Instrumental Sound Magic

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    Baird

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- Halloween job event participant - Character Application Approved!- Obtain A Lineage!- Join A Faction!- The Being- Player -
    Lineage : Warriors Heart
    Position : Coming Storm
    Posts : 69
    Guild : Nightmare
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    Experience : 1631.25

    Instrumental Sound Magic

    Post by Baird on 26th May 2018, 2:38 pm

    Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: Solidary ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement. Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to rank buff damage. (D= 50% buff, C=55%, B= 60% ect ect)
    ~ (C) Pitch Whistle: Once per post, the mage may emit a high pitched whistle that can harm the hearing of others with enhanced hearing, deafening them for three posts. The whistle can also call upon an animal to come and attack for him for 50% rank damage for 4 posts. Calling upon an animal cannot happen while the pitch is created to deafen an enemy, and vice versa.
    ~ (B) Orchestra: For a musician, one typically only has one set of hands. Orchestra gives the mage the ability to play up to four instruments at the same time without them even touching them, leaving the instruments playing themselves in thin air. It takes harder concentration to play all of them at once, so it uses 1.2 of the MP for the spells to be used. While the music is playing, the musician playing them has a 40% physical resistance as a shield is slightly formed with the instruments playing around them.

    Spells:
    Sig Spells:

    Ranked Sig Spell:

    Name: Dead Harmonica
    Rank: S
    Type: ReQuip, Summon, Multi-target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Dead Harmonica is a black harmonica with a picture of various skulls on the top of it. The music that best plays with the harmonica is blues rock music to work the magic. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dead Harmonica:

    Active: When the harmonica is played at a fast pace, a skeleton garbed in a leather motorcycle jacket, brass knuckles on their hands, and boots will appear each rank. (1 at D, 2 at C, till 5 at S rank). Each skeleton has 50HP each and deals .5 summon rank damage as long as someone is within half the max rank range (22.5 meters at D, 45 at C, 75 at B, 112.5 A, 150 at S). It lasts as long as the spell itself does.

    Strengths:
    ~ Can fight
    ~ Can use weapons

    Weaknesses:
    ~ Skeletons each have a heart located where it should be that is hidden under the jacket. If the heart is hit, spell/melee damage is applied to the skeletons
    ~ Bones can be broken
    ~ They’re pretty stupid and can get blocked by walls
    ~ The skeletons are pretty slow mobility wise. They can only run 20 Mph.

    D Sig Spell:

    Name: Zip to Life
    Rank: D
    Type: Area of Effect, Healing, Absorption
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Zip to Life is a metallic green Kazoo that functions just like a normal kazoo. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Zip to Life:

    Passive: When the kazoo is played, it drains 2.5% HP per post from enemies within a 30 meter range and gives it to the user of the kazoo.

    Strengths:
    ~ Steals HP from enemies
    ~ Granted HP stolen from enemies

    Weaknesses:
    ~ Barriers block Kazoo’s magic
    ~ Those who are Deaf/Hard of Hearing only take 2.5% HP
    ~ Kazoo can be knocked out of the hands of the caster

    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast

    C Spells:
    Honed Flute of the Night:

    Name: Honed Flute of the Night
    Rank: C
    Type: Illusion, Requip, Area of Effect, Effect – Sleep
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Honed Flute of the Night is a golden flute that can play harmonious music to anyone’s ear. Of course, with most of the instruments, there is a catch to the beautiful flute that is before it. It is also a sword. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Honed Flute of the Night:

    Passive: At the foot of the flute is an extra section to it. The extra section can be removed and reveals to be that of a sword that can naturally deal rank melee damage.

    Active: When the sword isn’t out (or when it is, just not being used), and the user plays an eerie song, anyone within a 50 meter range will start to fall asleep right there on the spot for 1 post, oblivious to whatever is around them. The cooldown is for 3 posts.

    Strengths:
    ~ Can cut
    ~ Can put others to sleep

    Weaknesses:
    ~ Can be blocked as a sword with other weapons
    ~ Sword can be knocked out of the users’ hand
    ~ Flute itself can be knocked out of the users’ hands

    Death Violin:

    Name: Death Violin
    Rank: C
    Type: Requip, Multi Target, Debuff – Spell Damage
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Looking at the weapon, your first thought might be questioning what exactly it is, as it’s a violin that looks very much like a submachine gun. The neck is the barrel as the body is completely missing. Looking at it directly, you see a magazine pack, as well as a trigger right next to where the chine rest is. The bow that accompanies the violin is able to change into a sight for the gun. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Death Violin:

    Passive: Death Violin will play eerie music as it’s intended to be played slowly, the music alone will create a white fog around that will cause any within the 30 meter range to have their magic debuffed by .25 rank damage. Within the fog, one will see white ravens fluttering about, causing a ruckus within that seem like they’ll try to hit their enemy.

    Active: When the bow is dragged over the strings to make a screeching sound, the violin will seem to clack a bit as things are shifting inside what is the body of the violin. This is the violin changing to that of the gun. Once it’s fully in place, the bow can be snapped on the persons side to let it flip in half, then attached to the top of the gun as a sight before they can fire off magical bullets that deal .25 rank damage each. It lasts for 2 posts with 4 post cooldown.

    Strengths:
    ~ Debuffs
    ~ Can shoot bullets
    ~ Ravens in the fog will try to seem like they’ll hit anyone and drive them off course.

    Weaknesses:
    ~ Ravens don’t care whom they ‘attack’
    ~ Allies can be hit with the bullets
    ~ Someone of higher rank can possibly hit the bullets away
    ~ People who are fast can dodge bullets

    Drum of the Dragons:

    Name: Drum of the Dragon
    Rank: C
    Type: ReQuip, Ice, Offensive, Burst
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Drum of the Dragon is a small, ancient war drum with the design of two dragons on the yellowed head, and a red kettle decorated in a flower design with a red ribbon as the strap to hold it. There are a pair of drumsticks to hold with the drum. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Drum of the Dragon:

    Passive: When beaten upon slowly three times, the soundwaves from the drum can cause anyone within 15 meters of them to be knocked back by a cold breeze by 5 meters each bang.

    Active: When the drum is played more in a more roundabout rhythm, the two dragons on the head of the drum will come up from the picture and begin to float about the player before they go to quickly go after the opponent the drummer’s eyes are upon, or the area they’re in as long as it’s within 20 meters of them. The dragons then will twist around each other, seeming like they’re tangled together, before they open their maw and let a burst of ice shoot out at 25 meters per second to deal 1.3 rank damage. This lasts for 1 post and has a cooldown of 3 posts.

    Strengths:
    ~ 25% resistant to ice/water magic
    ~ In colder settings, the spell does 1.8 rank damage and can knock people back an additional 5 meters each bang (10 meters total)

    Weaknesses:
    ~ In warmer settings, the spell does .8 rank damage, and only knocks people back 3 meters each bang of the drum
    ~ Ice slayers can eat it
    ~ Fire magic weakens the ice by 15%

    Poseidon – C+:

    Name: Poseidon
    Rank: C+
    Type: ReQuip, Water, Offensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Poseidon is a golden lute that has a shell shape to it, as well as a large shell on the back. The nose of the lute has a carving of a woman’s head that faces out towards everyone. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Poseidon:

    Passive: Without doing anything special to the lute, the backside of it is quite sturdy, sturdy enough to be used as a mace. The shell on the back will grow on its own to cover the backside, as well as cover the front with a second one molding over the front to be used effectively. This deals rank melee damage plus .5 C+ rank spell damage as is.

    Active: When the lute is played, water will start swarming around the player to be at their command. The water will whip around the user and go to attack enemies that the mage deems as such. The water will act like an extended giant hand that goes up to 80 meters. The water will go to smack whomever away about 7 meters, attempt to crush them, encase them in itself, or will make itself into sharp needles and rain down on those who are against the caster. The crushing, encasing, and needles all deal .8 rank damage per post, while the smacking is simply a knockback. The water can even move to protect the mage by blocking or slowing down projectiles by getting in front of the spell like a shield. The water itself has 150 HP. The spell lasts for 3 posts with a 5 post cooldown.

    Strengths:
    ~ Can slow down spells/weapons with water shield
    ~ A quick knockback
    ~ Can encase in the water
    ~ Can prick people with the water needles

    Weaknesses:
    ~ Water slayers can eat it
    ~ High wind can knock water off course
    ~ Water can be frozen to keep it from attacking
    ~ Spells can still go through the water and hit allies or mage
    ~ Uses 1.5 MP to cast

    B Spells:
    Dreamweaver:

    Name: Dreamweaver
    Rank: B
    Type: Requip, Illusion, Area of Effect
    Duration: 5 posts
    Cooldown: 7 posts
    Description: Dreamweaver is a rather unique instrument that one wouldn’t think would have a dark side of it. It is a Koto with flower designs in gold over a red background on both ends of the instrument. The wood is magically enhanced to not allow it to break so easily. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dreamweaver:

    Passive: Without playing Dreamweaver, the mage can use it as a shield to protect just themselves, or stick in front of someone else by turning the strings towards them and holding up the back end to block. The wood itself has a 180 HP for when it’s used as a shield.

    Active: When a song is played on the instrument with the intent for the spell to be used, a fog will start to come from the strings, and slowly engulf up to 70 meters around them. The fog is completely harmless, but it is able to show one their darkest fears and nightmares and cause the enemy to either stop, or slow down by 50% if they’re the same rank or lower.

    Strengths:
    ~ Can be used as a shield
    ~ Can slow others down

    Weaknesses:
    ~ Can eventually be broken
    ~ Can be stolen
    ~ Those who can’t see aren’t affected by the illusion

    Holy Bells:

    Name: Holy Bells
    Rank: B
    Type: Requip, Offense, Multi Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Holy Bells are a pair of Kagura Suzu’s. These kagura suzu’s both have red handles with golden bells and each have two blood red colored ribbons, and three bright green ones that are all 2 meters in length. At the tip of the three-tiered belled instrument, would seem to be a dagger of sorts sticking out half a meter, almost like a topper on a cake. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Holy Bells:

    Passive: The dagger upon Holy Bells is typically used for close combat, dealing 0.75x rank melee damage at melee speed. The bells themselves are absolutely in no way meant to surprise the enemy, but they are pretty sounding when they’re shaken and cause an enemy to be deafened and slightly disoriented by 30% if they’re within a 20-meter range.

    Active: When the ribbon on Holy Bells is literally snapped by the wielder lifting up the bells and snapping the ribbon down hard enough for the ribbon to make a snapping noise, then the ribbon will seem to slightly stiffen. While they seem like they didn’t change, the ribbon actually sharpened its edges and can be whipped around at enemies. As soon as the ribbon comes into contact with someone within 2 meters of the wielder, at up to 75 meters per second, they will cut them, dealing 0.6x rank damage. This lasts for two posts, with a three post cooldown.

    Strengths:
    ~ Deafens and Disorients
    ~ Cuts

    Weaknesses:
    ~ Surprise attacks are impossible
    ~ Sharp object can cut ribbon (such as scissors or knives)
    ~ The deaf aren’t affected by the bells
    ~ Can be dodged

    Doki Doki:

    Name: Doki Doki
    Rank: B
    Type: ReQuip, Area of Effect, Defense
    Duration: 3
    Cooldown: 5
    Description: Doki Doki is a den-den daiko, typically a children’s pellet drum toy, that is a bright red color, and the heads of the drum has 血 (chi, meaning blood) written on both sides of it. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Doki Doki:

    Passive: When Doki Doki is drummed at a slow, steady pace (about 20 beats per minute), a shield will appear in a dome shape with 180 HP and goes out up to 80 meters from where it’s originally casted.

    Active: When the drum is beat faster, to the point it seems like the pellets on the drum are ready to rip themselves off, they will actually do so while the top of Doki Doki is pointed in the direction that the wielder wishes to. The pellets will launch themselves off when the wielder says ‘Chi’, enlarging till they pop off the string and go in the direction that the drum is pointed in at up to 50 meters per seconds up to 60 meters away from the caster, dealing 0.5 rank damage each. The pellets can only be used for one post, with a four post cooldown.

    Strengths:
    ~ Shield
    ~ Projectile pellets

    Weaknesses:
    ~ The Pellets can be dodged
    ~ Shield can be broken
    ~ Shield doesn’t go under the ground, just over it

    Lullaby of the Wind – B+:

    Name:
    Rank: B+
    Type: ReQuip, Offensive, Burst, Wind, knockback
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Lullaby of the Wind is a Shamisen, a three stringed musical instrument that has an oni on the back of it with clouds around him, looking like he’s controlling the wind. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lullaby of the Wind:

    Passive: Typically, on its own, the back of Lullaby of the Wind can be used as a blunt object, like a mace much like Poseidon, and will deal rank melee damage plus 0.5 B+ rank spell damage as is.

    Active: When strummed, Lullaby of the Wind can do some wind damage. When it’s strummed, the wind will collect right where the koma of the instrument is, and then let loose a burst of wind that deals B+ rank burst damage at 75 meters per seconds going out 60 meters from where it’s activated. The wind can also blow people back 15 meters who are out 55 meters from the wielder of the instrument. This lasts for one post, and has a five post cooldown.

    Strengths:
    ~ Blunt object
    ~ Knockback

    Weaknesses:
    ~ Wind Slayers can eat it
    ~ Those who have ways to steal themselves against it won’t be blown back
    ~ Can be stolen
    ~ Can be blocked when fighting with it.


    Last edited by Baird on 9th October 2018, 2:58 am; edited 22 times in total


    _____________________________________________________________________________________

    Baird ~ Instrument Funds ~ Instrumental Sound Magic ~ Resi
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    Lester Drynedi
     
     

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    Re: Instrumental Sound Magic

    Post by Lester Drynedi on 27th May 2018, 3:53 am

    Hey Ada lester here! I'll be using this green color as always, feel free to ask any questions and give the thread a bump when you've finished
    ❀:

    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage.
    So does this allow him to ignore the cooldown of a spell in return for higher mp cost and lesser damage?
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to 1.5 rank damage.

    Spells:
    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly. This lasts for 1 posts, with 2 post cooldown.


    Could you please add range and speeds. From the wording you've used Im guessing it'll either be aoe or multihit, (aoe affects everyone including allies, multihit only hits who you choose)


    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of HLifeealth
    Rank: D
    Type: Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 25 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Since this would be aoe can you drop the heal down to 20hp please.


    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 1.5 D rank melee damage due to the fire as long as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    This can be 10hp damage each (0.25 x D rank damage)


    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .8 rank damage. The vines each have 120 HP to them. This lasts for 1 post with 2 post cooldown.

    The total hp would be 80hp (2x D rank), and each hit they made would do 0.25x D rank damage (10hp)


    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 150 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 1.25 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Drop this down to 120 hp shield. DOT spells do 50% damage per post (Base this off advanced spell damage damage) so they would do 30hp per post


    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast


    _____________________________________________________________________________________

    avatar
    Baird

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    Re: Instrumental Sound Magic

    Post by Baird on 27th May 2018, 2:24 pm

    bump, fixed


    _____________________________________________________________________________________

    Baird ~ Instrument Funds ~ Instrumental Sound Magic ~ Resi
    Baird  #00ff00                      Resi  #ff6600
    Main Account: Adalinda                      1st Alt Account: Gaia                      3rd Alt Account: Saraphina

    avatar
    Lester Drynedi
     
     

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

    Re: Instrumental Sound Magic

    Post by Lester Drynedi on 28th May 2018, 3:15 am


    ❀:
    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to 1.5 rank damage.

    Spells:
    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast


    _____________________________________________________________________________________

    avatar
    kittykool75

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

    Re: Instrumental Sound Magic

    Post by kittykool75 on 14th June 2018, 10:21 am

    Spoiler:
    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to 1.5 rank damage.

    Spells:
    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast

    Unlocked at user's request.


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    Character Sheet
    First Magic: ✧ Aurora Demon Slayer ✧
    Second Magic: ✧ White Dragon Slayer ✧ Tertiary Magic: ✧ Master of Melodies ✧
    Third Magic:

    Re: Instrumental Sound Magic

    Post by Desirée Blooms on 22nd June 2018, 3:20 pm

    Hi Baird, I am Desirée Blooms, and I will be grading your magic today; please bump when all edits have been applied. All edits will be in this color.
    Spoiler:

    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to 1.5 rank damage.
    ~ (C) Pitch Whistle: On occasion, the mage may emit a high pitched whistle that can harm the hearing of others with enhanced hearing, deafening them by 15%. The whistle can also call upon an animal to come and attack for him for one post. Please make the whistle be able to happen once per post, and not be able to happen in the same post as the animal as well as the other way around.

    Spells:
    Sig Spells:

    Ranked Sig Spell:

    Name: Dead Harmonica
    Rank: S
    Type: ReQuip, Summon, Multi-target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Dead Harmonica is a black harmonica with a picture of various skulls on the top of it. The music that best plays with the harmonica is blues rock music to work the magic. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dead Harmonica:

    Passive: When the harmonica is played, one skeleton, garbed in a leather motorcycle jacket and boots, will appear each rank. 1 at D, 2 at C, till 5 at S rank. They primarily will protect the one whom summoned them, each having 100 HP at D rank, gaining 50 HP each rank (100 HP at D, 150 at C, 200 at B, 250 at A, and 300 at S). With signature spell requips, you may only have a passive or active. Please choose between one of them, and I can continue grading these abilities.

    Active: When the music is played at a faster pace, the skeletons will attack dealing rank damage each as long as someone is within half the max rank range (15 at D, 30 at C, 50 at B, 75 A, 100 at S). It lasts as long as the spell itself does. With signature spell requips, you may only have a passive or active. Please choose between one of them, and I can continue grading these abilities.

    Strengths:
    ~ Can fight
    ~ Can protect
    ~ Can use weapons

    Weaknesses:
    ~ Skeletons each have a heart located where it should be that is hidden under the jacket. If the heart is hit, spell/melee damage is applied to the skeletons
    ~ Bones can be broken
    ~ They’re pretty stupid and can get blocked by walls
    ~ The skeletons are pretty slow mobility wise. They can only run 20 Mph.

    D Sig Spell:

    Name: Zip to Life
    Rank: D
    Type: Single Target, Healing, Absorption, Instant
    Duration: 3 post
    Cooldown: Please add a cooldown~
    Description: Zip to Life is a metallic green Kazoo that functions just like a normal kazoo. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Zip to Life:

    Passive: When the kazoo is played, it drains 5% HP every other post from enemies within a 30 meter range. With signature spell requips, you may only have a passive or active. Please choose between one of them, and I can continue grading these abilities.

    Active: At the same time as magic is absorbed, the user of the kazoo is granted the HP that is taken from others. With signature spell requips, you may only have a passive or active. Please choose between one of them, and I can continue grading these abilities.

    Strengths:
    ~ Steals HP from enemies
    ~ Granted HP stolen from enemies

    Weaknesses:
    ~ Barriers block Kazoo’s magic
    ~ Those who are Deaf/Hard of Hearing only take 2.5% HP
    ~ Kazoo can be knocked out of the hands of the caster

    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast

    C Spells:
    Honed Flute of Night:

    Name: Honed Flute of Night
    Rank: C
    Type: Illusion, Requip, Area of Effect, Effect – Sleep
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Honed Flute of Night is a golden flute that can play harmonious music to anyone’s ear. Of course, with most of the instruments, there is a catch to the beautiful flute that is before it. It is also a sword. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Honed Flute of Night:

    Passive: At the foot of the flute is an extra section to it. The extra section can be removed and reveals to be that of a sword that can naturally deal rank damage. By rank damage, do you mean typical melee damage or this plus an addition spell damage of rank? If it is the second, please state it will do the additional c rank damage, as this is a c rank spell.

    Active: When the sword isn’t out (or when it is, just not being used), and the user plays an eerie song, anyone within a 50 meter range will start to fall asleep right there on the spot for 1 post, oblivious to whatever is around them. The cooldown is for 3 posts.

    Strengths:
    ~ Can cut
    ~ Can put others to sleep

    Weaknesses:
    ~ Can be blocked as a sword with other weapons
    ~ Sword can be knocked out of the users’ hand
    ~ Flute itself can be knocked out of the users’ hands

    Death Violin:

    Name: Death Violin
    Rank: C
    Type: Requip, Multi Target, Debuff – Spell Damage
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Looking at the weapon, your first thought might be questioning what exactly it is, as it’s a violin that looks very much like a submachine gun. The neck is the barrel as the body is completely missing. Looking at it directly, you see a magazine pack, as well as a trigger right next to where the chine rest is. The bow that accompanies the violin is able to change into a sight for the gun. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Death Violin:

    Passive: Death Violin will play eerie music as it’s intended to be played slowly, the music alone will create a white fog around that will cause any within the 70 meter range to have their magic debuffed by .25 rank damage. Within the fog, one will see white ravens fluttering about, causing a ruckus within that seem like they’ll try to hit their enemy. Please make the range 30.

    Active: When the bow is dragged over the strings to make a screeching sound, the violin will seem to clack a bit as things are shifting inside what is the body of the violin. This is the violin changing to that of the gun. Once it’s fully in place, the bow can be snapped on the persons side to let it flip in half, then attached to the top of the gun as a sight before they can fire off magical bullets that deal .25 rank damage each. It lasts for 2 posts with 4 post cooldown.

    Strengths:
    ~ Debuffs
    ~ Can shoot bullets
    ~ Ravens in the fog will try to seem like they’ll hit anyone and drive them off course.

    Weaknesses:
    ~ Ravens don’t care whom they ‘attack’
    ~ Allies can be hit with the bullets
    ~ Someone of higher rank can possibly hit the bullets away
    ~ People who are fast can dodge bullets

    Drum of the Dragons:

    Name: Drum of the Dragon
    Rank: C
    Type: ReQuip, Ice, Offensive, Burst
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Drum of the Dragon is a small, ancient war drum with the design of two dragons on the yellowed head, and a red kettle decorated in a flower design with a red ribbon as the strap to hold it. There are a pair of drumsticks to hold with the drum. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Drum of the Dragon:

    Passive: When beaten upon slowly three times, the soundwaves from the drum can cause anyone within 15 meters of them to be knocked back by a cold breeze by 5 meters each bang.

    Active: When the drum is played more in a more roundabout rhythm, the two dragons on the head of the drum will come up from the picture and begin to float about the player before they go to quickly go after the opponent the drummer’s eyes are upon, or the area they’re in as long as it’s within 20 meters of them. The dragons then will twist around each other, seeming like they’re tangled together, before they open their maw and let a burst of ice shoot out at 25 meters per second to deal 1.3 rank damage. This lasts for 1 post and has a cooldown of 3 posts.

    Strengths:
    ~ 25% resistant to ice/water magic
    ~ In colder settings, the spell does 1.8 rank damage and can knock people back an additional 5 meters each bang (10 meters total)

    Weaknesses:
    ~ In warmer settings, the spell does .8 rank damage, and only knocks people back 3 meters each bang of the drum
    ~ Ice slayers can eat it
    ~ Fire magic weakens the ice by 15%

    Poseidon – C+:

    Name: Poseidon
    Rank: C+
    Type: ReQuip, Water, Offensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Poseidon is a golden lute that has a shell shape to it, as well as a large shell on the back. The nose of the lute has a carving of a woman’s head that faces out towards everyone. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Poseidon:

    Passive: Without doing anything special to the lute, the backside of it is quite sturdy, sturdy enough to be used as a mace. The shell on the back will grow on its own to cover the backside, as well as cover the front with a second one molding over the front to be used effectively. This deals rank damage as is. By rank damage, do you mean typical melee damage or this plus an addition spell damage of rank? If it is the second, please state it will do the additional c+ rank damage, as this is a c+ rank spell.

    Active: When the lute is played, water will start swarming around the player to be at their command. The water will whip around the user and go to attack enemies that the mage deems as such. The water will act like an extended giant hand that goes up to 80 meters. The water will go to smack whomever away about 7 meters, attempt to crush them, encase them in itself, or will make itself into sharp needles and rain down on those who are against the caster. The crushing, encasing, and needles all deal .8 rank damage per post, while the smacking is simply a knockback. The water can even move to protect the mage by blocking or slowing down projectiles by getting in front of the spell like a shield. The water itself has 150 HP. The spell lasts for 3 posts with a 5 post cooldown.

    Strengths:
    ~  Can slow down spells/weapons with water shield
    ~ A quick knockback
    ~ Can encase in the water
    ~ Can prick people with the water needles

    Weaknesses:
    ~ Water slayers can eat it
    ~ High wind can knock water off course
    ~ Water can be frozen to keep it from attacking
    ~ Spells can still go through the water and hit allies or mage
    ~ Uses 1.5 MP to cast


    _____________________________________________________________________________________

    on wings tonight, i'll soon set sail

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    Baird

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- Halloween job event participant - Character Application Approved!- Obtain A Lineage!- Join A Faction!- The Being- Player -
    Lineage : Warriors Heart
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    Posts : 69
    Guild : Nightmare
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 1631.25

    Re: Instrumental Sound Magic

    Post by Baird on 24th June 2018, 7:25 pm

    bump, fixed


    _____________________________________________________________________________________

    Baird ~ Instrument Funds ~ Instrumental Sound Magic ~ Resi
    Baird  #00ff00                      Resi  #ff6600
    Main Account: Adalinda                      1st Alt Account: Gaia                      3rd Alt Account: Saraphina

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    Desirée Blooms
     
     

    Moderator- Developer/GFX Artist- Chatbox Moderator- Staff Quiz- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- Custom Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- S-Rank- A-Rank- Fan Art Contest Participant- Haiku Contest Participant- 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!- Tertiary Magic- Ship- The Being- The Light- The Sacred- The Beast- The Fallen- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Advertisement Achievement Badge- Tamato Achievement- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Shuriken- Sword- Ninja- Hero- Fire Badge- 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- Best GFX Artist Award- 1 Year Anniversary- Vendetta-
    Lineage : ✧ Caelestis Crystalli ✧
    Position : ✧ Ami's Twink ✧
    Posts : 1188
    Guild : ✧ Crystal Swan ✧ GM ✧
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Mentor : ✧ Jiyu Kazehime ✧
    Experience : 48,550
    Brownie Points : ✧ uwu ✧

    Character Sheet
    First Magic: ✧ Aurora Demon Slayer ✧
    Second Magic: ✧ White Dragon Slayer ✧ Tertiary Magic: ✧ Master of Melodies ✧
    Third Magic:

    Re: Instrumental Sound Magic

    Post by Desirée Blooms on 28th June 2018, 3:30 pm

    Apologies for the wait! Just a couple of edits to your signature spells, and you will be good to go!

    Spoiler:

    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to 1.5 rank damage.
    ~ (C) Pitch Whistle: Once per post, the mage may emit a high pitched whistle that can harm the hearing of others with enhanced hearing, deafening them by 15%. The whistle can also call upon an animal to come and attack for him for one post. Calling upon an animal cannot happen while the pitch is created to deafen an enemy, and vice versa.

    Spells:
    Sig Spells:

    Ranked Sig Spell:

    Name: Dead Harmonica
    Rank: S
    Type: ReQuip, Summon, Multi-target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Dead Harmonica is a black harmonica with a picture of various skulls on the top of it. The music that best plays with the harmonica is blues rock music to work the magic. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dead Harmonica:

    Active: When the harmonica is played at a fast pace, a skeleton garbed in a leather motorcycle jacket and boots will appear each rank. (1 at D, 2 at C, till 5 at S rank). On their own, they have 100 HP at D rank, gaining 50 HP each rank (100 HP at D, 150 at C, 200 at B, 250 at A, and 300 at S). They will attack dealing rank damage each as long as someone is within half the max rank range (15 at D, 30 at C, 50 at B, 75 A, 100 at S). It lasts as long as the spell itself does. Please make the health follow summon rules, and have it split among the skeletons (this may seem like a large nerf, but it is a signature spell, therefore they typically do less than normal spells). For example, with you having 5 at S rank, and with the normal S rank summon health being 250, it would be divided among the five to make it 50 health each. I would just recommend taking a glance at the summon charts within the rules to get it all worked out! Also, for the damage, please make it follow DoT rules to where it will cap at 2.5x user-ranked damage dealt within the range. ^-^

    Strengths:
    ~ Can fight
    ~ Can use weapons

    Weaknesses:
    ~ Skeletons each have a heart located where it should be that is hidden under the jacket. If the heart is hit, spell/melee damage is applied to the skeletons
    ~ Bones can be broken
    ~ They’re pretty stupid and can get blocked by walls
    ~ The skeletons are pretty slow mobility wise. They can only run 20 Mph.

    D Sig Spell:

    Name: Zip to Life
    Rank: D
    Type: Single Target, Healing, Absorption, Instant
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Zip to Life is a metallic green Kazoo that functions just like a normal kazoo. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Zip to Life:

    Passive: When the kazoo is played, it drains 5% HP every other post from enemies within a 30 meter range and gives it to the user of the kazoo. Please make this function only on a singular enemy.

    Strengths:
    ~ Steals HP from enemies
    ~ Granted HP stolen from enemies

    Weaknesses:
    ~ Barriers block Kazoo’s magic
    ~ Those who are Deaf/Hard of Hearing only take 2.5% HP
    ~ Kazoo can be knocked out of the hands of the caster

    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast

    C Spells:
    Honed Flute of Night:

    Name: Honed Flute of Night
    Rank: C
    Type: Illusion, Requip, Area of Effect, Effect – Sleep
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Honed Flute of Night is a golden flute that can play harmonious music to anyone’s ear. Of course, with most of the instruments, there is a catch to the beautiful flute that is before it. It is also a sword. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Honed Flute of Night:

    Passive: At the foot of the flute is an extra section to it. The extra section can be removed and reveals to be that of a sword that can naturally deal rank melee damage.

    Active: When the sword isn’t out (or when it is, just not being used), and the user plays an eerie song, anyone within a 50 meter range will start to fall asleep right there on the spot for 1 post, oblivious to whatever is around them. The cooldown is for 3 posts.

    Strengths:
    ~ Can cut
    ~ Can put others to sleep

    Weaknesses:
    ~ Can be blocked as a sword with other weapons
    ~ Sword can be knocked out of the users’ hand
    ~ Flute itself can be knocked out of the users’ hands

    Death Violin:

    Name: Death Violin
    Rank: C
    Type: Requip, Multi Target, Debuff – Spell Damage
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Looking at the weapon, your first thought might be questioning what exactly it is, as it’s a violin that looks very much like a submachine gun. The neck is the barrel as the body is completely missing. Looking at it directly, you see a magazine pack, as well as a trigger right next to where the chine rest is. The bow that accompanies the violin is able to change into a sight for the gun. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Death Violin:

    Passive: Death Violin will play eerie music as it’s intended to be played slowly, the music alone will create a white fog around that will cause any within the 30 meter range to have their magic debuffed by .25 rank damage. Within the fog, one will see white ravens fluttering about, causing a ruckus within that seem like they’ll try to hit their enemy.

    Active: When the bow is dragged over the strings to make a screeching sound, the violin will seem to clack a bit as things are shifting inside what is the body of the violin. This is the violin changing to that of the gun. Once it’s fully in place, the bow can be snapped on the persons side to let it flip in half, then attached to the top of the gun as a sight before they can fire off magical bullets that deal .25 rank damage each. It lasts for 2 posts with 4 post cooldown.

    Strengths:
    ~ Debuffs
    ~ Can shoot bullets
    ~ Ravens in the fog will try to seem like they’ll hit anyone and drive them off course.

    Weaknesses:
    ~ Ravens don’t care whom they ‘attack’
    ~ Allies can be hit with the bullets
    ~ Someone of higher rank can possibly hit the bullets away
    ~ People who are fast can dodge bullets

    Drum of the Dragons:

    Name: Drum of the Dragon
    Rank: C
    Type: ReQuip, Ice, Offensive, Burst
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Drum of the Dragon is a small, ancient war drum with the design of two dragons on the yellowed head, and a red kettle decorated in a flower design with a red ribbon as the strap to hold it. There are a pair of drumsticks to hold with the drum. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Drum of the Dragon:

    Passive: When beaten upon slowly three times, the soundwaves from the drum can cause anyone within 15 meters of them to be knocked back by a cold breeze by 5 meters each bang.

    Active: When the drum is played more in a more roundabout rhythm, the two dragons on the head of the drum will come up from the picture and begin to float about the player before they go to quickly go after the opponent the drummer’s eyes are upon, or the area they’re in as long as it’s within 20 meters of them. The dragons then will twist around each other, seeming like they’re tangled together, before they open their maw and let a burst of ice shoot out at 25 meters per second to deal 1.3 rank damage. This lasts for 1 post and has a cooldown of 3 posts.

    Strengths:
    ~ 25% resistant to ice/water magic
    ~ In colder settings, the spell does 1.8 rank damage and can knock people back an additional 5 meters each bang (10 meters total)

    Weaknesses:
    ~ In warmer settings, the spell does .8 rank damage, and only knocks people back 3 meters each bang of the drum
    ~ Ice slayers can eat it
    ~ Fire magic weakens the ice by 15%

    Poseidon – C+:

    Name: Poseidon
    Rank: C+
    Type: ReQuip, Water, Offensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Poseidon is a golden lute that has a shell shape to it, as well as a large shell on the back. The nose of the lute has a carving of a woman’s head that faces out towards everyone. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Poseidon:

    Passive: Without doing anything special to the lute, the backside of it is quite sturdy, sturdy enough to be used as a mace. The shell on the back will grow on its own to cover the backside, as well as cover the front with a second one molding over the front to be used effectively. This deals rank melee damage plus .5 C+ rank spell damage as is.

    Active: When the lute is played, water will start swarming around the player to be at their command. The water will whip around the user and go to attack enemies that the mage deems as such. The water will act like an extended giant hand that goes up to 80 meters. The water will go to smack whomever away about 7 meters, attempt to crush them, encase them in itself, or will make itself into sharp needles and rain down on those who are against the caster. The crushing, encasing, and needles all deal .8 rank damage per post, while the smacking is simply a knockback. The water can even move to protect the mage by blocking or slowing down projectiles by getting in front of the spell like a shield. The water itself has 150 HP. The spell lasts for 3 posts with a 5 post cooldown.

    Strengths:
    ~  Can slow down spells/weapons with water shield
    ~ A quick knockback
    ~ Can encase in the water
    ~ Can prick people with the water needles

    Weaknesses:
    ~ Water slayers can eat it
    ~ High wind can knock water off course
    ~ Water can be frozen to keep it from attacking
    ~ Spells can still go through the water and hit allies or mage
    ~ Uses 1.5 MP to cast


    _____________________________________________________________________________________

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    Baird

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    Experience : 1631.25

    Re: Instrumental Sound Magic

    Post by Baird on 30th June 2018, 8:28 pm

    Bump!

    Please don't hate me for my D sig <3 I realized I didn't change the type from when I originally typed it up ^^; forgive me, altered it to how it was supposed to be even before the new rules

    Also, this all would be considered solitary requip, right? wanna be sure since you've seen my magic and all


    _____________________________________________________________________________________

    Baird ~ Instrument Funds ~ Instrumental Sound Magic ~ Resi
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    Desirée Blooms
     
     

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    Character Sheet
    First Magic: ✧ Aurora Demon Slayer ✧
    Second Magic: ✧ White Dragon Slayer ✧ Tertiary Magic: ✧ Master of Melodies ✧
    Third Magic:

    Re: Instrumental Sound Magic

    Post by Desirée Blooms on 4th July 2018, 11:40 am

    Just one more edit and it should be approved! This would be solitary requip, yes. ^-^
    Spoiler:

    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to 1.5 rank damage.
    ~ (C) Pitch Whistle: Once per post, the mage may emit a high pitched whistle that can harm the hearing of others with enhanced hearing, deafening them by 15%. The whistle can also call upon an animal to come and attack for him for one post. Calling upon an animal cannot happen while the pitch is created to deafen an enemy, and vice versa.

    Spells:
    Sig Spells:

    Ranked Sig Spell:

    Name: Dead Harmonica
    Rank: S
    Type: ReQuip, Summon, Multi-target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Dead Harmonica is a black harmonica with a picture of various skulls on the top of it. The music that best plays with the harmonica is blues rock music to work the magic. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dead Harmonica:

    Active: When the harmonica is played at a fast pace, a skeleton garbed in a leather motorcycle jacket, brass knuckles on their hands, and boots will appear each rank. (1 at D, 2 at C, till 5 at S rank). Each skeleton has 50HP each and deals .5 summon rank damage as long as someone is within half the max rank range (22.5 meters at D, 45 at C, 75 at B, 112.5 A, 150 at S). It lasts as long as the spell itself does.

    Strengths:
    ~ Can fight
    ~ Can use weapons

    Weaknesses:
    ~ Skeletons each have a heart located where it should be that is hidden under the jacket. If the heart is hit, spell/melee damage is applied to the skeletons
    ~ Bones can be broken
    ~ They’re pretty stupid and can get blocked by walls
    ~ The skeletons are pretty slow mobility wise. They can only run 20 Mph.

    D Sig Spell:

    Name: Zip to Life
    Rank: D
    Type: Area of Effect, Healing, Absorption
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Zip to Life is a metallic green Kazoo that functions just like a normal kazoo. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Zip to Life:

    Passive: When the kazoo is played, it drains 5% HP per post from enemies within a 30 meter range and gives it to the user of the kazoo. Please make this 2.5% per post, as it can potentially effect a large amount of enemies and heals at the same time.

    Strengths:
    ~ Steals HP from enemies
    ~ Granted HP stolen from enemies

    Weaknesses:
    ~ Barriers block Kazoo’s magic
    ~ Those who are Deaf/Hard of Hearing only take 2.5% HP
    ~ Kazoo can be knocked out of the hands of the caster

    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast

    C Spells:
    Honed Flute of Night:

    Name: Honed Flute of Night
    Rank: C
    Type: Illusion, Requip, Area of Effect, Effect – Sleep
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Honed Flute of Night is a golden flute that can play harmonious music to anyone’s ear. Of course, with most of the instruments, there is a catch to the beautiful flute that is before it. It is also a sword. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Honed Flute of Night:

    Passive: At the foot of the flute is an extra section to it. The extra section can be removed and reveals to be that of a sword that can naturally deal rank melee damage.

    Active: When the sword isn’t out (or when it is, just not being used), and the user plays an eerie song, anyone within a 50 meter range will start to fall asleep right there on the spot for 1 post, oblivious to whatever is around them. The cooldown is for 3 posts.

    Strengths:
    ~ Can cut
    ~ Can put others to sleep

    Weaknesses:
    ~ Can be blocked as a sword with other weapons
    ~ Sword can be knocked out of the users’ hand
    ~ Flute itself can be knocked out of the users’ hands

    Death Violin:

    Name: Death Violin
    Rank: C
    Type: Requip, Multi Target, Debuff – Spell Damage
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Looking at the weapon, your first thought might be questioning what exactly it is, as it’s a violin that looks very much like a submachine gun. The neck is the barrel as the body is completely missing. Looking at it directly, you see a magazine pack, as well as a trigger right next to where the chine rest is. The bow that accompanies the violin is able to change into a sight for the gun. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Death Violin:

    Passive: Death Violin will play eerie music as it’s intended to be played slowly, the music alone will create a white fog around that will cause any within the 30 meter range to have their magic debuffed by .25 rank damage. Within the fog, one will see white ravens fluttering about, causing a ruckus within that seem like they’ll try to hit their enemy.

    Active: When the bow is dragged over the strings to make a screeching sound, the violin will seem to clack a bit as things are shifting inside what is the body of the violin. This is the violin changing to that of the gun. Once it’s fully in place, the bow can be snapped on the persons side to let it flip in half, then attached to the top of the gun as a sight before they can fire off magical bullets that deal .25 rank damage each. It lasts for 2 posts with 4 post cooldown.

    Strengths:
    ~ Debuffs
    ~ Can shoot bullets
    ~ Ravens in the fog will try to seem like they’ll hit anyone and drive them off course.

    Weaknesses:
    ~ Ravens don’t care whom they ‘attack’
    ~ Allies can be hit with the bullets
    ~ Someone of higher rank can possibly hit the bullets away
    ~ People who are fast can dodge bullets

    Drum of the Dragons:

    Name: Drum of the Dragon
    Rank: C
    Type: ReQuip, Ice, Offensive, Burst
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Drum of the Dragon is a small, ancient war drum with the design of two dragons on the yellowed head, and a red kettle decorated in a flower design with a red ribbon as the strap to hold it. There are a pair of drumsticks to hold with the drum. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Drum of the Dragon:

    Passive: When beaten upon slowly three times, the soundwaves from the drum can cause anyone within 15 meters of them to be knocked back by a cold breeze by 5 meters each bang.

    Active: When the drum is played more in a more roundabout rhythm, the two dragons on the head of the drum will come up from the picture and begin to float about the player before they go to quickly go after the opponent the drummer’s eyes are upon, or the area they’re in as long as it’s within 20 meters of them. The dragons then will twist around each other, seeming like they’re tangled together, before they open their maw and let a burst of ice shoot out at 25 meters per second to deal 1.3 rank damage. This lasts for 1 post and has a cooldown of 3 posts.

    Strengths:
    ~ 25% resistant to ice/water magic
    ~ In colder settings, the spell does 1.8 rank damage and can knock people back an additional 5 meters each bang (10 meters total)

    Weaknesses:
    ~ In warmer settings, the spell does .8 rank damage, and only knocks people back 3 meters each bang of the drum
    ~ Ice slayers can eat it
    ~ Fire magic weakens the ice by 15%

    Poseidon – C+:

    Name: Poseidon
    Rank: C+
    Type: ReQuip, Water, Offensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Poseidon is a golden lute that has a shell shape to it, as well as a large shell on the back. The nose of the lute has a carving of a woman’s head that faces out towards everyone. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Poseidon:

    Passive: Without doing anything special to the lute, the backside of it is quite sturdy, sturdy enough to be used as a mace. The shell on the back will grow on its own to cover the backside, as well as cover the front with a second one molding over the front to be used effectively. This deals rank melee damage plus .5 C+ rank spell damage as is.

    Active: When the lute is played, water will start swarming around the player to be at their command. The water will whip around the user and go to attack enemies that the mage deems as such. The water will act like an extended giant hand that goes up to 80 meters. The water will go to smack whomever away about 7 meters, attempt to crush them, encase them in itself, or will make itself into sharp needles and rain down on those who are against the caster. The crushing, encasing, and needles all deal .8 rank damage per post, while the smacking is simply a knockback. The water can even move to protect the mage by blocking or slowing down projectiles by getting in front of the spell like a shield. The water itself has 150 HP. The spell lasts for 3 posts with a 5 post cooldown.

    Strengths:
    ~  Can slow down spells/weapons with water shield
    ~ A quick knockback
    ~ Can encase in the water
    ~ Can prick people with the water needles

    Weaknesses:
    ~ Water slayers can eat it
    ~ High wind can knock water off course
    ~ Water can be frozen to keep it from attacking
    ~ Spells can still go through the water and hit allies or mage
    ~ Uses 1.5 MP to cast


    _____________________________________________________________________________________

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    Baird

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- Halloween job event participant - Character Application Approved!- Obtain A Lineage!- Join A Faction!- The Being- Player -
    Lineage : Warriors Heart
    Position : Coming Storm
    Posts : 69
    Guild : Nightmare
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 1631.25

    Re: Instrumental Sound Magic

    Post by Baird on 4th July 2018, 12:18 pm

    bump! \o/ all fixed up! :3


    _____________________________________________________________________________________

    Baird ~ Instrument Funds ~ Instrumental Sound Magic ~ Resi
    Baird  #00ff00                      Resi  #ff6600
    Main Account: Adalinda                      1st Alt Account: Gaia                      3rd Alt Account: Saraphina

    avatar
    Desirée Blooms
     
     

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    Lineage : ✧ Caelestis Crystalli ✧
    Position : ✧ Ami's Twink ✧
    Posts : 1188
    Guild : ✧ Crystal Swan ✧ GM ✧
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    Age : 20
    Mentor : ✧ Jiyu Kazehime ✧
    Experience : 48,550
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    Character Sheet
    First Magic: ✧ Aurora Demon Slayer ✧
    Second Magic: ✧ White Dragon Slayer ✧ Tertiary Magic: ✧ Master of Melodies ✧
    Third Magic:

    Re: Instrumental Sound Magic

    Post by Desirée Blooms on 5th July 2018, 2:32 pm

    Spoiler:
    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to 1.5 rank damage.
    ~ (C) Pitch Whistle: Once per post, the mage may emit a high pitched whistle that can harm the hearing of others with enhanced hearing, deafening them by 15%. The whistle can also call upon an animal to come and attack for him for one post. Calling upon an animal cannot happen while the pitch is created to deafen an enemy, and vice versa.

    Spells:
    Sig Spells:

    Ranked Sig Spell:

    Name: Dead Harmonica
    Rank: S
    Type: ReQuip, Summon, Multi-target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Dead Harmonica is a black harmonica with a picture of various skulls on the top of it. The music that best plays with the harmonica is blues rock music to work the magic. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dead Harmonica:

    Active: When the harmonica is played at a fast pace, a skeleton garbed in a leather motorcycle jacket, brass knuckles on their hands, and boots will appear each rank. (1 at D, 2 at C, till 5 at S rank). Each skeleton has 50HP each and deals .5 summon rank damage as long as someone is within half the max rank range (22.5 meters at D, 45 at C, 75 at B, 112.5 A, 150 at S). It lasts as long as the spell itself does.

    Strengths:
    ~ Can fight
    ~ Can use weapons

    Weaknesses:
    ~ Skeletons each have a heart located where it should be that is hidden under the jacket. If the heart is hit, spell/melee damage is applied to the skeletons
    ~ Bones can be broken
    ~ They’re pretty stupid and can get blocked by walls
    ~ The skeletons are pretty slow mobility wise. They can only run 20 Mph.

    D Sig Spell:

    Name: Zip to Life
    Rank: D
    Type: Area of Effect, Healing, Absorption
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Zip to Life is a metallic green Kazoo that functions just like a normal kazoo. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Zip to Life:

    Passive: When the kazoo is played, it drains 2.5% HP per post from enemies within a 30 meter range and gives it to the user of the kazoo.

    Strengths:
    ~ Steals HP from enemies
    ~ Granted HP stolen from enemies

    Weaknesses:
    ~ Barriers block Kazoo’s magic
    ~ Those who are Deaf/Hard of Hearing only take 2.5% HP
    ~ Kazoo can be knocked out of the hands of the caster

    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast

    C Spells:
    Honed Flute of Night:

    Name: Honed Flute of Night
    Rank: C
    Type: Illusion, Requip, Area of Effect, Effect – Sleep
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Honed Flute of Night is a golden flute that can play harmonious music to anyone’s ear. Of course, with most of the instruments, there is a catch to the beautiful flute that is before it. It is also a sword. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Honed Flute of Night:

    Passive: At the foot of the flute is an extra section to it. The extra section can be removed and reveals to be that of a sword that can naturally deal rank melee damage.

    Active: When the sword isn’t out (or when it is, just not being used), and the user plays an eerie song, anyone within a 50 meter range will start to fall asleep right there on the spot for 1 post, oblivious to whatever is around them. The cooldown is for 3 posts.

    Strengths:
    ~ Can cut
    ~ Can put others to sleep

    Weaknesses:
    ~ Can be blocked as a sword with other weapons
    ~ Sword can be knocked out of the users’ hand
    ~ Flute itself can be knocked out of the users’ hands

    Death Violin:

    Name: Death Violin
    Rank: C
    Type: Requip, Multi Target, Debuff – Spell Damage
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Looking at the weapon, your first thought might be questioning what exactly it is, as it’s a violin that looks very much like a submachine gun. The neck is the barrel as the body is completely missing. Looking at it directly, you see a magazine pack, as well as a trigger right next to where the chine rest is. The bow that accompanies the violin is able to change into a sight for the gun. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Death Violin:

    Passive: Death Violin will play eerie music as it’s intended to be played slowly, the music alone will create a white fog around that will cause any within the 30 meter range to have their magic debuffed by .25 rank damage. Within the fog, one will see white ravens fluttering about, causing a ruckus within that seem like they’ll try to hit their enemy.

    Active: When the bow is dragged over the strings to make a screeching sound, the violin will seem to clack a bit as things are shifting inside what is the body of the violin. This is the violin changing to that of the gun. Once it’s fully in place, the bow can be snapped on the persons side to let it flip in half, then attached to the top of the gun as a sight before they can fire off magical bullets that deal .25 rank damage each. It lasts for 2 posts with 4 post cooldown.

    Strengths:
    ~ Debuffs
    ~ Can shoot bullets
    ~ Ravens in the fog will try to seem like they’ll hit anyone and drive them off course.

    Weaknesses:
    ~ Ravens don’t care whom they ‘attack’
    ~ Allies can be hit with the bullets
    ~ Someone of higher rank can possibly hit the bullets away
    ~ People who are fast can dodge bullets

    Drum of the Dragons:

    Name: Drum of the Dragon
    Rank: C
    Type: ReQuip, Ice, Offensive, Burst
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Drum of the Dragon is a small, ancient war drum with the design of two dragons on the yellowed head, and a red kettle decorated in a flower design with a red ribbon as the strap to hold it. There are a pair of drumsticks to hold with the drum. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Drum of the Dragon:

    Passive: When beaten upon slowly three times, the soundwaves from the drum can cause anyone within 15 meters of them to be knocked back by a cold breeze by 5 meters each bang.

    Active: When the drum is played more in a more roundabout rhythm, the two dragons on the head of the drum will come up from the picture and begin to float about the player before they go to quickly go after the opponent the drummer’s eyes are upon, or the area they’re in as long as it’s within 20 meters of them. The dragons then will twist around each other, seeming like they’re tangled together, before they open their maw and let a burst of ice shoot out at 25 meters per second to deal 1.3 rank damage. This lasts for 1 post and has a cooldown of 3 posts.

    Strengths:
    ~ 25% resistant to ice/water magic
    ~ In colder settings, the spell does 1.8 rank damage and can knock people back an additional 5 meters each bang (10 meters total)

    Weaknesses:
    ~ In warmer settings, the spell does .8 rank damage, and only knocks people back 3 meters each bang of the drum
    ~ Ice slayers can eat it
    ~ Fire magic weakens the ice by 15%

    Poseidon – C+:

    Name: Poseidon
    Rank: C+
    Type: ReQuip, Water, Offensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Poseidon is a golden lute that has a shell shape to it, as well as a large shell on the back. The nose of the lute has a carving of a woman’s head that faces out towards everyone. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Poseidon:

    Passive: Without doing anything special to the lute, the backside of it is quite sturdy, sturdy enough to be used as a mace. The shell on the back will grow on its own to cover the backside, as well as cover the front with a second one molding over the front to be used effectively. This deals rank melee damage plus .5 C+ rank spell damage as is.

    Active: When the lute is played, water will start swarming around the player to be at their command. The water will whip around the user and go to attack enemies that the mage deems as such. The water will act like an extended giant hand that goes up to 80 meters. The water will go to smack whomever away about 7 meters, attempt to crush them, encase them in itself, or will make itself into sharp needles and rain down on those who are against the caster. The crushing, encasing, and needles all deal .8 rank damage per post, while the smacking is simply a knockback. The water can even move to protect the mage by blocking or slowing down projectiles by getting in front of the spell like a shield. The water itself has 150 HP. The spell lasts for 3 posts with a 5 post cooldown.

    Strengths:
    ~  Can slow down spells/weapons with water shield
    ~ A quick knockback
    ~ Can encase in the water
    ~ Can prick people with the water needles

    Weaknesses:
    ~ Water slayers can eat it
    ~ High wind can knock water off course
    ~ Water can be frozen to keep it from attacking
    ~ Spells can still go through the water and hit allies or mage
    ~ Uses 1.5 MP to cast


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    Lester Drynedi
     
     

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

    Re: Instrumental Sound Magic

    Post by Lester Drynedi on 23rd August 2018, 3:01 am

    Unlocked and moved at users request

    ❀:
    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to 1.5 rank damage.
    ~ (C) Pitch Whistle: Once per post, the mage may emit a high pitched whistle that can harm the hearing of others with enhanced hearing, deafening them by 15%. The whistle can also call upon an animal to come and attack for him for one post. Calling upon an animal cannot happen while the pitch is created to deafen an enemy, and vice versa.

    Spells:
    Sig Spells:

    Ranked Sig Spell:

    Name: Dead Harmonica
    Rank: S
    Type: ReQuip, Summon, Multi-target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Dead Harmonica is a black harmonica with a picture of various skulls on the top of it. The music that best plays with the harmonica is blues rock music to work the magic. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dead Harmonica:

    Active: When the harmonica is played at a fast pace, a skeleton garbed in a leather motorcycle jacket, brass knuckles on their hands, and boots will appear each rank. (1 at D, 2 at C, till 5 at S rank). Each skeleton has 50HP each and deals .5 summon rank damage as long as someone is within half the max rank range (22.5 meters at D, 45 at C, 75 at B, 112.5 A, 150 at S). It lasts as long as the spell itself does.

    Strengths:
    ~ Can fight
    ~ Can use weapons

    Weaknesses:
    ~ Skeletons each have a heart located where it should be that is hidden under the jacket. If the heart is hit, spell/melee damage is applied to the skeletons
    ~ Bones can be broken
    ~ They’re pretty stupid and can get blocked by walls
    ~ The skeletons are pretty slow mobility wise. They can only run 20 Mph.

    D Sig Spell:

    Name: Zip to Life
    Rank: D
    Type: Area of Effect, Healing, Absorption
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Zip to Life is a metallic green Kazoo that functions just like a normal kazoo. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Zip to Life:

    Passive: When the kazoo is played, it drains 2.5% HP per post from enemies within a 30 meter range and gives it to the user of the kazoo.

    Strengths:
    ~ Steals HP from enemies
    ~ Granted HP stolen from enemies

    Weaknesses:
    ~ Barriers block Kazoo’s magic
    ~ Those who are Deaf/Hard of Hearing only take 2.5% HP
    ~ Kazoo can be knocked out of the hands of the caster

    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast

    C Spells:
    Honed Flute of Night:

    Name: Honed Flute of Night
    Rank: C
    Type: Illusion, Requip, Area of Effect, Effect – Sleep
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Honed Flute of Night is a golden flute that can play harmonious music to anyone’s ear. Of course, with most of the instruments, there is a catch to the beautiful flute that is before it. It is also a sword. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Honed Flute of Night:

    Passive: At the foot of the flute is an extra section to it. The extra section can be removed and reveals to be that of a sword that can naturally deal rank melee damage.

    Active: When the sword isn’t out (or when it is, just not being used), and the user plays an eerie song, anyone within a 50 meter range will start to fall asleep right there on the spot for 1 post, oblivious to whatever is around them. The cooldown is for 3 posts.

    Strengths:
    ~ Can cut
    ~ Can put others to sleep

    Weaknesses:
    ~ Can be blocked as a sword with other weapons
    ~ Sword can be knocked out of the users’ hand
    ~ Flute itself can be knocked out of the users’ hands

    Death Violin:

    Name: Death Violin
    Rank: C
    Type: Requip, Multi Target, Debuff – Spell Damage
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Looking at the weapon, your first thought might be questioning what exactly it is, as it’s a violin that looks very much like a submachine gun. The neck is the barrel as the body is completely missing. Looking at it directly, you see a magazine pack, as well as a trigger right next to where the chine rest is. The bow that accompanies the violin is able to change into a sight for the gun. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Death Violin:

    Passive: Death Violin will play eerie music as it’s intended to be played slowly, the music alone will create a white fog around that will cause any within the 30 meter range to have their magic debuffed by .25 rank damage. Within the fog, one will see white ravens fluttering about, causing a ruckus within that seem like they’ll try to hit their enemy.

    Active: When the bow is dragged over the strings to make a screeching sound, the violin will seem to clack a bit as things are shifting inside what is the body of the violin. This is the violin changing to that of the gun. Once it’s fully in place, the bow can be snapped on the persons side to let it flip in half, then attached to the top of the gun as a sight before they can fire off magical bullets that deal .25 rank damage each. It lasts for 2 posts with 4 post cooldown.

    Strengths:
    ~ Debuffs
    ~ Can shoot bullets
    ~ Ravens in the fog will try to seem like they’ll hit anyone and drive them off course.

    Weaknesses:
    ~ Ravens don’t care whom they ‘attack’
    ~ Allies can be hit with the bullets
    ~ Someone of higher rank can possibly hit the bullets away
    ~ People who are fast can dodge bullets

    Drum of the Dragons:

    Name: Drum of the Dragon
    Rank: C
    Type: ReQuip, Ice, Offensive, Burst
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Drum of the Dragon is a small, ancient war drum with the design of two dragons on the yellowed head, and a red kettle decorated in a flower design with a red ribbon as the strap to hold it. There are a pair of drumsticks to hold with the drum. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Drum of the Dragon:

    Passive: When beaten upon slowly three times, the soundwaves from the drum can cause anyone within 15 meters of them to be knocked back by a cold breeze by 5 meters each bang.

    Active: When the drum is played more in a more roundabout rhythm, the two dragons on the head of the drum will come up from the picture and begin to float about the player before they go to quickly go after the opponent the drummer’s eyes are upon, or the area they’re in as long as it’s within 20 meters of them. The dragons then will twist around each other, seeming like they’re tangled together, before they open their maw and let a burst of ice shoot out at 25 meters per second to deal 1.3 rank damage. This lasts for 1 post and has a cooldown of 3 posts.

    Strengths:
    ~ 25% resistant to ice/water magic
    ~ In colder settings, the spell does 1.8 rank damage and can knock people back an additional 5 meters each bang (10 meters total)

    Weaknesses:
    ~ In warmer settings, the spell does .8 rank damage, and only knocks people back 3 meters each bang of the drum
    ~ Ice slayers can eat it
    ~ Fire magic weakens the ice by 15%

    Poseidon – C+:

    Name: Poseidon
    Rank: C+
    Type: ReQuip, Water, Offensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Poseidon is a golden lute that has a shell shape to it, as well as a large shell on the back. The nose of the lute has a carving of a woman’s head that faces out towards everyone. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Poseidon:

    Passive: Without doing anything special to the lute, the backside of it is quite sturdy, sturdy enough to be used as a mace. The shell on the back will grow on its own to cover the backside, as well as cover the front with a second one molding over the front to be used effectively. This deals rank melee damage plus .5 C+ rank spell damage as is.

    Active: When the lute is played, water will start swarming around the player to be at their command. The water will whip around the user and go to attack enemies that the mage deems as such. The water will act like an extended giant hand that goes up to 80 meters. The water will go to smack whomever away about 7 meters, attempt to crush them, encase them in itself, or will make itself into sharp needles and rain down on those who are against the caster. The crushing, encasing, and needles all deal .8 rank damage per post, while the smacking is simply a knockback. The water can even move to protect the mage by blocking or slowing down projectiles by getting in front of the spell like a shield. The water itself has 150 HP. The spell lasts for 3 posts with a 5 post cooldown.

    Strengths:
    ~  Can slow down spells/weapons with water shield
    ~ A quick knockback
    ~ Can encase in the water
    ~ Can prick people with the water needles

    Weaknesses:
    ~ Water slayers can eat it
    ~ High wind can knock water off course
    ~ Water can be frozen to keep it from attacking
    ~ Spells can still go through the water and hit allies or mage
    ~ Uses 1.5 MP to cast


    _____________________________________________________________________________________

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    Theo

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    Character Sheet
    First Magic: Jello Magic
    Second Magic: Drathir Takeover
    Third Magic:

    Re: Instrumental Sound Magic

    Post by Theo on 9th October 2018, 2:15 am

    [Yo! I'm Theo, and I'll be grading your fantabulous magic today~ Keep an eyeball out for this blinding color, because that'll be requested edits! c: Let us begin!

    First matters first, I'll mention a thing up here so I don't have to on every spell :'D A patch on the 17th of September updated some rules, one of which was the removal of cooldowns. So if you could go ahead and yoink all those out, that'd be perfect.

    That said, onward!]


    ♛:

    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: ReQuip [Solitary? Prevalent?]
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to 1.5 rank damage. [If I understand this correctly, this is an active spell damage buff. For clarity's sake, can you change this to either the appropriate rank buff percentage listed in the rules (60% active/50% passive for B ranks), or simply word it as a ranking spell damage buff. The "1.5" confused me a little, so it might others as well.]
    ~ (C) Pitch Whistle: Once per post, the mage may emit a high pitched whistle that can harm the hearing of others with enhanced hearing, deafening them by 15% [You could fully deafen if you wanted as an effect. c: ]. The whistle can also call upon an animal to come and attack for him for one post [For one portion of full rank damage]. Calling upon an animal cannot happen while the pitch is created to deafen an enemy, and vice versa.
    ~ (B) Orchestra: For a musician, one typically only has one set of hands. Orchestra gives the mage the ability to play up to four instruments at the same time without them even touching them, leaving the instruments playing themselves in thin air. It takes harder concentration to play all of them at once, so it uses 1.3 of the MP for the spells to be used. [If this magic is Solitary Requip, the perk is being able to have 4 Requip spells active at once. If Prevalent, it still gets 3 simultaneously. If I'm understanding it, that's what this UA does, only it makes you pay more MP, which isn't necessary. So, under my understanding, you can keep the part about them playing in thin air, but feel free to add a buff or something in here too.]

    Spells:
    Sig Spells:

    Ranked Sig Spell:

    Name: Dead Harmonica
    Rank: S
    Type: ReQuip, Summon, Multi-target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Dead Harmonica is a black harmonica with a picture of various skulls on the top of it. The music that best plays with the harmonica is blues rock music to work the magic. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dead Harmonica:

    Active: When the harmonica is played at a fast pace, a skeleton garbed in a leather motorcycle jacket, brass knuckles on their hands, and boots will appear each rank. (1 at D, 2 at C, till 5 at S rank). Each skeleton has 50HP each and deals .5 summon rank damage as long as someone is within half the max rank range (22.5 meters at D, 45 at C, 75 at B, 112.5 A, 150 at S). It lasts as long as the spell itself does.

    Strengths:
    ~ Can fight
    ~ Can use weapons

    Weaknesses:
    ~ Skeletons each have a heart located where it should be that is hidden under the jacket. If the heart is hit, spell/melee damage is applied to the skeletons
    ~ Bones can be broken
    ~ They’re pretty stupid and can get blocked by walls
    ~ The skeletons are pretty slow mobility wise. They can only run 20 Mph.

    D Sig Spell:

    Name: Zip to Life
    Rank: D
    Type: Area of Effect, Healing, Absorption
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Zip to Life is a metallic green Kazoo that functions just like a normal kazoo. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Zip to Life:

    Passive: When the kazoo is played, it drains 2.5% HP per post from enemies within a 30 meter range and gives it to the user of the kazoo.

    Strengths:
    ~ Steals HP from enemies
    ~ Granted HP stolen from enemies

    Weaknesses:
    ~ Barriers block Kazoo’s magic
    ~ Those who are Deaf/Hard of Hearing only take 2.5% HP
    ~ Kazoo can be knocked out of the hands of the caster

    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast

    C Spells:
    Honed Flute of the Night:

    Name: Honed Flute of the Night
    Rank: C
    Type: Illusion, Requip, Area of Effect, Effect – Sleep
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Honed Flute of the Night is a golden flute that can play harmonious music to anyone’s ear. Of course, with most of the instruments, there is a catch to the beautiful flute that is before it. It is also a sword. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Honed Flute of the Night:

    Passive: At the foot of the flute is an extra section to it. The extra section can be removed and reveals to be that of a sword that can naturally deal rank melee damage.

    Active: When the sword isn’t out (or when it is, just not being used), and the user plays an eerie song, anyone within a 50 meter range will start to fall asleep right there on the spot for 1 post, oblivious to whatever is around them. The cooldown is for 3 posts.

    Strengths:
    ~ Can cut
    ~ Can put others to sleep

    Weaknesses:
    ~ Can be blocked as a sword with other weapons
    ~ Sword can be knocked out of the users’ hand
    ~ Flute itself can be knocked out of the users’ hands

    Death Violin:

    Name: Death Violin
    Rank: C
    Type: Requip, Multi Target, Debuff – Spell Damage
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Looking at the weapon, your first thought might be questioning what exactly it is, as it’s a violin that looks very much like a submachine gun. The neck is the barrel as the body is completely missing. Looking at it directly, you see a magazine pack, as well as a trigger right next to where the chine rest is. The bow that accompanies the violin is able to change into a sight for the gun. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Death Violin:

    Passive: Death Violin will play eerie music as it’s intended to be played slowly, the music alone will create a white fog around that will cause any within the 30 meter range to have their magic debuffed by .25 rank damage. Within the fog, one will see white ravens fluttering about, causing a ruckus within that seem like they’ll try to hit their enemy.

    Active: When the bow is dragged over the strings to make a screeching sound, the violin will seem to clack a bit as things are shifting inside what is the body of the violin. This is the violin changing to that of the gun. Once it’s fully in place, the bow can be snapped on the persons side to let it flip in half, then attached to the top of the gun as a sight before they can fire off magical bullets that deal .25 rank damage each. It lasts for 2 posts with 4 post cooldown.

    Strengths:
    ~ Debuffs
    ~ Can shoot bullets
    ~ Ravens in the fog will try to seem like they’ll hit anyone and drive them off course.

    Weaknesses:
    ~ Ravens don’t care whom they ‘attack’
    ~ Allies can be hit with the bullets
    ~ Someone of higher rank can possibly hit the bullets away
    ~ People who are fast can dodge bullets

    Drum of the Dragons:

    Name: Drum of the Dragon
    Rank: C
    Type: ReQuip, Ice, Offensive, Burst
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Drum of the Dragon is a small, ancient war drum with the design of two dragons on the yellowed head, and a red kettle decorated in a flower design with a red ribbon as the strap to hold it. There are a pair of drumsticks to hold with the drum. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Drum of the Dragon:

    Passive: When beaten upon slowly three times, the soundwaves from the drum can cause anyone within 15 meters of them to be knocked back by a cold breeze by 5 meters each bang.

    Active: When the drum is played more in a more roundabout rhythm, the two dragons on the head of the drum will come up from the picture and begin to float about the player before they go to quickly go after the opponent the drummer’s eyes are upon, or the area they’re in as long as it’s within 20 meters of them. The dragons then will twist around each other, seeming like they’re tangled together, before they open their maw and let a burst of ice shoot out at 25 meters per second to deal 1.3 rank damage. This lasts for 1 post and has a cooldown of 3 posts.

    Strengths:
    ~ 25% resistant to ice/water magic
    ~ In colder settings, the spell does 1.8 rank damage and can knock people back an additional 5 meters each bang (10 meters total)

    Weaknesses:
    ~ In warmer settings, the spell does .8 rank damage, and only knocks people back 3 meters each bang of the drum
    ~ Ice slayers can eat it
    ~ Fire magic weakens the ice by 15%

    Poseidon – C+:

    Name: Poseidon
    Rank: C+
    Type: ReQuip, Water, Offensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Poseidon is a golden lute that has a shell shape to it, as well as a large shell on the back. The nose of the lute has a carving of a woman’s head that faces out towards everyone. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Poseidon:

    Passive: Without doing anything special to the lute, the backside of it is quite sturdy, sturdy enough to be used as a mace. The shell on the back will grow on its own to cover the backside, as well as cover the front with a second one molding over the front to be used effectively. This deals rank melee damage plus .5 C+ rank spell damage as is.

    Active: When the lute is played, water will start swarming around the player to be at their command. The water will whip around the user and go to attack enemies that the mage deems as such. The water will act like an extended giant hand that goes up to 80 meters. The water will go to smack whomever away about 7 meters, attempt to crush them, encase them in itself, or will make itself into sharp needles and rain down on those who are against the caster. The crushing, encasing, and needles all deal .8 rank damage per post, while the smacking is simply a knockback. The water can even move to protect the mage by blocking or slowing down projectiles by getting in front of the spell like a shield. The water itself has 150 HP. The spell lasts for 3 posts with a 5 post cooldown.

    Strengths:
    ~  Can slow down spells/weapons with water shield
    ~ A quick knockback
    ~ Can encase in the water
    ~ Can prick people with the water needles

    Weaknesses:
    ~ Water slayers can eat it
    ~ High wind can knock water off course
    ~ Water can be frozen to keep it from attacking
    ~ Spells can still go through the water and hit allies or mage
    ~ Uses 1.5 MP to cast

    B Spells:
    Dreamweaver:

    Name: Dreamweaver
    Rank: B
    Type: Requip, Illusion, Area of Effect
    Duration: 5 posts
    Cooldown: 7 posts
    Description: Dreamweaver is a rather unique instrument that one wouldn’t think would have a dark side of it. It is a Koto with flower designs in gold over a red background on both ends of the instrument. The wood is magically enhanced to not allow it to break so easily. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dreamweaver:

    Passive: Without playing Dreamweaver, the mage can use it as a shield to protect just themselves, or stick in front of someone else by turning the strings towards them and holding up the back end to block.  The wood itself has a 180 HP for when it’s used as a shield.

    Active: When a song is played on the instrument with the intent for the spell to be used, a fog will start to come from the strings, and slowly engulf up to 70 meters around them. The fog is completely harmless, but it is able to show one their darkest fears and nightmares and cause the enemy to either stop, or slow down by 50% if they’re the same rank or lower.

    Strengths:
    ~ Can be used as a shield
    ~ Can slow others down

    Weaknesses:
    ~ Can eventually be broken
    ~ Can be stolen
    ~ Those who can’t see aren’t affected by the illusion

    Holy Bells:

    Name: Holy Bells
    Rank: B
    Type: Requip, Offense, Multi Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Holy Bells are a pair of Kagura Suzu’s. These kagura suzu’s both have red handles with golden bells and each have two blood red colored ribbons, and three bright green ones that are all 2 meters in length. At the tip of the three-tiered belled instrument, would seem to be a dagger of sorts sticking out half a meter, almost like a topper on a cake. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Holy Bells:

    Passive: The dagger upon Holy Bells is typically used for close combat, dealing 0.75x rank melee damage at melee speed. The bells themselves are absolutely in no way meant to surprise the enemy, but they are pretty sounding when they’re shaken and cause an enemy to be deafened and slightly disoriented by 30% if they’re within a 20-meter range.

    Active: When the ribbon on Holy Bells is literally snapped by the wielder lifting up the bells and snapping the ribbon down hard enough for the ribbon to make a snapping noise, then the ribbon will seem to slightly stiffen. While they seem like they didn’t change, the ribbon actually sharpened its edges and can be whipped around at enemies. As soon as the ribbon comes into contact with someone within 2 meters of the wielder, at up to 75 meters per second, they will cut them, dealing 0.6x rank damage. This lasts for two posts, with a three post cooldown.

    Strengths:
    ~ Deafens and Disorients
    ~ Cuts

    Weaknesses:
    ~ Surprise attacks are impossible
    ~ Sharp object can cut ribbon (such as scissors or knives)
    ~ The deaf aren’t affected by the bells
    ~ Can be dodged

    Doki Doki:

    Name: Doki Doki
    Rank: B
    Type: ReQuip, Area of Effect, Defense
    Duration: 3
    Cooldown: 5
    Description: Doki Doki is a den-den daiko, typically a children’s pellet drum toy, that is a bright red color, and the heads of the drum has 血 (chi, meaning blood) written on both sides of it. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Doki Doki:

    Passive: When Doki Doki is drummed at a slow, steady pace (about 20 beats per minute), a shield will appear in a dome shape with 180 HP and goes out up to 80 meters from where it’s originally casted.

    Active: When the drum is beat faster, to the point it seems like the pellets on the drum are ready to rip themselves off, they will actually do so while the top of Doki Doki is pointed in the direction that the wielder wishes to. The pellets will launch themselves off when the wielder says ‘Chi’, enlarging till they pop off the string and go in the direction that the drum is pointed in at up to 50 meters per seconds up to 60 meters away from the caster, dealing 0.5 rank damage each. The pellets can only be used for one post, with a four post cooldown.

    Strengths:
    ~ Shield
    ~ Projectile pellets

    Weaknesses:
    ~ The Pellets can be dodged
    ~ Shield can be broken
    ~ Shield doesn’t go under the ground, just over it

    Lullaby of the Wind – B+:

    Name:
    Rank: B+
    Type: ReQuip, Offensive, Burst, Wind, knockback
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Lullaby of the Wind is a Shamisen, a three stringed musical instrument that has an oni on the back of it with clouds around him, looking like he’s controlling the wind. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lullaby of the Wind:

    Passive: Typically, on its own, the back of Lullaby of the Wind can be used as a blunt object, like a mace much like Poseidon, and will deal rank melee damage plus 0.5 B+ rank spell damage as is.

    Active: When strummed, Lullaby of the Wind can do some wind damage. When it’s strummed, the wind will collect right where the koma of the instrument is, and then let loose a burst of wind that deals B+ rank burst damage at 75 meters per seconds going out 60 meters from where it’s activated. The wind can also blow people back 15 meters who are out 55 meters from the wielder of the instrument. This lasts for one post, and has a five post cooldown.

    Strengths:
    ~ Blunt object
    ~ Knockback

    Weaknesses:
    ~ Wind Slayers can eat it
    ~ Those who have ways to steal themselves against it won’t be blown back
    ~ Can be stolen
    ~ Can be blocked when fighting with it.

    [Okie dokie! Once you're done or if you have any questions, bump me back here and I'll hop back to it. ^^ Thanks!]


    Last edited by Theo on 9th October 2018, 3:20 am; edited 1 time in total


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    Baird

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- Halloween job event participant - Character Application Approved!- Obtain A Lineage!- Join A Faction!- The Being- Player -
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    Posts : 69
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    Experience : 1631.25

    Re: Instrumental Sound Magic

    Post by Baird on 9th October 2018, 3:00 am

    bump ^^ if it's quite alright, I'd prefer to keep the cooldowns in my spells, if anything, for my own personal preference. Unless it's an absolute must that they be taken out?


    _____________________________________________________________________________________

    Baird ~ Instrument Funds ~ Instrumental Sound Magic ~ Resi
    Baird  #00ff00                      Resi  #ff6600
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    Theo

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Halloween gfx'ers- Halloween Social - Character Application Approved!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Being- Novice [250]- X-Mas Event Participant- Cookie Achievement- Cupcake Achievement- Hero- Summer Special Participant- Be On Lester's Friends List- Be on Izayuki's Friend List- Player -
    Lineage : Gold Rush
    Position : None
    Posts : 593
    Guild : Aurora Guild Master
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    Experience : 36,637.5

    Character Sheet
    First Magic: Jello Magic
    Second Magic: Drathir Takeover
    Third Magic:

    Re: Instrumental Sound Magic

    Post by Theo on 9th October 2018, 3:24 am

    ♛:
    @Baird wrote:Instrumental Sound Magic

    Primary Magic: Instrumental Sound Magic
    Secondary Magic: N/A
    Caster or Holder: Solidary ReQuip
    Description: Instrumental Sound Magic is a form of Sound Magic where instruments are implemented instead. There are a variety of musical instruments used, ranging from small finger symbols, to something as big as a cello or a multi-necked guitar. Along with using various different instruments, the songs that are played as well determine what type of spell that is being put in play. Depending on the music that is played, and the instrument used, depends on the effect or spell that can be used. They could put the opponent to sleep, knock them away, blast their eardrums, show them an illusion, or temporarily control them, and some elemental bits as well.

    Baird will use the ability to his best advantage. He considers himself a musical genius, so he tends to know the right song to play at the right moment. He will even use the spells out of battle as a form of entertainment for himself.

    Strengths:
    ~ Versatile in the aspect of being offensive, defensive, supportive, and utility
    ~ Versatile in the aspect of being able to use many different elements
    ~ Vibrations can shatter things like ice
    ~ Small areas are perfect if there are multiple people for a multi target spell
    ~ Sound is amplified over water
    ~ Area of effect magic
    ~ Hearing enhanced for mage
    ~ Mage is affected 15% less by sound magic

    Weaknesses:
    ~ Any elemental spells can be eaten by their respective slayer
    ~ Elemental spells are less effective by mages of their respective element
    ~ Wind magic can counter the soundwaves from the instruments
    ~ Emotions can get in the way of how a spell is properly supposed to be used
    ~ People whom are deaf or are hard of hearing will be less effected by the music
    ~ Spells can hit allies just as easily as enemies
    ~ Broken instruments have weaker effects
    ~ Spells themselves aren’t too quiet unless specified
    ~ Sound can’t travel through thick materials
    ~ If the instrument requires the mouth to play it, the mage can’t speak at all while playing the instrument.
    ~ Sounds louder than instruments can weaken spells to 70% rank damage
    ~ Instruments can be stolen from mage

    Lineage:
    Volume IV: The Being
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    ~ (D) Air Instrument: Sometimes an instrument isn’t available at the time for one reason or another, so the mage must use air instruments that cost 1.5 MP of the original spell and is 70% of the original rank damage with 1 extra post of Duration and 3 extra posts for Cooldown for the spell used.
    ~ (D) Musical Charge: When the mage’s MP gets to 50 or below, they can play a small tune to give an extra 50 MP back.
    ~ (D) Amplified: When one needs a little extra boost in their spells, they can call upon an amplifier and the spells can be boosted to rank buff damage. (D= 50% buff, C=55%, B= 60% ect ect)
    ~ (C) Pitch Whistle: Once per post, the mage may emit a high pitched whistle that can harm the hearing of others with enhanced hearing, deafening them for three posts. The whistle can also call upon an animal to come and attack for him for 50% rank damage for 4 posts. Calling upon an animal cannot happen while the pitch is created to deafen an enemy, and vice versa.
    ~ (B) Orchestra: For a musician, one typically only has one set of hands. Orchestra gives the mage the ability to play up to four instruments at the same time without them even touching them, leaving the instruments playing themselves in thin air. It takes harder concentration to play all of them at once, so it uses 1.2 of the MP for the spells to be used. While the music is playing, the musician playing them has a 40% physical resistance as a shield is slightly formed with the instruments playing around them.

    Spells:
    Sig Spells:

    Ranked Sig Spell:

    Name: Dead Harmonica
    Rank: S
    Type: ReQuip, Summon, Multi-target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The Dead Harmonica is a black harmonica with a picture of various skulls on the top of it. The music that best plays with the harmonica is blues rock music to work the magic. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dead Harmonica:

    Active: When the harmonica is played at a fast pace, a skeleton garbed in a leather motorcycle jacket, brass knuckles on their hands, and boots will appear each rank. (1 at D, 2 at C, till 5 at S rank). Each skeleton has 50HP each and deals .5 summon rank damage as long as someone is within half the max rank range (22.5 meters at D, 45 at C, 75 at B, 112.5 A, 150 at S). It lasts as long as the spell itself does.

    Strengths:
    ~ Can fight
    ~ Can use weapons

    Weaknesses:
    ~ Skeletons each have a heart located where it should be that is hidden under the jacket. If the heart is hit, spell/melee damage is applied to the skeletons
    ~ Bones can be broken
    ~ They’re pretty stupid and can get blocked by walls
    ~ The skeletons are pretty slow mobility wise. They can only run 20 Mph.

    D Sig Spell:

    Name: Zip to Life
    Rank: D
    Type: Area of Effect, Healing, Absorption
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Zip to Life is a metallic green Kazoo that functions just like a normal kazoo. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Zip to Life:

    Passive: When the kazoo is played, it drains 2.5% HP per post from enemies within a 30 meter range and gives it to the user of the kazoo.

    Strengths:
    ~ Steals HP from enemies
    ~ Granted HP stolen from enemies

    Weaknesses:
    ~ Barriers block Kazoo’s magic
    ~ Those who are Deaf/Hard of Hearing only take 2.5% HP
    ~ Kazoo can be knocked out of the hands of the caster

    D Spells:
    Flute of Pan:
    Name: Flute of Pan
    Rank: D
    Type: Defensive, Multi Target, Effect – Paralysis
    Duration: 2 post
    Cooldown: 3 posts
    Description: The Flute of Pan is a double metallic panpipe that makes metallic sounding music and is best for whimsical sounds. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Metalic Panpipes:

    Passive: The mage can play a slow whimsical tune to be able to quickly slow down the enemy by 30%.

    Active: When the mage speeds up the song, they can paralyze any portion of the outer body that they wish to stop quickly as long as they’re within a 35 meter radius of the mage. This lasts for 1 posts, with 2 post cooldown.

    Strengths:
    ~ Can play music
    ~ Can slow down enemies
    ~ Can paralyze enemies

    Weaknesses:
    ~ Can only paralyze the outer body, like arms and legs
    ~ Sounds louder than the flute can make paralysis into a slowdown instead
    ~ If the mage doesn’t think about it, allies can be trapped as well.

    Lyre of Life:
    Name: Lyre of Life
    Rank: D
    Type: Area of Effect, Supportive – Health
    Duration: 1 post
    Cooldown: 4 posts
    Description: The Lyre of Life is a lyre with a skull base, and a pair of horns at the back. There are strings attached to a bar connected to the horns, that goes down through the eyes of the skull, where they’re held by another bar that’s set behind the eyes. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lyre of Life:

    Passive: As long as the mage plays a song that is calming in nature, it will calm those around within a 10 meter radius.

    Active: Continuing with the song, but at a higher pitch, the lyre can give a quick health of 20 MP to the player(s) within the 10 meter vicinity. This lasts for the same duration of the spell.

    Strengths:
    ~ Calms down people
    ~ Heals mage and allies

    Weaknesses:
    ~ Have to be in a 10 meter radius to be healed
    ~ Enemies can be healed as well if they’re in the radius of the music

    Burning Sax:
    Name: Burning Sax
    Rank: D
    Type: Fire, Offensive – Special
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Burning Sax is a clear tenor saxophone with both the beginning and end with a burnt effect on it. The saxophone is about 0.7 meters long, and weighs 3 kilograms. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Burning Sax:

    Passive: When playing an exotic saxophone number, the mage can create up to three fire minions that come out of the bell of it. Each of the minions give off a warm feeling up to 3 meters from one another.

    Active: The music can string the minions to attack others with 0.25 D rank damage per minion per post as they’re within a 30 meter radius of the mage. This lasts as long as the spell does.

    Strengths:
    ~ Burns
    ~ Can attack up to three others at once
    ~ Low air blowing on them can make them have 1.7 melee damage

    Weaknesses:
    ~ Water can put the minions out
    ~ Fire slayers can eat it
    ~ Dirt can put the minions out
    ~ High winds can put the minions out

    Guitar of the Earth:
    Name: Guitar of the Earth
    Rank: D
    Type: Earth, Offensive
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Guitar of the Earth is a guitar that is also an axe. It has a skull with three spikes on his head on one side, and an axe with a grassy looking design on the broad side of the blade and the head stock of the guitar. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Guitar of the Earth:

    Passive: The blade of the axe guitar can be used to fight with as soon as it’s summoned.

    Active: When the guitar is strummed, 10 vines can come up from the ground and be commanded like snakes and attack by stabbing their opponents .25 rank damage. The vines each have 80 HP to them. This lasts for 1 post with 2 post cooldown.

    Strengths:
    ~ Blade can cut things
    ~ Vines can stab/knock back

    Weaknesses:
    ~ Blade can be blocked
    ~ Vines can be blocked
    ~ For the vines to be activated, dirt needs to be within 30 meters of caster
    ~ Vines can be cut

    Requiem of Angels – D+:
    Name: Requiem of Angels
    Rank: D+
    Type: Angelic, Offensive – Special
    Duration: 5 posts
    Cooldown: 6 posts
    Description: Requiem of Angels is a curved scythe with an angel wing behind it. There are strings on the blade that connect to the staff that are invisible unless strummed. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Requiem of Angels:

    Passive: Without being played, the scythe acts like any other scythe and can cut through most things, and through at least 3 meters of stone, iron, and wood.

    Active: When the strings are strummed like a harp, they will appear and a translucent golden shield that will go up to 5 meters wide and tall, unless the mage says anything below, will appear. The shield has 120 HP to it. At the same time as the shield is activated, a blast will activate to knock back any enemies within the first 5 meters of the shield before strings of white will shoot out and attack enemies within a 45 meter radius at 20 meters per second without a moment’s hesitation as long as they’re in the mages line of sight. The white strings will deal 0.5 rank damage per post. The spell lasts for 2 posts with a 3 post cooldown.

    Strengths:
    ~ Can cut through things
    ~ Can protect allies within the shield
    ~ Quick knockback
    ~ Instrument controls the strings

    Weaknesses:
    ~ Slayers that can eat White magic can eat it
    ~ Any material more than 3 meters won’t be cut through all the way
    ~ Enemies can get within the shield if the mage doesn’t realize it
    ~ Blade can be countered
    ~ Uses 1.3 MP to cast

    C Spells:
    Honed Flute of the Night:

    Name: Honed Flute of the Night
    Rank: C
    Type: Illusion, Requip, Area of Effect, Effect – Sleep
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Honed Flute of the Night is a golden flute that can play harmonious music to anyone’s ear. Of course, with most of the instruments, there is a catch to the beautiful flute that is before it. It is also a sword. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Honed Flute of the Night:

    Passive: At the foot of the flute is an extra section to it. The extra section can be removed and reveals to be that of a sword that can naturally deal rank melee damage.

    Active: When the sword isn’t out (or when it is, just not being used), and the user plays an eerie song, anyone within a 50 meter range will start to fall asleep right there on the spot for 1 post, oblivious to whatever is around them. The cooldown is for 3 posts.

    Strengths:
    ~ Can cut
    ~ Can put others to sleep

    Weaknesses:
    ~ Can be blocked as a sword with other weapons
    ~ Sword can be knocked out of the users’ hand
    ~ Flute itself can be knocked out of the users’ hands

    Death Violin:

    Name: Death Violin
    Rank: C
    Type: Requip, Multi Target, Debuff – Spell Damage
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Looking at the weapon, your first thought might be questioning what exactly it is, as it’s a violin that looks very much like a submachine gun. The neck is the barrel as the body is completely missing. Looking at it directly, you see a magazine pack, as well as a trigger right next to where the chine rest is. The bow that accompanies the violin is able to change into a sight for the gun. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Death Violin:

    Passive: Death Violin will play eerie music as it’s intended to be played slowly, the music alone will create a white fog around that will cause any within the 30 meter range to have their magic debuffed by .25 rank damage. Within the fog, one will see white ravens fluttering about, causing a ruckus within that seem like they’ll try to hit their enemy.

    Active: When the bow is dragged over the strings to make a screeching sound, the violin will seem to clack a bit as things are shifting inside what is the body of the violin. This is the violin changing to that of the gun. Once it’s fully in place, the bow can be snapped on the persons side to let it flip in half, then attached to the top of the gun as a sight before they can fire off magical bullets that deal .25 rank damage each. It lasts for 2 posts with 4 post cooldown.

    Strengths:
    ~ Debuffs
    ~ Can shoot bullets
    ~ Ravens in the fog will try to seem like they’ll hit anyone and drive them off course.

    Weaknesses:
    ~ Ravens don’t care whom they ‘attack’
    ~ Allies can be hit with the bullets
    ~ Someone of higher rank can possibly hit the bullets away
    ~ People who are fast can dodge bullets

    Drum of the Dragons:

    Name: Drum of the Dragon
    Rank: C
    Type: ReQuip, Ice, Offensive, Burst
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Drum of the Dragon is a small, ancient war drum with the design of two dragons on the yellowed head, and a red kettle decorated in a flower design with a red ribbon as the strap to hold it. There are a pair of drumsticks to hold with the drum. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Drum of the Dragon:

    Passive: When beaten upon slowly three times, the soundwaves from the drum can cause anyone within 15 meters of them to be knocked back by a cold breeze by 5 meters each bang.

    Active: When the drum is played more in a more roundabout rhythm, the two dragons on the head of the drum will come up from the picture and begin to float about the player before they go to quickly go after the opponent the drummer’s eyes are upon, or the area they’re in as long as it’s within 20 meters of them. The dragons then will twist around each other, seeming like they’re tangled together, before they open their maw and let a burst of ice shoot out at 25 meters per second to deal 1.3 rank damage. This lasts for 1 post and has a cooldown of 3 posts.

    Strengths:
    ~ 25% resistant to ice/water magic
    ~ In colder settings, the spell does 1.8 rank damage and can knock people back an additional 5 meters each bang (10 meters total)

    Weaknesses:
    ~ In warmer settings, the spell does .8 rank damage, and only knocks people back 3 meters each bang of the drum
    ~ Ice slayers can eat it
    ~ Fire magic weakens the ice by 15%

    Poseidon – C+:

    Name: Poseidon
    Rank: C+
    Type: ReQuip, Water, Offensive, Area of Effect
    Duration: 5 Posts
    Cooldown: 7 Posts
    Description: Poseidon is a golden lute that has a shell shape to it, as well as a large shell on the back. The nose of the lute has a carving of a woman’s head that faces out towards everyone. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Poseidon:

    Passive: Without doing anything special to the lute, the backside of it is quite sturdy, sturdy enough to be used as a mace. The shell on the back will grow on its own to cover the backside, as well as cover the front with a second one molding over the front to be used effectively. This deals rank melee damage plus .5 C+ rank spell damage as is.

    Active: When the lute is played, water will start swarming around the player to be at their command. The water will whip around the user and go to attack enemies that the mage deems as such. The water will act like an extended giant hand that goes up to 80 meters. The water will go to smack whomever away about 7 meters, attempt to crush them, encase them in itself, or will make itself into sharp needles and rain down on those who are against the caster. The crushing, encasing, and needles all deal .8 rank damage per post, while the smacking is simply a knockback. The water can even move to protect the mage by blocking or slowing down projectiles by getting in front of the spell like a shield. The water itself has 150 HP. The spell lasts for 3 posts with a 5 post cooldown.

    Strengths:
    ~  Can slow down spells/weapons with water shield
    ~ A quick knockback
    ~ Can encase in the water
    ~ Can prick people with the water needles

    Weaknesses:
    ~ Water slayers can eat it
    ~ High wind can knock water off course
    ~ Water can be frozen to keep it from attacking
    ~ Spells can still go through the water and hit allies or mage
    ~ Uses 1.5 MP to cast

    B Spells:
    Dreamweaver:

    Name: Dreamweaver
    Rank: B
    Type: Requip, Illusion, Area of Effect
    Duration: 5 posts
    Cooldown: 7 posts
    Description: Dreamweaver is a rather unique instrument that one wouldn’t think would have a dark side of it. It is a Koto with flower designs in gold over a red background on both ends of the instrument. The wood is magically enhanced to not allow it to break so easily. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Dreamweaver:

    Passive: Without playing Dreamweaver, the mage can use it as a shield to protect just themselves, or stick in front of someone else by turning the strings towards them and holding up the back end to block.  The wood itself has a 180 HP for when it’s used as a shield.

    Active: When a song is played on the instrument with the intent for the spell to be used, a fog will start to come from the strings, and slowly engulf up to 70 meters around them. The fog is completely harmless, but it is able to show one their darkest fears and nightmares and cause the enemy to either stop, or slow down by 50% if they’re the same rank or lower.

    Strengths:
    ~ Can be used as a shield
    ~ Can slow others down

    Weaknesses:
    ~ Can eventually be broken
    ~ Can be stolen
    ~ Those who can’t see aren’t affected by the illusion

    Holy Bells:

    Name: Holy Bells
    Rank: B
    Type: Requip, Offense, Multi Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Holy Bells are a pair of Kagura Suzu’s. These kagura suzu’s both have red handles with golden bells and each have two blood red colored ribbons, and three bright green ones that are all 2 meters in length. At the tip of the three-tiered belled instrument, would seem to be a dagger of sorts sticking out half a meter, almost like a topper on a cake. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Holy Bells:

    Passive: The dagger upon Holy Bells is typically used for close combat, dealing 0.75x rank melee damage at melee speed. The bells themselves are absolutely in no way meant to surprise the enemy, but they are pretty sounding when they’re shaken and cause an enemy to be deafened and slightly disoriented by 30% if they’re within a 20-meter range.

    Active: When the ribbon on Holy Bells is literally snapped by the wielder lifting up the bells and snapping the ribbon down hard enough for the ribbon to make a snapping noise, then the ribbon will seem to slightly stiffen. While they seem like they didn’t change, the ribbon actually sharpened its edges and can be whipped around at enemies. As soon as the ribbon comes into contact with someone within 2 meters of the wielder, at up to 75 meters per second, they will cut them, dealing 0.6x rank damage. This lasts for two posts, with a three post cooldown.

    Strengths:
    ~ Deafens and Disorients
    ~ Cuts

    Weaknesses:
    ~ Surprise attacks are impossible
    ~ Sharp object can cut ribbon (such as scissors or knives)
    ~ The deaf aren’t affected by the bells
    ~ Can be dodged

    Doki Doki:

    Name: Doki Doki
    Rank: B
    Type: ReQuip, Area of Effect, Defense
    Duration: 3
    Cooldown: 5
    Description: Doki Doki is a den-den daiko, typically a children’s pellet drum toy, that is a bright red color, and the heads of the drum has 血 (chi, meaning blood) written on both sides of it. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Doki Doki:

    Passive: When Doki Doki is drummed at a slow, steady pace (about 20 beats per minute), a shield will appear in a dome shape with 180 HP and goes out up to 80 meters from where it’s originally casted.

    Active: When the drum is beat faster, to the point it seems like the pellets on the drum are ready to rip themselves off, they will actually do so while the top of Doki Doki is pointed in the direction that the wielder wishes to. The pellets will launch themselves off when the wielder says ‘Chi’, enlarging till they pop off the string and go in the direction that the drum is pointed in at up to 50 meters per seconds up to 60 meters away from the caster, dealing 0.5 rank damage each. The pellets can only be used for one post, with a four post cooldown.

    Strengths:
    ~ Shield
    ~ Projectile pellets

    Weaknesses:
    ~ The Pellets can be dodged
    ~ Shield can be broken
    ~ Shield doesn’t go under the ground, just over it

    Lullaby of the Wind – B+:

    Name:
    Rank: B+
    Type: ReQuip, Offensive, Burst, Wind, knockback
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Lullaby of the Wind is a Shamisen, a three stringed musical instrument that has an oni on the back of it with clouds around him, looking like he’s controlling the wind. To cast it, the mage must call out the name of the instrument and hold their hand out to be able to hold it as soon as it’s in their grasp.
    Lullaby of the Wind:

    Passive: Typically, on its own, the back of Lullaby of the Wind can be used as a blunt object, like a mace much like Poseidon, and will deal rank melee damage plus 0.5 B+ rank spell damage as is.

    Active: When strummed, Lullaby of the Wind can do some wind damage. When it’s strummed, the wind will collect right where the koma of the instrument is, and then let loose a burst of wind that deals B+ rank burst damage at 75 meters per seconds going out 60 meters from where it’s activated. The wind can also blow people back 15 meters who are out 55 meters from the wielder of the instrument. This lasts for one post, and has a five post cooldown.

    Strengths:
    ~ Blunt object
    ~ Knockback

    Weaknesses:
    ~ Wind Slayers can eat it
    ~ Those who have ways to steal themselves against it won’t be blown back
    ~ Can be stolen
    ~ Can be blocked when fighting with it.




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      Current date/time is 18th November 2018, 3:23 pm