of the few spells that he cannot cast on himself. It can go to a target 60 meters away, a single target spell that restores 30MP.
    Strengths:
    -Quick to use
    -Easy to be accurate with
    Weaknesses:
    -Cannot be used on himself.
    -Requires his mouth to be free to use.

    Name: Aqua Focus
    Rank: C
    Type: Ocean
    Duration: 2 round
    Cooldown: 3 rounds
    Description: A sea salt scent wafts off him before the spell starts. Salt water radiates from within to on the palms of his hands. The water can then be shot to one single target up to 10 meters away. The water sticks to the person hit, slowly drawing something out. It can be a poison, a venom, or a virus of sorts, but requires too much focus for it to be more than one at a time. After its removed it remains stuck within the water. The water will slowly evaporate within a few minutes, taking what it removed with it if it does.
    Strengths:
    -Long distance
    -Can remove a virus/poison/or venom
    Weaknesses:
    -If focus is lost during the spell then the MP will still have been used, he will have to start over.
    -Can only remove one thing at a time.

    B Rank Spells:

    Primary Slots:
    Name: Mouth to Mouth
    Rank: B
    Type: Wind/healing
    Duration: 5 Rounds
    Cooldown: 6 Rounds
    Description: A blue wind gathers in his mouth before its released via mouth to mouth contact. The wind rushes into the target in the first round, healing that person for 40HP for the first round, then 40HP more for for 4 more rounds after that(healing over time).
    Strengths:
    -A quick to use healing spell
    -Lasts for multiple turns
    Weaknesses:
    -Cannot be used to heal himself
    -Must kiss the person to heal them

    Name: Impulse Compressions
    Rank: B
    Type: Electric/Healing
    Duration: 5 rounds
    Cooldown: 6 rounds
    Description: Blue electricity charge into the casters two hands before he uses both hands to do a series of small chest compressions. He stops performing the chest compressions at the end of the first round. It will heal 40 MP the first round, than continue to heal for 40mp for 4 the more rounds after it was cast(healing over time).
    Strengths:
    -Quick to use
    -Lasts multiple turns
    Weaknesses:
    -Can’t really use it on himself. He could try, but it wouldn’t really be effective.
    -A short range spell

    Name: Hungering Vine
    Rank: B
    Type: Plant/Attack
    Duration: 5 rounds
    Cooldown: 6 rounds
    Description: The user creates a bulb looking seed, then has to quickly toss or otherwise get the seed as far away from himself and as close to the target as possible in a short amount of time. Once that time is over, the seed will burst into a thorny life, its prickly vines grabbing onto the closest target. The vine can move 50 meters at 50 meters per second before either getting a target, or withering from not getting one on time. Once it gets to its target, the plant will latch on, attacking and restraining the person to the best of its abilities for 1 round, doing 40 HP damage for 5 rounds. After the five rounds are over it will die and stop its attack.
    Strengths:
    -Powerful attack spell
    -Lasts multiple rounds
    Weaknesses:
    -Could attack the caster if not careful
    -Could attack a friend if not careful
    Additional B Rank Slots:

    Name: Fire Essence
    Rank: B
    Type: Fire/Healing
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: A ball of blue fire gathers in between the casters two hands. The fire simmers between the two hands before becoming a sphere, than into something that looks like a white bread bun. It feels heated and needs to be eaten in order for it to take effect. The taste is akin to a hot fluffy spiced bread and a spicy chili red curry filling. If fully eaten it can heal someone for 80 HP. If half is eaten, it will heal 40HP, if a quarter is eaten it will only heal that person 20hp, ect ect. After it is made, the item will remain until consumed.
    Strengths:
    -Easy to use for healing multiple people
    -After the duration ends it can travel far away from its caster
    Weaknesses:
    -It needs to be eaten to take effect
    -It will turn into ash if it travels 10 meters from the caster before the duration ends

    Name: Loex Ultro
    Rank: B
    Type: Wind/Attack
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: A blue wind wraps around one of his arms as it charges for one turn. To trigger the spell, the caster must say “loex ultro”. The attack will move in the direction the caster is pointing. Once it hits a target, it will do 40HP damage per round for 2 rounds, leaving deep cuts in its wake. Can travel up to 50 meters away at 50 meters per second.
    Strengths:
    -Affects the target for more than one round.
    -Easy to cast
    Weaknesses:
    -Won’t do a lot at once.
    -Requires his mouth to be free to speak.

    Name: Dark Water
    Rank: B
    Type: Ocean/Attack
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: Arms are stiffened, then salt water starts to come out of his arms and hands, gathering above the hands. While it is gathering the caster is still capable of movement. The water released in the spell is a deep sapphire blue. After two rounds of charging, the water is thrown in one direction, hitting one target for 80HP. Can travel 200 meters at 100 meters per second. It takes two rounds to charge, and one round to fire the attack.
    Strengths:
    -A powerful long range attack
    -Can move around fine while charging the spell.
    Weaknesses:
    -Arms aren’t free while charging
    -Costs 10HP.

    Name: Double Round
    Rank: B
    Type: Electric/Attack
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: It takes one round to charge, blue electricity building up on both of his arms. At the second round he must use both arms on something. Each arm will release an electrical pulse from it, doing 40 HP of damage per arm. How fast the attack is depends on the casters physical capabilities, only able to hit what is close enough to punch.
    Strengths:
    -Can hit two enemies if they are close to each other
    -Causes any enemy hit that is B rank or lower to be dazed for 2 rounds. How dazed they are depends on the enemies rank and resistance.
    Weaknesses:
    -Close range spell
    -Both charges must be used in the same round

    Advanced Spells:

    Name: Aquamarine Touch
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: The spell takes one round to charge. During than a light blue water will charge in his hands and aquamarine talons emit a light. After it is charged he must touch the target to heal them. This makes the spell a very short distance spell.  Heals for 60 HP.
    Strengths:
    -Effective at Healing others.
    -Doesn't need to be used immediately after it's charged.
    Weaknesses:
    -Cannot use it to heal himself
    -Must touch someone to use the spell on them.

    Name: Seas Skin
    Rank: C
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue water starts to ripple from the skin on his arms ans hands. While being a close range spell, it does not require physical contact. The spell will be able to reach someone a meter away. While still a short range spell, some range is still better than nothing. Being ocean is the element in his magic that is not earned through the use of an elemental spirit, he cannot use it to heal himself. Heals for 90 HP.
    Strengths:
    -Effective Healing Spell
    -Doesn't take long to charge
    Weaknesses:
    -Short Range
    -Cannot be used to heal himself

    Name: Sapphire sphere
    Rank: B
    Type: Ocean
    Duration: 4 rounds
    Cooldown: 5 rounds
    Description: A blue pearl is made in one of the casters hands before it starts to grow larger and looking more and more water like. It stops once it gets to twice the size of a baseball. It can be tossed, but it doesn’t need to be. It just needs to touch the target to evaporate into them, but it can be tossed. It will heal 40 HP the first round, than continue to heal It will heal 40hp for 3 more rounds.
    Strengths:
    -It will not vanish if it missed
    -Will not break until it’s used
    Weaknesses:
    -Cannot move itself
    -Cannot use it to heal himself

    Purchases:


    • x4 B rank spell slots [uel=https://www.fairytail-rp.com/t14653p575-magic-shop]page 25, Post n°590[/url]
    • x5 C rank spell slots page 23, post 572
    • x6 D rank spell slots bought by 'Clearblade' for myself page 23, post 559



    _____________________________________________________________________________________

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    ivyleaf33

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    Lineage : Spirit Warrior
    Position : Saint of Tranquility
    Posts : 1953
    Guild : Fairy Tail [GM]
    Cosmic Coins : 5
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    Age : 15
    Mentor : Anna Litbell and Speculo
    Experience : 253,360

    Character Sheet
    First Magic: Solid Script
    Second Magic: Auric Reflection Magic / No Longer Human: Identity
    Third Magic:

    Re: Ulhar Relgim

    Post by ivyleaf33 on 17th November 2018, 12:25 am

    Spoiler:
    @Haraka Omaras wrote:Magic

    Primary Magic: Ulhar Relgim
    Secondary Magic: Ice Dragon Slayer(2nd Gen)
    Caster or Holder: Caster
    Description: The full history of natural magic use in his family is fogged due to his parents selling everything but their souls for power, including their humanity. Maybe his power is from the magical history, or maybe the unnatural self experimentation of his parents. The magic was something that always displayed itself on him in the form of a dim blue glow of his body, but it did not become that active until hitting puberty. During then he had to learn at least the bare minimum in magic through reading, practice, and effort in order to avoid hunting himself, and to learn how to use the magic to hide his least liked features. After a few hundred years he started to try to learn how to use it in ways that didn’t just include not hurting himself.

    Ulhar Relgim is a type of elemental magic, a blue deep sea twist touching all the elements that are used. This can make connecting to certain elements complicated. Fire treats it practically like an insult, as such will take any chance it can to do whatever it wants. Not having enough focus, using too much magic for the skill, not paying enough attention, or not giving it enough direction will cause it to stop listening completely and do it’s own thing. This is why he only uses fire for minor things like cooking food or warming up tea. It leaves strange ripple markings on non liquids it is used to cook though, and the fire will remain blue until it is manually put out. Stone, metal, crystals, he just can’t connect with them at all in magic. That side of earth is something he cannot use in magic in any way. While he can create soil and clay… both are less earth and more a combination of plants and water. While it seems easy to control, part of him doesn’t trust it because it is so easy, so only uses it for minor everyday things.

    The demon can use wind to make shields by compacting the wind in a spot or spots, as well as use it in attacks. As long as he keeps calm and focused, the wind is controllable, but every second it is out it pokes with whispers of the past, doing what it can with sound to try to make Haraka slip. Each new day it will start at a certain point, then get worse and worse as the day goes on. One could say the wind doesn’t like him, but he has read that the wind can act like this to some people it really likes. If he loses focus or his calm, then the wind will go wild, hitting anything and anyone nearby. Electricity is something that is ‘fond’ of him as well, as it allows him to use its light to heal or attack with. The issue is each time its used he can’t move around. When the initial charge is done he can sort of move, but not by much. It will continue to charge until it is released as an attack, or to heal someone. If it’s held on for too long it will start to release some of the charged magic directly onto haraka in the form of an attack until he actually uses the spell. It will also release a recoil on him if he’s using the blue electrical light while low on magic.

    With plantlife, he can create small basic plants like garlic and sage leafs without issue, as long as he uses the correct amount of magic for its size. If he guesses wrong, it will explode. With larger plants, he can grow them, but he needs to know its hidden name. If he tries to create it without knowing its name, he will just create vines that will sap his stamina down. Also, certain plants allow usage only so many times within a certain time frame. Since plants can’t talk though, its something he needs to learn either through a teacher, books, or trial and error. The water side is tricky for him. It is the blue light that radiates from every bit of his body, the youth that will never leave his flesh, and the blue that tints every other element he can use in his magic. He can use it to create blue salt crystals and deep blue pearls. He has learned that you need more than focus, and trying to gain control through learning and force won’t work. To use the water himself, he needs to be confident and trust himself. The more trust he has, the easier it will be to control. Without trust, it could attack him with freezing cold or boiling hot water. When it’s like that, it’s target will always be him.
     
    Strengths:
    -It can be used for defensive
    -It can be used for offensive
    -It can be used for healing purposes.
    -It’s useful for miscellaneous non combative tasks, like cooking or making clayware.
    -He can use multiple elements.
    -It’s easier to adapt to different situations.
    -Can be eaten by relevant slayer.

    Weaknesses:
    -Needs the hidden name of a plant to be able to make it.
    -Needs self trust to use water.
    -Wind uses voices to try to leave him disorientated.
    -Fire is so rebellious that he can only use it in small amounts.
    -Electricity will hurt him if he tries pushing past his own natural limitations or messes up on a spell.
    -He can be harmed by his own magic.
    -It makes him easy to spot in and out of battle, making most sneaking or sneak attacks useless.

    Lineage:
    Lineage: Avatar of Ilyria
    Description:In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
    With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
    Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.  
    They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
    Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
    Usage:  Active ability that lasts 3 posts and is once per thread.  Spell is made in addition to the user’s own magic in their spells. Passive enhancements.

    Unique Abilities:

    Demon Born:
    Due to his demonic affinity he gains 4%mp and hp outside of battle, 2% inside of battle.
    Deep Blue Soul:
    His magic and demon side both being closely linked to the depths of the ocean, as such he can breathe in salt water fine and able to see in fresh or saltwater. His speed increases by 50% underwater.
    Crustacean Tough:
    While he is not a lobster like his last name, shirt, and the shape of his horns may suggest, he is definitely a crustacean demon of sorts. This gives him a 20% on damage reduction.
    Mantis Shrimp Armor:
    Resistance goes up by 20% when not hiding his crustacean body parts, this is due to the natural armor built in.
    Flight:
    He has a large pair of wings that could easily be used to get in the air and a nice giant shrimp tail that, while it may not be a bird's tail, could still help in steering. This guy can fly.

    D Rank Spells:
    Primary Slots:
    Name: Nectar Tree
    Rank: D
    Type: Plant
    Duration: The healing effects last for three posts
    Cooldown: four posts.
    Description: The first plant he learned the hidden name of was taught to him when he was around five or six, used by that person in her medicinal work. Haraka only learned to use it in a spell after he realized that learning magic was unavoidable. Growing a full tree would take six posts, but it would remain, growing fruit only at a certain season like any other tree. He can create the fruit after two posts. After that happens, the golden orange colored fruit will last and age like a normal fruit. Each bite has a lasting effect, healing 3%HP. The fruit itself tastes similar to a ripe honeydew melon and white wine grapes, the texture of the fruit being soft and a bit moist. The tree has golden colored leaves in autumn, deep green in spring, and a lighter green during summer. It blossoms in summer and fruits in autumn. The tree grows tall with deep reddish brown bark.
    Strengths:
    -The fruit can be used at any time after the spell is cast, so long as it’s still ripe.
    -It will retain it’s healing properties if it’s cooked, or made into a liquid form.
    -Once a fruit or a tree is made, it remains existing so long as it is not consumed or destroyed.
    Weaknesses:
    -If he doesn’t take the proper time on the fruit, it will be uselessly unripe, or a seed. With the tree, if he doesn’t take enough time it will only become a seed or young sapling.
    -It takes awhile to cast the spell.
    -Someone needs to be able to ingest the fruit in order for it to actually heal someone.
    -Because its a fruit, it's easy for an enemy to take and use it themselves. He can't force the fruit to not heal his enemies if one takes a bite.
    -The fruit can't leave ten meters from him during the time he is recharging, otherwise it will start to rot.

    Name: Winds Gift
    Rank: D
    Type: Wind
    Duration: One turn
    Cooldown: Two Turns
    Description: This pale blue wind magic is good as a non lethal quick attack that is better at pushing opponents back than at doing damage. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make. It looks like a long and slightly flattened oval ball of air and pale blue color moving in it’s internal area. It is purely a shield type of spell and cannot do damage. It is a short range spell, working on things that are close enough for his hands to touch. It could push a D rank person 15 meters away and a C rank person 5 meters away. It travels at 11 meters per second.
    Strengths:
    -It’s useful for blocking a quickly incoming attack.
    -It can lower the damage done by attacks it can’t fully block.
    -There’s always a chance that the voices in the wind will temporarily confuse or disorient an opponent.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.
    -It can only block so much area at a time, making it not so useful against some attacks.
    -Sharp weapons and sharp spells cut its effectiveness in half.

    Name: Electrical Charge
    Rank: D
    Type: Electricity
    Duration: 3 rounds
    Cooldown: 4 posts
    Description: It takes two spells to charge it, after that he will be hurt if it is not used. Once it hits someone, it will remain on, them unless it is destroyed before the spell is finished. It does a bit of damage every round for three rounds. After that the spell dissipates. He can’t really move around while it’s being held, both before and after it is charged. It can also make moving a bit more difficult for whoever was hit by the spell. It is a single target spell that does 75% D rank spell damage per round to the target if it hits. The charge may travel 60 meters at 45 meters per second.
    Strengths:
    -It is a long range spell that can go far for it’s rank.
    -Can give the user and/or allies an opening.
    -Once it hit successfully, it’s hard to get off until it dissipates on it’s own.
    Weaknesses:
    -it hurts if held onto for too long, or is charged for too long
    -He’s hurt if attempted while magic is low.
    -Harakas hurt if focus is lost at any point while charging and holding the spell.
    -Makes him an easy target while charging and before the spell is launched.

    Name: Aquamarine
    Rank: D
    Type: Ocean
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: Deep blue water changes into pale blue light. That light can be placed on the person Haraka calls after the spell has been successfully cast. The light stays on the person so long as the spell is after, turning back into dark sea water and dissipating after the spell wears off. While the spell is cast, the person it’s cast on will be able to breathe and see in any salt water without the typical issues people could face otherwise..
    Strengths:
    -It’s easy to spot if it is actively affecting someone, or if it has worn off.
    -Good aim isn’t needed to get it to stick to someone, only a name.
    -It helps allies breathe and see under salt water while in affect.
    Weaknesses:
    -It’s affects will wear off eventually no matter how deep you are or how wide someones eyes are at that time.
    -It requires Haraka to trust himself to work. If he doesn’t, only dark midnight blue pearls will appear, signifying that he will have to wait for cooldown to pass to try again.
    -Failing to cast due to a lack of self trust will still cost him MP.
    -The light from the spell makes it a lot harder for the person it's cast on to sneak
    -Can even attract danger due to the spells luminescence.

    Additional D Rank Spells:
    Name: Little Mend
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: Pale blue water swirls around before forming an aquatic sphere. Disappears into the first person it touches that isn’t the one casting the spell, healing 25 HP.
    Strengths:
    -Quick to use.
    -Small cooldown
    Weaknesses:
    -Cannot be used on himself.
    -Needs to trust himself in order to use it. Midnight blue pearls will appear if he fails the requirement, signifying that he will need to try again.

    Name: Winds Lash
    Rank: D
    Type: Wind
    Duration: 1 roud
    Cooldown: 2 rounds
    Description: A blue wind briefly swirls around haraka before wrapping around one of his hands. The direction the attack goes depends on what direction he swings his arm. The wind will travel up to 20 meters away at 40 meters per second and do 30 damage to the single target. The limit to how much Haraka can use it depends fully on how long he can handle the voices and whispers it will make.
    Strengths:
    -It’s a fast activating spell.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an enemy.
    Weaknesses:
    -The wind tries to disorient him more each time the spell is used until he can’t use it in that thread again.
    -There’s always a chance the voices in the wind will temporarily confuse or disorient an ally.

    Name: Speed Pulse
    Rank: D
    Type: Electricity
    Duration: 1 post
    Cooldown: 3 posts
    Description: The connection he has with lightning becomes charged, giving a temporary boost in speed by 50% to the person the spell is cast on. If it’s being used on someone that isn’t himself, Haraka will need to touch the person he wants to cast it on. There is no visible indicator of the spell while it is active inside the person it was cast on. While it is fast to use, the charging takes time. Lightning will jolt him if they try to use the spell before the cooldown period is over.
    Strengths:
    -It doesn’t take much time to use.
    -Boosts speed
    Weaknesses:
    -Requires physical contact to cast it on someone.
    -Temporarily leaves Haraka disoriented after use.

    Name: Young Guardian Vine
    Rank: D
    Type: Plant
    Duration: 1 round
    Cooldown: 2 rounds
    Description: With the price of a little blood(5hp), he can summon an underdeveloped thick guardian vine like plant. It’s colored green, small thorns coating the upper half. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the target. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 6 meters long and moves at a speed of 10 meters per second. Does 95% D rank spell damage per round.
    Strengths:
    -Long range attack
    -Has a good grip
    Weaknesses:
    -Burns easily
    -spell ends early if the vine is killed.

    Name: A-Salted
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 2 rounds
    Description: A blue magic charges around One of Harakas hands. If the punch hits, the enemy is assaulted by a flurry of large and sharp blue salt crystals. Though the salt crystals are brittle, they can still do 100% rank D damage.
    Strengths:
    -Can temporarily blind the opponent if salt gets in the eyes.
    -A distracting attack in general.
    Weaknesses:
    -Salt crystals are too brittle to cut too deep.
    -Leaves a mess of salt behind.

    Name: Battery
    Rank: D
    Type: Electric
    Duration: 1 round
    Cooldown: 2 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. This is a close range combat spell that does 100% rank D attack damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    C Rank Spells:
    Primary Slots:
    Name: Visual Focus
    Rank: C
    Type: Fire
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: It takes a lot of focus to cast, but not a lot of time. Cannot move while casting the spell. Light around the body fades, besides on the eyes and a tiny gem that forms temporarily around the forehead. During the time the spell is active, The one that it’s cast on will see lights highlighting on internal and external damage. Bruises and decay are shown with deep blue, cuts with a white, and viruses with a light blue color.  
    Strengths:
    -It can be useful for figuring out injuries
    -Can be used on himself
    Weaknesses:
    -It has no indications of the damages severity.  
    -Fire burns Haraka if he does not keep focus while casting.

    Name: Teen Guardian Vine
    Rank: C
    Type: Plant
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: With the price of a little blood(15hp), he can summon a thick guardian vine like plant. It is mostly green, the end of the plant colored red. It’s lover half is covered in small thorns, the upper half in bigger thorns. These used to grow on trees planted near temples to the Sun God HahdrimAl in his home country before it stopped existing. The vine from this spell is too young to create fire. Instead, it will grab the targeted foe. The grabbing is not to bind the target, but to use it’s grip and thorns to do as much damage as it can while it is summoned. The vine can get up to 10 meters long and moves at a speed of 20 meters per second. Does 85% C rank spell damage per round.
    Strengths:
    -Long range attack
    -Won’t stop attacking it’s target until the spell ends
    Weaknesses:
    -spell ends early if the vine is killed.
    -Requires blood to use the spell.

    Name: Wind Cut
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: Blue wind focuses into a compact spear shape. It can go up to 60 meters away and 70 meters per second in speed. It hits one target for 90% C rank damage. If miscast, the wind will target at random rather than obeying it’s wielder.
    Strengths:
    -Long range attack spell.
    -Good attack to use if one wants accuracy.
    Weaknesses:
    -Hits only one at a time.
    -It could turn on the caster if it’s cast wrong.

    Additional C Rank Spells:
    Name: Charging Battery
    Rank: C
    Type: lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: One arm gathers blue lightning magic briefly before attacking in a close range blue electrical punch. The magic charged in the arm hits the one punched with a pulse of lightning. This is a close range combat spell that does 100% rank C damage.
    Strengths:
    -Easy to cast
    -Doesn’t take long to charge
    Weaknesses:
    -Short range
    -Will harm him if he tries to cast it while too low on mp.

    Name: Wave
    Rank: C
    Type: Ocean
    Duration: 2 rounds
    Cooldown: 3 rounds
    Description: Salt water starts to come out of his arms, hands, and chest, gathering above the hands. While it is gathering the caster is still capable of movement. After two rounds of charging, the water is thrown in one direction, hitting everything in a 5 meter wide and 20 meter long area. Does full C rank damage. Can move while the spell is being Cast. Costs 15 HP to use.
    Strengths:
    -A powerful multi target attack for the spells rank.
    -Can move around fine while charging the spell.
    Weaknesses:
    -allies that can’t move out of the way will be hit.
    -Costs 15HP.

    Name: Rising Pulse
    Rank: C
    Type: Lightening
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue light gathers in his hands, forming the shape of a sizely acorn. Can be used on himself or others, it just needs to be tossed to be activated. Whoever it lands on it will heal for 40 hp. The spell will remain inactive until thrown. How far it is thrown or how fast depends on Harakas strength and skill with throwing.  
    Strengths:
    -Good for healing.
    -Can be held onto until someone is in range.
    Weaknesses:
    -Needs to be thrown to heal anyone.
    -Relies on a person's physical strength and accuracy to actually hit.

    Name: Essence of Breath
    Rank: C
    Type: Wind
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A quick range spell. Seeing as it requires the caster to use their mouth to gather blue wind magic and blow the spell on one target, it is safe to say it’s one of the few spells that he cannot cast on himself. It can go to a target 60 meters away, a single target spell that restores 30MP.
    Strengths:
    -Quick to use
    -Easy to be accurate with
    Weaknesses:
    -Cannot be used on himself.
    -Requires his mouth to be free to use.

    Name: Aqua Focus
    Rank: C
    Type: Ocean
    Duration: 2 round
    Cooldown: 3 rounds
    Description: A sea salt scent wafts off him before the spell starts. Salt water radiates from within to on the palms of his hands. The water can then be shot to one single target up to 10 meters away. The water sticks to the person hit, slowly drawing something out. It can be a poison, a venom, or a virus of sorts, but requires too much focus for it to be more than one at a time. After its removed it remains stuck within the water. The water will slowly evaporate within a few minutes, taking what it removed with it if it does.
    Strengths:
    -Long distance
    -Can remove a virus/poison/or venom
    Weaknesses:
    -If focus is lost during the spell then the MP will still have been used, he will have to start over.
    -Can only remove one thing at a time.

    B Rank Spells:

    Primary Slots:
    Name: Mouth to Mouth
    Rank: B
    Type: Wind/healing
    Duration: 5 Rounds
    Cooldown: 6 Rounds
    Description: A blue wind gathers in his mouth before its released via mouth to mouth contact. The wind rushes into the target in the first round, healing that person for 40HP for the first round, then 40HP more for for 4 more rounds after that(healing over time).
    Strengths:
    -A quick to use healing spell
    -Lasts for multiple turns
    Weaknesses:
    -Cannot be used to heal himself
    -Must kiss the person to heal them

    Name: Impulse Compressions
    Rank: B
    Type: Electric/Healing
    Duration: 5 rounds
    Cooldown: 6 rounds
    Description: Blue electricity charge into the casters two hands before he uses both hands to do a series of small chest compressions. He stops performing the chest compressions at the end of the first round. It will heal 40 MP the first round, than continue to heal for 40mp for 4 the more rounds after it was cast(healing over time).
    Strengths:
    -Quick to use
    -Lasts multiple turns
    Weaknesses:
    -Can’t really use it on himself. He could try, but it wouldn’t really be effective.
    -A short range spell

    Name: Hungering Vine
    Rank: B
    Type: Plant/Attack
    Duration: 5 rounds
    Cooldown: 6 rounds
    Description: The user creates a bulb looking seed, then has to quickly toss or otherwise get the seed as far away from himself and as close to the target as possible in a short amount of time. Once that time is over, the seed will burst into a thorny life, its prickly vines grabbing onto the closest target. The vine can move 50 meters at 50 meters per second before either getting a target, or withering from not getting one on time. Once it gets to its target, the plant will latch on, attacking and restraining the person to the best of its abilities for 1 round, doing 40 HP damage for 5 rounds. After the five rounds are over it will die and stop its attack.
    Strengths:
    -Powerful attack spell
    -Lasts multiple rounds
    Weaknesses:
    -Could attack the caster if not careful
    -Could attack a friend if not careful
    Additional B Rank Slots:

    Name: Fire Essence
    Rank: B
    Type: Fire/Healing
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: A ball of blue fire gathers in between the casters two hands. The fire simmers between the two hands before becoming a sphere, than into something that looks like a white bread bun. It feels heated and needs to be eaten in order for it to take effect. The taste is akin to a hot fluffy spiced bread and a spicy chili red curry filling. If fully eaten it can heal someone for 80 HP. If half is eaten, it will heal 40HP, if a quarter is eaten it will only heal that person 20hp, ect ect. After it is made, the item will remain until consumed.
    Strengths:
    -Easy to use for healing multiple people
    -After the duration ends it can travel far away from its caster
    Weaknesses:
    -It needs to be eaten to take effect
    -It will turn into ash if it travels 10 meters from the caster before the duration ends

    Name: Loex Ultro
    Rank: B
    Type: Wind/Attack
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: A blue wind wraps around one of his arms as it charges for one turn. To trigger the spell, the caster must say “loex ultro”. The attack will move in the direction the caster is pointing. Once it hits a target, it will do 40HP damage per round for 2 rounds, leaving deep cuts in its wake. Can travel up to 50 meters away at 50 meters per second.
    Strengths:
    -Affects the target for more than one round.
    -Easy to cast
    Weaknesses:
    -Won’t do a lot at once.
    -Requires his mouth to be free to speak.

    Name: Dark Water
    Rank: B
    Type: Ocean/Attack
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: Arms are stiffened, then salt water starts to come out of his arms and hands, gathering above the hands. While it is gathering the caster is still capable of movement. The water released in the spell is a deep sapphire blue. After two rounds of charging, the water is thrown in one direction, hitting one target for 80HP. Can travel 200 meters at 100 meters per second. It takes two rounds to charge, and one round to fire the attack.
    Strengths:
    -A powerful long range attack
    -Can move around fine while charging the spell.
    Weaknesses:
    -Arms aren’t free while charging
    -Costs 10HP.

    Name: Double Round
    Rank: B
    Type: Electric/Attack
    Duration: 3 rounds
    Cooldown: 4 rounds
    Description: It takes one round to charge, blue electricity building up on both of his arms. At the second round he must use both arms on something. Each arm will release an electrical pulse from it, doing 40 HP of damage per arm. How fast the attack is depends on the casters physical capabilities, only able to hit what is close enough to punch.
    Strengths:
    -Can hit two enemies if they are close to each other
    -Causes any enemy hit that is B rank or lower to be dazed for 2 rounds. How dazed they are depends on the enemies rank and resistance.
    Weaknesses:
    -Close range spell
    -Both charges must be used in the same round

    Advanced Spells:

    Name: Aquamarine Touch
    Rank: D
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: The spell takes one round to charge. During than a light blue water will charge in his hands and aquamarine talons emit a light. After it is charged he must touch the target to heal them. This makes the spell a very short distance spell.  Heals for 60 HP.
    Strengths:
    -Effective at Healing others.
    -Doesn't need to be used immediately after it's charged.
    Weaknesses:
    -Cannot use it to heal himself
    -Must touch someone to use the spell on them.

    Name: Seas Skin
    Rank: C
    Type: Ocean
    Duration: 1 round
    Cooldown: 3 rounds
    Description: A blue water starts to ripple from the skin on his arms ans hands. While being a close range spell, it does not require physical contact. The spell will be able to reach someone a meter away. While still a short range spell, some range is still better than nothing. Being ocean is the element in his magic that is not earned through the use of an elemental spirit, he cannot use it to heal himself. Heals for 90 HP.
    Strengths:
    -Effective Healing Spell
    -Doesn't take long to charge
    Weaknesses:
    -Short Range
    -Cannot be used to heal himself

    Name: Sapphire sphere
    Rank: B
    Type: Ocean
    Duration: 4 rounds
    Cooldown: 5 rounds
    Description: A blue pearl is made in one of the casters hands before it starts to grow larger and looking more and more water like. It stops once it gets to twice the size of a baseball. It can be tossed, but it doesn’t need to be. It just needs to touch the target to evaporate into them, but it can be tossed. It will heal 40 HP the first round, than continue to heal It will heal 40hp for 3 more rounds.
    Strengths:
    -It will not vanish if it missed
    -Will not break until it’s used
    Weaknesses:
    -Cannot move itself
    -Cannot use it to heal himself

    Purchases:


    • x4 B rank spell slots [uel=https://www.fairytail-rp.com/t14653p575-magic-shop]page 25, Post n°590[/url]
    • x5 C rank spell slots page 23, post 572
    • x6 D rank spell slots bought by 'Clearblade' for myself page 23, post 559


    Unlocked and moved at user's request.


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    Sorano Granon | Solid Script | Auric Reflection Magic | No Longer Human: Identity | Bank | History

    What the hell's going on, can someone tell me please? Why I'm switching faster than the channels on TV?


      Current date/time is 19th November 2018, 12:05 am