Guild Spell Registration

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    Rosetta Crawford

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    Guild Spell Registration

    Post by Rosetta Crawford on 7th July 2013, 3:02 pm

    GUILD SPELLS

    This is where you come to register guild spells. All of the information about guild spells are here



    • A guild spell is H++ (an H+ spell that is 100% stronger)
    • Aces have access to one spell, they must be S rank to learn it,
    • A guild is allowed three guild spells for free, four more may be purchased after that from the shop
    • Use the spell template below, as always they can't be used until they are approved

    Code:


    [b]Name:[/b] (Name of the Spell )
    [b]Rank:[/b] H++
    [b]Type:[/b] (Single Target, Multiple Target, Area of Effect, Burst.)
    [b]Damage:[/b] (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
    [b]Range:[/b] (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
    [b]Speed:[/b] (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
    [b]Duration:[/b] (How long does the spell last?)
    [b]Cooldown:[/b] ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    [b]Downside:[/b] (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
    [b]Description:[/b] (How the spell is cast, what it looks like, what it does, extra info. )
    [b]Strengths:[/b] (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
    [list]
    [*]
    [/list]
    [b]Weaknesses: [/b] (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic.)
    [list]
    [*]
    [/list]


    Last edited by Speed Demon Zack on 12th June 2015, 1:00 am; edited 2 times in total
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    TehDMCmaniac
     
     

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    Re: Guild Spell Registration

    Post by TehDMCmaniac on 10th July 2013, 4:43 pm

    Name: Perseverance
    Rank: H+
    Guild: Sabertooth
    Type: Passive, Utility, Support
    Description: As Aegis Bright became the guild master of Sabertooth, he used the powers and insight he had from Recreation magic to alter the properties of the guild mark. Through a ritual of supreme magic, he created a permanent link between the guild mark and Akasha, the source of infinite magic. As a result, all who bear the mark of Sabertooth have a constant and powerful stream of mana flow into them from Akasha, which not only gives them a greatly improved rate of mana replenishment, but thanks to the properties of the Akashian magical energy, also have a health regeneration buff that is both constant and powerful. Finally, thanks to being constantly fuelled by power, those who bear Sabertooth's insignia also have their strength and agility increased as well.
    The Might of Sabertooth can also be activated to achieve one of two effects. If it is used normally, it restores all of the guild members' HP and MP to 100%. If, however, it is used on a single person, it is actually capable of reviving him/her should he/she have been killed. In order for that to work, the user of this spell must concentrate and pour mana into their guild mark, thus making it glow with a brilliant golden light. As that happens, the marks of all other Sabertooth members present in that thread will begin to faintly glow as well, signalling their bearers of the activation of the spell. As the insignias all begin to glow, all Sabertooth mages must concentrate and drive mana into their mark, creating a magical resonance between themselves and their comrades. As the resonance intensifies, the life-giving power of this spell increases proportionally until it reaches the level needed to achieve the forbidden miracle of magic known as True Resurrection. It is not Healing sorcery, nor is it any kind of Restoration. True Resurrection is the incarnation of righteous defiance of the laws of the world. It does not restore anything, instead it manifests the benevolence of those who hold a sincere belief in all that is good. It channels their hope and mercy into not the mind nor body, but the concept behind their existence, the soul, thus reconnecting it to it's only host. Not so much an effect invoked through magic, but rather magic invoked through the untainted desire to bestow a second chance to the righteous, the ultimate form of the belief in the battle for a "world with no evil".
    This belief in Righteousness and Hope as derivatives of the "yearning for power in the name of the world worth fighting for" so pure that it can manifest itself into magic is the first of three gifts Aegis Bright bestowed upon his guild.

    Note: During the process of Resurrection, the one being revived begins having dreams related to their revival, despite being dead.

    Strengths:

    • Provides a powerful and constant HP and MP regeneration effect. (Those affected regenerate 5% of their maximum MP and HP per post.)
    • Provides a passive boost in physical strength and agility. (10% and 15%, respectively)
    • Can completely heal all Sabertooth members if activated with that purpose.
    • Can achieve one of the great miracles of magic, True Resurrection, if used with that purpose.
    • When True Resurrection is used on a Dark Mage, it will purify their tainted soul and turn them good, provided their soul is not entirely consumed by evil.

    Weaknesses:

    • Provides no direct offensive effect.
    • If the spell is cast, the passive HP and MP regeneration is lost while it is on cool-down and the passive power boost is lost until the end of the thread.
    • Can only resurrect a single person.
    • In order for True Resurrection to be invoked, all Sabertooth members present in the thread must aid the user as he/she casts the spell and none of them must be disturbed. True Resurrection has a 1 post charge time.

    Duration: Constant for the passives, Instant for the actives.
    Cool-down: 15 posts
    Active range: Infinity /5 metres for True Resurrection. (Only the caster of the spell must be within said range of the one being revived)




    Name: Defiance
    Rank: H+
    Type: Weapon
    Description: This is the second gift Aegis bestowed upon Sabertooth, the ability to stand one's ground against the overpowering forces of darkness. The Second Magecraft of the guild as he refers to it, it is the ability to fulfil a wish, as opposed to the First Magecraft which is the ability to form a wish.

    There are two prerequisites to using the spell. First, the caster needs to have a strong belief in something greater they fight for, something that surpasses selfish goals and second, they need to have the clarity and valour to understand when their fight is hopeless, yet still fight it because it is "the right thing to do". If both are met, the caster can focus on those two aspects of themselves and imagine them as a physical object, a weapon.

    While the shape, looks and size of the weapon depend on who the caster is, its magical stats are always the same. It boosts the caster's magical power by 100% for its duration and three times per post, the weapon can be swung to fire a beam of magical energy which is as wide as the swing performed to fire it and has the strength of an S-rank spell (Note that the element of the energy beams depends on the caster's main magic. When wielded by Aegis, the beams are of pure and primordial magic, thus they have no element. Also, if the weapon is a ranged one, the projectile it fires replace the beams, but have a rank equal to the weapon- H+). This weapon lasts for 6 posts. Also, upon cast, this spell cleanses the caster from all negative effects that are applied on him.

    Aegis' form of the weapon:

    Strengths:

    • Has a very high damage output
    • Lasts for a fairly long time
    • The S-ranked beams use the weapon's energy to be fired, thus do not consume the caster's mana
    • The weapon itself increases the user's spell power greatly
    • As a conjured weapon, its rank is the same as the spell's
    • Enemies can not wield the weapon properly or fire the energy beams.


    Weaknesses:

    • The effectiveness of Defiance relies on the caster's ability to use the sword both as a weapon and as a catalyst.
    • The number of energy beams one can fire is limited
    • While the weapon can be swung around and is incredibly powerful, it is limited by its range and holds standard weapon weaknesses. Long weapons are near-useless in closer range, and short ones do not have the length to exceed close-range combat.
    • The user -can- be disarmed, though the weapon will automatically dissolve and reform in their hands after one post.


    Duration: 6 posts.
    Cool-down: 15 posts.




    Name: Prayer
    Rank: H+
    Type: Counter-offensive, Anti-Army
    Description: This is the third gift Aegis bestowed upon Sabertooth, the power to dream. Despite being one of the Three Magecrafts of Sabertooth, the ability of Prayer as the Third is quite different than the First and Second. While Perseverance and Defiance are the belief in a wish and the unending struggle to fulfill it, Prayer is the dream of a world where that wish has been achieved. It is the longing for Heaven and the hope that such a concept can exist. In its essence, it is the materialised desire to make a change.

    Prayer can only be used by one whose most earnest desire is to live in a "world without the presence of evil". Much like its name suggests, the Third Magecraft is performed through the invoking of a three-step chant, but unlike regular ones, it does not use special words of power. Instead, through Prayer, one speaks of their earnest desire as the ultimate command, thus they force the world itself to respond to their words. Each of the three parts of the Prayer is a separate command and carries with itself the three sides of the caster's belief.

    The first part contains one's sorrow, for they see the world's darkness, destroying the lives of those it encounters. Through its invocation, the caster rejects its influence.
    The second part contains one's anger, for before their eyes the innocent have been slain with no mercy, no remorse. Through its invocation, the caster denies its tenacity.
    The third and final part contains one's resolve, for they dare believe in paradise.
    Through its invocation, the caster denies the existence of Evil.

    When the first part is spoken, a pulse if purifying energy will be released in a 180 metre radius which causes all enemy magic to dissipate along with its effects and interrupts any spell the enemy may have been in the process of casting. Depending on whether this part "deletes" an enemy spell of S-rank or above, the second and third parts may not have their full effect.
    When the second part is spoken, the skies would darken as every enemy within the 180 metre radius AoE gets a large portion of their magical energy drained. If the first part has successfully dissipated an S-ranked or above spell, all enemies in the AoE lose 75% of their magical energy, if not they lose only 25%.
    While the third part is being spoken, the earth in the area of effect of the spell begins to rumble violently and as the caster nears the end of the chant, it starts to crack and streaks of light would emerge from underneath through the cracks. As the final word of the Prayer is spoken, a massive ray of energy which resembles light with a 180 metre radius will erupt from under the ground, piercing the heavens and causing the darkened sky to brighten up due to the sun rising once more. (The centre of the beam is where the caster stands and it covers the same Area of Effect as the first two effects of the spell)
    The ray of "light" at the end of the Prayer is so bright it blinds absolutely everyone who are in it or look at it regardless of any eye-protection they might have. It extends seemingly infinitely into the skies.

    The damage of the ray of energy depends on whether the first part of the invocation has dispelled a spell of S-rank or higher. If it has, its base damage is H-ranked, if not, its S-ranked. Regardless of which case it is, the damage is increased by a factor of 1 S-rank's worth for every 150% magical energy the second part of the Prayer has drained.

    Aegis' chant:


    Strengths:

    • Very powerful if used properly
    • Has a massive AoE
    • The first part of the chant can dissolve magic of any rank and in any form, even debuffs on allies such as magical poisoning
    • If triggered properly as a counter-offensive anti-army spell, it can cause cataclysmic damage
    • Does not hit allies


    Weaknesses:

    • Highly conditional
    • If it is not used in the right scenario, it has power equivalent to an S-ranked spell while the cool-down of a guild one
    • While the first part dispels enemy magic, foes can still cast magic freely after it
    • Nearly useless if used against a single target, or a very small group
    • It provides no consistent defensive mechanic, thus it relies on proper timing to execute


    Duration: 1 post/while it is invoked.
    Cool-down: 15 posts


    Last edited by TehDMCmaniac on 7th February 2014, 5:30 am; edited 3 times in total


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    Re: Guild Spell Registration

    Post by Alye on 10th July 2013, 7:09 pm

    Perseverance:

    @TehDMCmaniac wrote:Name: Golden Glory: Perseverance
    Rank: H+
    Guild: Sabertooth
    Type: Passive, Utility, Support
    Description: As Aegis Bright became the guild master of Sabertooth, he used the powers and insight he had from Recreation magic to alter the properties of the guild mark. Through a ritual of supreme magic, he created a permanent link between the guild mark and Akasha, the source of infinite magic. As a result, all who bear the mark of Sabertooth have a constant and powerful stream of mana flow into them from Akasha, which not only gives them a greatly improved rate of mana replenishment, but thanks to the properties of the Akashian magical energy, also have a health regeneration buff that is both constant and powerful. Finally, thanks to being constantly fuelled by power, those who bear Sabertooth's insignia also have their strength and agility increased as well.
    The Might of Sabertooth can also be activated to achieve one of two effects. If it is used normally, it restores all of the guild members' HP and MP to 100%. If, however, it is used on a single person, it is actually capable of reviving him/her should he/she have been killed. In order for that to work, the user of this spell must concentrate and pour mana into their guild mark, thus making it glow with a brilliant golden light. As that happens, the marks of all other Sabertooth members present in that thread will begin to faintly glow as well, signalling their bearers of the activation of the spell. As the insignias all begin to glow, all Sabertooth mages must concentrate and drive mana into their mark, creating a magical resonance between themselves and their comrades. As the resonance intensifies, the life-giving power of this spell increases proportionally until it reaches the level needed to achieve the forbidden miracle of magic known as True Resurrection. It is not Healing sorcery, nor is it any kind of Restoration. True Resurrection is the incarnation of righteous defiance of the laws of the world. It does not restore anything, instead it manifests the benevolence of those who hold a sincere belief in all that is good. It channels their hope and mercy into not the mind nor body, but the concept behind their existence, the soul, thus reconnecting it to it's only host. Not so much an effect invoked through magic, but rather magic invoked through the untainted desire to bestow a second chance to the righteous, the ultimate form of the belief in the battle for a "world with no evil".
    This belief in Righteousness and Hope as derivatives of the "yearning for power in the name of the world worth fighting for" so pure that it can manifest itself into magic is the first of three gifts Aegis Bright bestowed upon his guild.

    Note: During the process of Resurrection, the one being revived begins having dreams related to their revival, despite being dead.

    Strengths:

    • Provides a powerful and constant HP and MP regeneration effect. (Those affected regenerate 5% of their maximum MP and HP per post.)
    • Provides a passive boost in physical strength and agility. (10% and 15%, respectively)
    • Can completely heal all Sabertooth members if activated with that purpose.
    • Can achieve one of the great miracles of magic, True Resurrection, if used with that purpose.
    • When True Resurrection is used on a Dark Mage, it will purify their tainted soul and turn them good, provided their soul is not entirely consumed by evil.

    Weaknesses:

    • Provides no direct offensive effect.
    • If the spell is cast, the passive HP and MP regeneration is lost while it is on cool-down and the passive power boost is lost until the end of the thread.
    • Can only resurrect a single person.
    • In order for True Resurrection to be invoked, all Sabertooth members present in the thread must aid the user as he/she casts the spell and none of them must be disturbed. True Resurrection has a 1 post charge time.

    Duration: Constant for the passives, Instant for the actives.
    Cool-down: Three threads.
    Active range: Infinity /5 metres for True Resurrection. (Only the caster of the spell must be within said range of the one being revived)

    Approved.
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    Re: Guild Spell Registration

    Post by Leapflight on 19th July 2013, 12:10 am

    Name: Fairy Glitter
    Rank: H+
    Type: Offensive, Charge Spell
    Description: The user raises their arm to the heavens; as the ground begins to quake. The red Fairy Glitter tattoo wrapped around their arm begins to glow with a bright red light; and shine with a bright golden Fairy dust. The magical pressure surrounds them to the point where you can barely even move near them in all the wind and energy swirling about. As the light of the sun, the moon, and stars; weave together into a brilliant light that rejects the existence of all foes. The incantation is spoken as golden light begins to whirl; surrounding the caster and pushing everything back away from them with H-Ranked, gale Force Winds and golden H-Ranked blessed fairy light; that swirls and twists into the red, Fairy Glitter tattoo as the incantation is cast.

    "Gather! O river of light that's guided by the fairies!
    Shine! In order to perish the fangs of evil!
    Fairy Glitter!"


    After the spell is charged; the caster points their arm at you like a shotgun; the red Fairy Glitter tattoo on their arm now glowing a sparkling golden light. In the next moment; a gigantic ring of light, easily big enough to wrap around any Skyscraper or Colosseuim or Arena; drops down from the heavens. As it shrinks down to the appropriate size before detonating all sound drops out of the area; it detonates into a massive explosion of a golden beam of light that shimmers with white fairy dust; the light is as thick and wide as it needs to be; and reaches unlimited into the heavens above; piercing the clouds into the heavens. The light does not harm any allies in the area, the light will literally bathe right over them without any effect whatsoever; save for the loud explosive noise. Fairy Glitter can damage constructs that are a "target" or "manned by the enemy" in the mind of the caster. Such as the MPC (Magic Power Counter Device). If enemies are hit with Fairy Glitter; they are literally either wiped from existence (NPCs) or they will be left in a state with barely any consiousness (PC's). Only the most powerful of Wizards hold enough Magic Power within them to not be completely banished from existence or not be instantly knocked out.

    Strengths: Nearly unmatchable in terms of strength. May be used as an Area Effect spell, or a Single Target Spell. The caster can charge it up while moving (falling through the skies at you, running at you, jumping at you). The ring of golden Fairy Glitter can be detonated at 'ANY' size as it shrinks from unfathomable size in outer-space to wrap around a target area or individual. Meaning theorhetically one could blow up a Moon with this spell if one were able to exist in space; and visually see a Moon as a target. Merely detonate as the golden ring shrinks around the Moon and 'kabloom'. Fairy Glitter will immobilize the target if used against a SINGLE enemy. The ring will shrink quickly around them; and they won't be able to move; nor cast Magic to escape. Only a defensive or healing Guild Spell of their own will allow an individual to escape the ring of Fairy Glitter if it is used 'single target' as it tightens around them like a hulla hoop before detonating into the mind-shattering pillar of light that reaches into the heavens. Either wipes the target(s) from existence (NPCs) or drops HP to 1% remaining for SS-Ranked Wizards, and H-Ranked Wizards; if struck by this spell, anyone below SS-Rank will be insantly KOed. Rejects the existence of anything from any enemy; so any magical effects running in the area or upon the individual Fairy Glitter strikes will be canceled and set on Cooldown.

    Weaknesses: Takes 10 seconds to charge up, chant; and cast. It's use does not vary; and it doesn't have much utility. You have to wait too detonate it as the ring shrinks from enourmous size, the Gigantic glitter ring taking 3-4 seconds to shrink around a target area; and it takes some time to use (unless it's used against a single target; if used against a single target it's very rapid and traps them within the Glitter ring within 2 seconds, however before even this the caster must charge up, chant and cast) All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting Fairy Glitter. Can be escaped or defended against by using another defensive or healing oriented Guild Spell in response to this spell. Drains 50% Magic Power from the caster.

    Duration/Cooldowns Once Per Thread / Battle / Cannot use for the Following 3 Threads


    _____________________________________________________________________________________

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    Rosetta Crawford

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    Re: Guild Spell Registration

    Post by Rosetta Crawford on 19th July 2013, 5:22 pm

    @Leapflight wrote:
    Name: Fairy Glitter
    Rank: H+
    Type: Offensive, Charge Spell
    Description: The user raises their arm to the heavens; as the ground begins to quake. The red Fairy Glitter tattoo wrapped around their arm begins to glow with a bright red light; and shine with a bright golden Fairy dust. The magical pressure surrounds them to the point where you can barely even move near them in all the wind and energy swirling about. As the light of the sun, the moon, and stars; weave together into a brilliant light that rejects the existence of all foes. The incantation is spoken as golden light begins to whirl; surrounding the caster and pushing everything back away from them with H-Ranked, gale Force Winds and golden H-Ranked blessed fairy light; that swirls and twists into the red, Fairy Glitter tattoo as the incantation is cast.

    "Gather! O river of light that's guided by the fairies!
    Shine! In order to perish the fangs of evil!
    Fairy Glitter!"


    After the spell is charged; the caster points their arm at you like a shotgun; the red Fairy Glitter tattoo on their arm now glowing a sparkling golden light. In the next moment; a gigantic ring of light, easily big enough to wrap around any Skyscraper or Colosseuim or Arena; drops down from the heavens. As it shrinks down to the appropriate size before detonating all sound drops out of the area; it detonates into a massive explosion of a golden beam of light that shimmers with white fairy dust; the light is as thick and wide as it needs to be; and reaches unlimited into the heavens above; piercing the clouds into the heavens. The light does not harm any allies in the area, the light will literally bathe right over them without any effect whatsoever; save for the loud explosive noise. Fairy Glitter can damage constructs that are a "target" or "manned by the enemy" in the mind of the caster. Such as the MPC (Magic Power Counter Device). If enemies are hit with Fairy Glitter; they are literally either wiped from existence (NPCs) or they will be left in a state with barely any consiousness (PC's). Only the most powerful of Wizards hold enough Magic Power within them to not be completely banished from existence or not be instantly knocked out.

    Strengths: Nearly unmatchable in terms of strength. May be used as an Area Effect spell, or a Single Target Spell. The caster can charge it up while moving (falling through the skies at you, running at you, jumping at you). The ring of golden Fairy Glitter can be detonated at 'ANY' size as it shrinks from unfathomable size in outer-space to wrap around a target area or individual. Meaning theorhetically one could blow up a Moon with this spell if one were able to exist in space; and visually see a Moon as a target. Merely detonate as the golden ring shrinks around the Moon and 'kabloom'. Fairy Glitter will immobilize the target if used against a SINGLE enemy. The ring will shrink quickly around them; and they won't be able to move; nor cast Magic to escape. Only a defensive or healing Guild Spell of their own will allow an individual to escape the ring of Fairy Glitter if it is used 'single target' as it tightens around them like a hulla hoop before detonating into the mind-shattering pillar of light that reaches into the heavens. Either wipes the target(s) from existence (NPCs) or drops HP to 1% remaining for SS-Ranked Wizards, and H-Ranked Wizards; if struck by this spell, anyone below SS-Rank will be insantly KOed. Rejects the existence of anything from any enemy; so any magical effects running in the area or upon the individual Fairy Glitter strikes will be canceled and set on Cooldown.

    Weaknesses: Takes 10 seconds to charge up, chant; and cast. It's use does not vary; and it doesn't have much utility. You have to wait too detonate it as the ring shrinks from enourmous size, the Gigantic glitter ring taking 3-4 seconds to shrink around a target area; and it takes some time to use (unless it's used against a single target; if used against a single target it's very rapid and traps them within the Glitter ring within 2 seconds, however before even this the caster must charge up, chant and cast) All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting Fairy Glitter. Can be escaped or defended against by using another defensive or healing oriented Guild Spell in response to this spell. Drains 50% Magic Power from the caster.

    Duration/Cooldowns Once Per Thread / Battle

    The rules state a guild spell must have at least a three thread cooldown. Please modify.


    _____________________________________________________________________________________






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    TehDMCmaniac
     
     

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    Re: Guild Spell Registration

    Post by TehDMCmaniac on 21st July 2013, 3:52 pm

    Fairy Glitter:
    Name: Fairy Glitter
    Rank: H+
    Type: Offensive, Charge Spell
    Description: The user raises their arm to the heavens; as the ground begins to quake. The red Fairy Glitter tattoo wrapped around their arm begins to glow with a bright red light; and shine with a bright golden Fairy dust. The magical pressure surrounds them to the point where you can barely even move near them in all the wind and energy swirling about. As the light of the sun, the moon, and stars; weave together into a brilliant light that rejects the existence of all foes. The incantation is spoken as golden light begins to whirl; surrounding the caster and pushing everything back away from them with H-Ranked, gale Force Winds and golden H-Ranked blessed fairy light; that swirls and twists into the red, Fairy Glitter tattoo as the incantation is cast.

    "Gather! O river of light that's guided by the fairies!
    Shine! In order to perish the fangs of evil!
    Fairy Glitter!"


    After the spell is charged; the caster points their arm at you like a shotgun; the red Fairy Glitter tattoo on their arm now glowing a sparkling golden light. In the next moment; a gigantic ring of light, easily big enough to wrap around any Skyscraper or Colosseuim or Arena; drops down from the heavens. As it shrinks down to the appropriate size before detonating all sound drops out of the area; it detonates into a massive explosion of a golden beam of light that shimmers with white fairy dust; the light is as thick and wide as it needs to be; and reaches unlimited into the heavens above; piercing the clouds into the heavens. The light does not harm any allies in the area, the light will literally bathe right over them without any effect whatsoever; save for the loud explosive noise. Fairy Glitter can damage constructs that are a "target" or "manned by the enemy" in the mind of the caster. Such as the MPC (Magic Power Counter Device). If enemies are hit with Fairy Glitter; they are literally either wiped from existence (NPCs) or they will be left in a state with barely any consiousness (PC's). Only the most powerful of Wizards hold enough Magic Power within them to not be completely banished from existence or not be instantly knocked out.

    Strengths: Nearly unmatchable in terms of strength. May be used as an Area Effect spell, or a Single Target Spell. The caster can charge it up while moving (falling through the skies at you, running at you, jumping at you). The ring of golden Fairy Glitter can be detonated at 'ANY' size as it shrinks from unfathomable size in outer-space to wrap around a target area or individual. Meaning theorhetically one could blow up a Moon with this spell if one were able to exist in space; and visually see a Moon as a target. Merely detonate as the golden ring shrinks around the Moon and 'kabloom'. Fairy Glitter will immobilize the target if used against a SINGLE enemy. The ring will shrink quickly around them; and they won't be able to move; nor cast Magic to escape. Only a defensive or healing Guild Spell of their own will allow an individual to escape the ring of Fairy Glitter if it is used 'single target' as it tightens around them like a hulla hoop before detonating into the mind-shattering pillar of light that reaches into the heavens. Either wipes the target(s) from existence (NPCs) or drops HP to 1% remaining for SS-Ranked Wizards, and H-Ranked Wizards; if struck by this spell, anyone below SS-Rank will be insantly KOed. Rejects the existence of anything from any enemy; so any magical effects running in the area or upon the individual Fairy Glitter strikes will be canceled and set on Cooldown.

    Weaknesses: Takes 10 seconds to charge up, chant; and cast. It's use does not vary; and it doesn't have much utility. You have to wait too detonate it as the ring shrinks from enourmous size, the Gigantic glitter ring taking 3-4 seconds to shrink around a target area; and it takes some time to use (unless it's used against a single target; if used against a single target it's very rapid and traps them within the Glitter ring within 2 seconds, however before even this the caster must charge up, chant and cast) All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting Fairy Glitter. Can be escaped or defended against by using another defensive or healing oriented Guild Spell in response to this spell. Drains 50% Magic Power from the caster.

    Duration/Cooldowns Once Per Thread / Battle / Cannot use for the Following 3 Threads

    Approved.


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    Nimbus
     
     

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    Re: Guild Spell Registration

    Post by Nimbus on 27th July 2013, 7:41 am

    Name: Hippocrene
    Rank: H+
    Type: Defensive/Supplementary
    Description: The user concentrates a tremendous amount of magic in to their palms and places one palm over the other approximately ten inches apart.  Between the users palms a large sphere of light will begin to form and radiate holy energy.  Upon completion of the Sphere, the user will raise their hands to the sky and release the energy gathered in the sphere, in to the sky in the form of a ray of light.  The action requires at least three seconds, but after the Ray has been fired in to the sky, there is nothing that can stop the effects from taking hold.  The magical energy released in to the sky will mold itself in to the form of a winged horse, and gather a great deal more energy from all sources of light including the sun, moon and stars.  The Pegasus will descend from the sky, parting the clouds and piercing through darkness and as it descends all negative spells will be negated.  Negative spells include any and all offensive spells and anything that does not affect mages in a positive way.  The pegasus will accelerate as it descends and crash in to the earth with its hooves, cracking the earth opening a fissure from which a spring of magical energies from the earth itself will emerge and envelop the pegasus as it erupts in to the sky like a geyser and shower the battlefield with blue magical particles, illuminating the area with a soft blue glow

    The Magical particles will be attracted to all those the user has identified as an ally, not just those with the crest of Blue Pegasus.  The particles will absorb in to the skin of all those it is attracted to, heal all wounds and negate all negative buffs.  The magic which has been gathered from the sky and from within the earth will also be absorbed in to the user, replenishing their stores of magic and restoring their will to fight, resetting all allies on the battlefield including the user of the spell to 100% capacity as well as inspiring them, which will improve their individual performances greatly.  This spell is also not incapable of reviving the newly dead, so long as the target has not been dead for more than two days.  The primary function of this spell is to inspire and relieve.  It is the most Iconic spell of the Guild of Heroes and is a spell meant to demonstrate to all that the impossible is achievable.  No matter what difficulty one faces, to never give up hope, For with the existence of this spell the possibility of a miracle is never lost.

    Strengths:

    • This spell is capable of restoring the HP and MP of all allies to 100% within a two mile radius.
    • This spell inspires all allies which increases their individual performance greatly.
    • Can revive the dead so long as the target(s) have not been dead for more than two days.
    • Removes all negative buffs and negates all active offensive spells during the post.
    • Has the potential to inspire dark mages to become good, though this effect is highly selective.
    • Can not be canceled after the Ray has been fired in to the sky.

    Weaknesses:

    • Although this spell does restore the users MP and HP, the MP used to cast the spell is taken after the effects of the spell and the user must have enough MP to cast the spell before hand as well. (spell costs 40% MP)
    • This spell has no offensive purposes.
    • This spell has the potential to be cancelled during casting.  The user requires 3 seconds to charge the sphere of light, but once the spell has been cast, it cannot be turned off.  As a result of this, if the user is being heavily assaulted by enemies, the likelihood of being able to cast this spell is greatly reduced.

    Duration/Cooldowns 1 post / Regular Guild Spell CD


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    Haru-senpai

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    Re: Guild Spell Registration

    Post by Haru-senpai on 28th July 2013, 10:22 am

    Hippocrene:

    Shuhei wrote:Name: Hippocrene
    Rank: H+
    Type: Defensive/Supplementary
    Description: The user concentrates a tremendous amount of magic in to their palms and places one palm over the other approximately ten inches apart.  Between the users palms a large sphere of light will begin to form and radiate holy energy.  Upon completion of the Sphere, the user will raise their hands to the sky and release the energy gathered in the sphere, in to the sky in the form of a ray of light.  The action requires at least three seconds, but after the Ray has been fired in to the sky, there is nothing that can stop the effects from taking hold.  The magical energy released in to the sky will mold itself in to the form of a winged horse, and gather a great deal more energy from all sources of light including the sun, moon and stars.  The Pegasus will descend from the sky, parting the clouds and piercing through darkness and as it descends all negative spells will be negated.  Negative spells include any and all offensive spells and anything that does not affect mages in a positive way.  The pegasus will accelerate as it descends and crash in to the earth with its hooves, cracking the earth opening a fissure from which a spring of magical energies from the earth itself will emerge and envelop the pegasus as it erupts in to the sky like a geyser and shower the battlefield with blue magical particles, illuminating the area with a soft blue glow

    The Magical particles will be attracted to all those the user has identified as an ally, not just those with the crest of Blue Pegasus.  The particles will absorb in to the skin of all those it is attracted to, heal all wounds and negate all negative buffs.  The magic which has been gathered from the sky and from within the earth will also be absorbed in to the user, replenishing their stores of magic and restoring their will to fight, resetting all allies on the battlefield including the user of the spell to 100% capacity as well as inspiring them, which will improve their individual performances greatly.  This spell is also not incapable of reviving the newly dead, so long as the target has not been dead for more than two days.  The primary function of this spell is to inspire and relieve.  It is the most Iconic spell of the Guild of Heroes and is a spell meant to demonstrate to all that the impossible is achievable.  No matter what difficulty one faces, to never give up hope, For with the existence of this spell the possibility of a miracle is never lost.

    Strengths:


    • This spell is capable of restoring the HP and MP of all allies to 100% within a two mile radius.
    • This spell inspires all allies which increases their individual performance greatly.
    • Can revive the dead so long as the target(s) have not been dead for more than two days.
    • Removes all negative buffs and negates all active offensive spells during the post.
    • Has the potential to inspire dark mages to become good, though this effect is highly selective.
    • Can not be canceled after the Ray has been fired in to the sky.


    Weaknesses:


    • Although this spell does restore the users MP and HP, the MP used to cast the spell is taken after the effects of the spell and the user must have enough MP to cast the spell before hand as well. (spell costs 40% MP)
    • This spell has no offensive purposes.
    • This spell has the potential to be cancelled during casting.  The user requires 3 seconds to charge the sphere of light, but once the spell has been cast, it cannot be turned off.  As a result of this, if the user is being heavily assaulted by enemies, the likelihood of being able to cast this spell is greatly reduced.


    Duration/Cooldowns 1 post / Regular Guild Spell CD

    ~Approved


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    Godlike Frederik
    The Forsaken

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    Re: Guild Spell Registration

    Post by Godlike Frederik on 3rd September 2013, 12:13 pm

    Vile Ascension:

    Name:
    Vile Ascension
    Rank:
    H+
    Type:
    Darkness, Support, Buff
    Description:
    A powerful support spell that affects the guild members of Savage Skull only and boosts their combat abilities significantly.
    The spell is activated by the user by releasing a huge amount of dark magical energy in the form of a pillar. Straight into the air from where he/she is standing. When the pillar is shot into the air and fades away the guild crest on the other members will start shining and burning through the mages their clothes. So that the crest is revealed, then they are surrounded by a black twirling aura. Boosting their abilities, power and defense. but also their bloodlust to such an extent that they are unreasonable.

    The user itself will only serve a as a rod and origin point were the power comes from. He/she itself will not gain any of the boosts that the other mages do gain. The same counts for the Guild Master, he also will not gain any boosts.

    This spell grants:
    60% damage bonus
    35% additional damage bonus for darkness/shadow/poison type users
    60% defense bonus

    Strengths:
    - Boosts damage done by SS mages
    - Boosts defense for SS mages
    - Boosts darkness/poison type user from SS
    Weaknesses:
    - User and Guild Master are not affected by this spell
    - Bloodlust is increased for affected mages. To such an extent that they are unreasonable. Only killing and destruction matters at that point.
    - NPC's from SS are not affected by this.
    - User tends to be the source of this power, if defeated the effects end as well.
    Duration/Cooldowns
    Duration: 10 posts
    Cooldown: regular guild spell cooldown.



    Savage Verdict:
    ]Name:
    Savage Verdict
    Rank:
    H+
    Type:
    Darkness, offensive
    Description:

    The user starts gathering dark magic in the palms of his hands when two black pentacles appear. One up in the sky and one down on the ground, perfectly aligned with each other and both covering an entire area. And while building up this magic the user sums up some words that will activate the spell.

    "The sun resigns, Light will wither.
    From out the darkest depths they will perish!
    There can be only darkness!''

    With the last word said the user will then slam his hands together and shoots out a black beam that will collide with two black pillars that are being shout out from the pentacles. Then for a moment when the black pillars collide they will rapidly be sucked into a small floating black orb. As if everything has stopped for just a mere second. Then with a huge trembling sound the orb explodes into a black mass that lays waste to the entire area. Withering all plants, animals and npc life away. And damaging only the mages that aren't aligned with Savage Skull with H - rank damage. Then it's followed up by a lesser waves of the dark mass dealing S - rank damage and then A - rank till the last wave dealing B - rank damage to every mage non aligned with the users guild.


    Strengths:
    - Powerful attack that targets enemies of the guild
    - Deals several waves of damage
    - Corrupts the ground, withers away all plant, animal and npc life away
    Weaknesses:
    - Allies of the guild are hit by the spell too seeing that only guild members are not affected
    - Uses up most of the user magic power
    - H and S rank light defense could give enemies some coverage against the first wave.
    Duration/Cooldowns
    Duration: 1 post
    Cooldown: one regular guild spell cool down[/center]




    Glory from the graves:

    Name:
    Glory from the graves
    Rank:
    H+
    Type:
    Darkness, offensive, support
    Description:



    The living dead, revenants from beyond the grave. They have have many names, but none can argue that these our as deadly as any guild master. As long if they come in numbers off course, and that is exactly what this spell does. It calls forth a skeleton army that fights and is ready to do the users bidding. Although they are not extremely strong their strength lies in their numbers, and can give the enemy another problem to deal with.
    But there is one problem, they are linked with the mage who has casted the spell. So if the user is defeated while the spell is active the skeletons will perish and fall apart.

    The spell is cast with the shooting out a black mass over the ground from which the skeletons crawl out off.

    Strengths:
    - 70 C-rank skeletons
    - Power in numbers
    - Good combination with 'Savage Verdict'
    Weaknesses:
    - Skeletons are not very strong
    - User is linked with them, so if he is defeated the army is no more
    Duration/Cooldowns
    Duration: 8 post
    Cooldown: one regular guild spell cool down


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    Haru-senpai

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    Re: Guild Spell Registration

    Post by Haru-senpai on 5th December 2013, 7:13 am

    Lord Frederik wrote:
    Vile Ascension:

    Name:
    Vile Ascension
    Rank:
    H+
    Type:
    Darkness, Support, Buff
    Description:
    A powerful support spell that affects the guild members of Savage Skull only and boosts their combat abilities significantly.
    The spell is activated by the user by releasing a huge amount of dark magical energy in the form of a pillar. Straight into the air from where he/she is standing. When the pillar is shot into the air and fades away the guild crest on the other members will start shining and burning through the mages their clothes. So that the crest is revealed, then they are surrounded by a black twirling aura. Boosting their abilities, power and defense. but also their bloodlust to such an extent that they are unreasonable.

    The user itself will only serve a as a rod and origin point were the power comes from. He/she itself will not gain any of the boosts that the other mages do gain. The same counts for the Guild Master, he also will not gain any boosts.

    This spell grants:
    60% damage bonus
    35% additional damage bonus for darkness/shadow/poison type users
    60% defense bonus

    Strengths:
    - Boosts damage done by SS mages
    - Boosts defense for SS mages
    - Boosts darkness/poison type user from SS
    Weaknesses:
    - User and Guild Master are not affected by this spell
    - Bloodlust is increased for affected mages. To such an extent that they are unreasonable. Only killing and destruction matters at that point.
    - NPC's from SS are not affected by this.
    - User tends to be the source of this power, if defeated the effects end as well.
    Duration/Cooldowns
    Duration: 10 posts
    Cooldown: regular guild spell cooldown.



    Savage Verdict:
    ]Name:
    Savage Verdict
    Rank:
    H+
    Type:
    Darkness, offensive
    Description:

    The user starts gathering dark magic in the palms of his hands when two black pentacles appear. One up in the sky and one down on the ground, perfectly aligned with each other and both covering an entire area. And while building up this magic the user sums up some words that will activate the spell.

    "The sun resigns, Light will wither.
    From out the darkest depths they will perish!
    There can be only darkness!''

    With the last word said the user will then slam his hands together and shoots out a black beam that will collide with two black pillars that are being shout out from the pentacles. Then for a moment when the black pillars collide they will rapidly be sucked into a small floating black orb. As if everything has stopped for just a mere second. Then with a huge trembling sound the orb explodes into a black mass that lays waste to the entire area. Withering all plants, animals and npc life away. And damaging only the mages that aren't aligned with Savage Skull with H - rank damage. Then it's followed up by a lesser waves of the dark mass dealing S - rank damage and then A - rank till the last wave dealing B - rank damage to every mage non aligned with the users guild.


    Strengths:
    - Powerful attack that targets enemies of the guild
    - Deals several waves of damage
    - Corrupts the ground, withers away all plant, animal and npc life away
    Weaknesses:
    - Allies of the guild are hit by the spell too seeing that only guild members are not affected
    - Uses up most of the user magic power
    - H and S rank light defense could give enemies some coverage against the first wave.
    Duration/Cooldowns
    Duration: 1 post
    Cooldown: one regular guild spell cool down[/center]




    Glory from the graves:

    Name:
    Glory from the graves
    Rank:
    H+
    Type:
    Darkness, offensive, support
    Description:



    The living dead, revenants from beyond the grave. They have have many names, but none can argue that these our as deadly as any guild master. As long if they come in numbers off course, and that is exactly what this spell does. It calls forth a skeleton army that fights and is ready to do the users bidding. Although they are not extremely strong their strength lies in their numbers, and can give the enemy another problem to deal with.
    But there is one problem, they are linked with the mage who has casted the spell. So if the user is defeated while the spell is active the skeletons will perish and fall apart.

    The spell is cast with the shooting out a black mass over the ground from which the skeletons crawl out off.

    Strengths:
    - 70 C-rank skeletons
    - Power in numbers
    - Good combination with 'Savage Verdict'
    Weaknesses:
    - Skeletons are not very strong
    - User is linked with them, so if he is defeated the army is no more
    Duration/Cooldowns
    Duration: 8 post
    Cooldown: one regular guild spell cool down
    ~All Approved


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    Leapflight
     
     

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    Re: Guild Spell Registration

    Post by Leapflight on 20th December 2013, 5:33 am

    Name: Fairy Sphere
    Rank: H+
    Type: Absolute Defense

    Description: Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and one of their Aces can use. Fairy Sphere is a defensive spell in which the user casts a large orange aura in the shape of a dome over a certain area as small or as large are the user wants by chanting “Fairy Sphere”. This ‘sphere’ has the power to stop any spells of any rank, at any moment. Once cast, it is a place in which time stops, thus everyone within the sphere is fixed in a frozen state where they do not age, and are not harmed. This spell is an absolute defensive spell, and can only be activated or deactivated by either the Guild Master or one of the three Aces. Only 1 one of the Aces may activate it, yet all three can de-active.
    Strengths: It is probably one of the strongest defensive spells ever made. It allows the User to cast it at any moment over a range bigger than Tenrou Island. Being able to stop time is a massive Strength, but can also be a weakness. Stopping time can protect you, but when de-activated (this can only be done by the Aces or Guildmaster) everyone has not aged, and has no memories for the period of time they were frozen for. There is a maximum amount of time people can be frozen for, but if The Guildmaster and the other Aces are in the Frozen State within the sphere, you are stuffed. Another strength would have to be that no spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.
    Weaknesses: Fairy Sphere’s main weaknesses are;
    ~No offensive purposes whatsoever.
    ~If the Guildmaster and Ace are both within the Sphere, they will all be frozen forever. (Even though the Guildmaster or Ace can be outside the Sphere)
    ~Costs the User 50% Magic Power
    Duration: Lasts for a maximum of 10 years frozen.(5 Threads)

    Cooldown: The Cooldown is 8 threads.


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    Haru-senpai

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    Second Magic: Dragon Force
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    Re: Guild Spell Registration

    Post by Haru-senpai on 20th December 2013, 5:36 am

    Fairy Sphere:

    @Leapflight wrote:
    Name: Fairy Sphere
    Rank: H+
    Type: Absolute Defense

    Description: Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and one of their Aces can use. Fairy Sphere is a defensive spell in which the user casts a large orange aura in the shape of a dome over a certain area as small or as large are the user wants by chanting “Fairy Sphere”. This ‘sphere’ has the power to stop any spells of any rank, at any moment. Once cast, it is a place in which time stops, thus everyone within the sphere is fixed in a frozen state where they do not age, and are not harmed. This spell is an absolute defensive spell, and can only be activated or deactivated by either the Guild Master or one of the three Aces. Only 1 one of the Aces may activate it, yet all three can de-active.
    Strengths: It is probably one of the strongest defensive spells ever made. It allows the User to cast it at any moment over a range bigger than Tenrou Island. Being able to stop time is a massive Strength, but can also be a weakness. Stopping time can protect you, but when de-activated (this can only be done by the Aces or Guildmaster) everyone has not aged, and has no memories for the period of time they were frozen for. There is a maximum amount of time people can be frozen for, but if The Guildmaster and the other Aces are in the Frozen State within the sphere, you are stuffed. Another strength would have to be that no spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.
    Weaknesses: Fairy Sphere’s main weaknesses are;
    ~No offensive purposes whatsoever.
    ~If the Guildmaster and Ace are both within the Sphere, they will all be frozen forever. (Even though the Guildmaster or Ace can be outside the Sphere)
    ~Costs the User 50% Magic Power
    Duration: Lasts for a maximum of 10 years frozen.(5 Threads)

    Cooldown: The Cooldown is 8 threads.

    ~Approved


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    Knight

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    First Magic: Swordmonger: Balmung
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    Re: Guild Spell Registration

    Post by Knight on 20th December 2013, 9:17 pm

    Tartarus Guild Spells
    (More to Come Soon)
    Eternal Imprisonment:
    Name: Eternal Imprisonment
    Rank: H
    Type: Supplementary - Sealing
    Description: Making a series of seals with their index fingers, the user of the spell will create an advanced formula as if using Amaterasu Magic Seals. This formula spreads out over the entire area, scrolling like a receipt machine, after a single post the speed speed of this drawing increases to a blur, causing the formula to cover the area very quickly. The user then slams their palm onto the ground, shoving the formula into the entire area, summoning a macro-sized giant demonic gate, various etchings actually cause harm to people who can read demonic. All members of Tartarus gain a symbolic set of Demonic Wings that sprout from their guild seal, and as the Gate collapses open. All non Tartarus Members in an area will begin to fall, as chains shoot up and wrap around the each individual person and violently chase them down to the ends of the earth if need be. The only way to escape is to both have a means of flying, and destroying the chains with an S-Ranked offensive spell, not equivalent, an S-Ranked offensive spell. It will pierce any defense that isn't H-Ranked, follow any speed that isn't caused by an H-Ranked Spell, and Ignore any attacks of less than S-Ranked base value. If caught by these chains, the foes will become ensnared, and be dragged into the gate. If they can't fly, they will fall regardless. One every target has attempted their escape, successful or not, the gates will slam shut behind those lost, and sink into the earth, leaving a magic circle etched, but not glowing, in the ground. Once sealed, they are trapped eternally in a world of torment specific to them, making then unaging, undying, and unable to leave, called Tartarus. The only way to escape Tartarus is for the person who originally trapped them no longer be able to cast the spell, or to be summoned through a ritual using the magic circle, enough blood to fill the etchings, and Living Magic.
    Strengths:
    +Destroys Armies
    +Tartarus Members Are Safe
    +Guarantees Punishment to the Fools Who Make An Enemy of Tartarus.
    +Absurdly difficult to escape (still doable) (see description)
    Weaknesses:
    -Absurdly Draining, costing 5% of the caster's mana pool permanently each time using it to sustain the seal. This is only gained back once the seal is broken.
    -Any other allies not of Tartarus, are very much not safe
    -Will count any Ex-Members of Tartarus as safe, even if they are enemies. (Once a Member always a member)
    -Decimates everything, this includes civilians, wildlife, summons created by allies, houses, streets, trees.
    -Things that are bigger than a mountain can't fall in.
    -Can be stopped early if attacked during the slow portion of seal drawing
    -Chains are destroyed relatively easily, considering the cost of the spell.
    Duration/Cooldowns 2 posts/3 threads of at least 20 posts each.

    Gates of Tartarus: Open:
    Name: Gates of Tartarus: Open
    Rank: H
    Type: Summon, Offensive
    Description: Drawing seals in the air, the user creates a formula much like Amaterasu Magic Seals. These seals will scroll around until the form a massive standing Gate, demonic to the appearance with etchings that cause those who can read demonic to go mad. The gate is at least the size of a small mountain, with an oddly simple structure. The gates open up and unleash a black wave of sandstorm, blowing away anyone smaller than the gate. From the gate emerges all the inhabitants of Tartarus, completely brainwashed to do the bidding of the caster. They are all immortal as they are in Tartarus, and have black sclera with yellow eyes and are as strong as they were when they were sent in. The inhabitants of Tartarus are as follows: Cronus, 3 Cyclopes (Arges, Brontes, and Steropes), 3 Hecatonchieres (Aegaeon, Cottus, Gyges), 6 A-Rank Mages named Sisyphus, Ixion, Tantalus, Salmoneus, Tityus, and Ophion, as well as the myriad of other warriors and mages trapped in Tartarus from Eternal Imprisonment.

    Cronus:
    A titanic being, with grey skin, and an exceedingly large brow, bald, and wearing a loincloth. Mounted upon his back is a mountainous rock that would take a day to climb. He crawls around and attacks using that rock and Arc of Time magic, both as if H-Ranked. He cannot really dodge attacks but takes a total of 10 H-Rank equivalent damages to defeat and send back to Tartarus.
    Cyclopes:
    Three giant, monsterous, humanoid-shaped beings with single round eyes in the center of their heads, which each carry an Artefact-Level magic weapon each. Arges carries a copy of Zeus's Lightning Bolt which can be thrown and returns, dealing S-Ranked lightning damage. Brontes carries a copy of Poseidon's Trident, allowing him to control all Water, Generate and command earthquakes and effects caused thereof, as well as command any horse and fish except for a Pegasus, all as if by S-Ranked spell effect (it also can attack using the weapon as an S-Ranked weapon). Steropes carries a copy of Hades's Helm of Invisiblity, and is completely undetectable by any means until he attacks with unfittingly high speed and fittingly high strength. They can each take 5 S-Ranks worth if damage each before being defeated and dragged back to Tartarus.
    Hecatonchieres:
    Three giant 50-headed, 100-armed, humanoid monstrosities. They are equipped with nothing but their overwhelming strength, each arm capable of lifting a galleon with ease. They can each take 2 S-Rank equivalencies in damage before being defeated and dragged back to Tartarus.
    The Mages:
    A small squad of A-Ranked mages, each of which attack utilizing a different version of Make Magic. They are each weak to their reciprocal element (down in one A-Rank shot of it), but are otherwise incredibly capable magesm and can make Unison Raid attacks with eachother once every 5th post, generating an S-Ranked Rainbow Cannon of non-elemental damage. They are dragged back to Tartarus after they are downed, in 2 S-Rank damage totals each.

    Sisyphus: Air Make (Weak to Fire)
    Ixion: Lightning Make (Weak to Metal)
    Tantalus: Shadow Make (Weak to Light)
    Salmoneus: Poison Make (Weak to Healing)
    Tityus: Crystal Make (Weak to Earth)
    Ophion: Lava Make (Weak to Ice)
    Strengths:
    +Makes for an amazing war scene, and immediately gives Tartarus the power advantage.
    +Each monster has its own strengths and weaknesses.
    +The user is free to continue attacking once the spell is cast.
    +Returns MP lost from casting Eternal Imprisonment spell.
    Weaknesses:
    -All monsters are Body Linked to the user, any damage they take appears scaled appropriately on the.
    -Uses 50% of the magic pool.
    -All people who were trapped by Eternal Imprisonment are now released, and aren't dragged back once they are defeated. (They can't die from losing though, only KO'd and released from control afterwards. Mortal once again afterwards though.)
    Duration/Cooldown: 1 thread/3 threads of at least 20 posts each.
    avatar
    Aria Beleren
     
     

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    First Magic: Tergiversation Arts
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    Re: Guild Spell Registration

    Post by Aria Beleren on 16th January 2014, 9:20 am

    Name: Eclipse Rebirth
    Rank: H+
    Type: Buff/Condition
    Description: The Ace of Rebirth calls forth the power of Eclipse Soul by meditating. An eclipse in the sky is then summoned. A barrier surrounds the user. The user grants every single one of his or her guildmates buffs to strength and speed by channeling his or her powers into the eclipse. The eclipse will then summon forth a yellow light that surrounds each and every guild member of Eclipse Soul. The spell also blinds enemy mages within a radius of 2 miles.
    Strengths: :
    -All Eclipse Soul guild members gain flight, a buff to strength, and speed.
    -Eclipse Soul guild mages can with stand the hit of one S rank spell.
    -All Eclipse Soul guild members gain 60% magic power and their spells are upgraded to that of the next rank above them.
    -The spell will also blind all enemy S rank and below mages causing pain equivalent to looking into the sun, debilitating headache with blurred vision.
    Weaknesses:  
    -User will not be able to participate in battle.
    -The barrier of light will dissipate after 5 hits of an A rank spell or 2 S rank spells and an A rank spell 6 B ranks, 14 C ranks, and D rank spells don't do any damage to the barrier.
    -If Kyll is successfully hit, the effects of Eclipse Rebirth will be cancelled out.
    -All guild mages after they take their one hit they will not have a buff to defense.
    Duration/Cooldowns 10 posts buff/ 5 posts Condition/ only used once per thread.


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    Godlike Frederik
    The Forsaken

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Veteran Level 2- Veteran Level 1- Be On Lester's Friends List- Have Lord Fredericks On Your Friends List- 1 Year Anniversary- Player -
    Lineage : Apex of Darkness
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    First Magic: Ethernano Manupilation
    Second Magic: Heavy Artillery Magic
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    Re: Guild Spell Registration

    Post by Godlike Frederik on 16th January 2014, 12:00 pm

    Kyll wrote:Name: Eclipse Rebirth
    Rank: H+
    Type: Buff/Condition
    Description: The Ace of Rebirth calls forth the power of Eclipse Soul by meditating. An eclipse in the sky is then summoned. A barrier surrounds the user. The user grants every single one of his or her guildmates buffs to strength and speed by channeling his or her powers into the eclipse. The eclipse will then summon forth a yellow light that surrounds each and every guild member of Eclipse Soul. The spell also blinds enemy mages within a radius of 2 miles.
    Strengths: :
    -All Eclipse Soul guild members gain flight, a buff to strength, and speed.
    -Eclipse Soul guild mages can with stand the hit of one S rank spell.
    -All Eclipse Soul guild members gain 60% magic power and their spells are upgraded to that of the next rank above them.
    -The spell will also blind all enemy S rank and below mages causing pain equivalent to looking into the sun, debilitating headache with blurred vision.
    Weaknesses:  
    -User will not be able to participate in battle.
    -The barrier of light will dissipate after 5 hits of an A rank spell or 2 S rank spells and an A rank spell 6 B ranks, 14 C ranks, and D rank spells don't do any damage to the barrier.
    -If Kyll is successfully hit, the effects of Eclipse Rebirth will be cancelled out.
    -All guild mages after they take their one hit they will not have a buff to defense.
    Duration/Cooldowns 10 posts buff/ 5 posts Condition/ only used once per thread.

    approved


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    Cecile

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    Re: Guild Spell Registration

    Post by Cecile on 24th January 2014, 12:23 pm

    Name:
    A Savage Bond
    Rank:
    H
    Type:
    Body Link: Offensive Buff
    Description:
    The guildmaster of Savage Skull and the Aces will all have a tattoo markings on their wrist (design changes per person). In a thread with another Ace or the Guildmaster when one of those people fall/ are KOed it will cause part of the tattoo to fade away. One that occurs this spell can be used. The spell will cause those that have fallen in battle and the one casting this spell to erupt causing a tower of pure unholy magic to shoot up to 5000 meters into the air. As the magic begins to go back into the body it will alter those people into massive creatures of unholy magic. These creatures are nearly 70 meters tall, and have a horrific appearance affiliated to the linked mages closest element. They will appear to look like demons incarnate. This form will allow them to move at a speed of 60 m/s and deal S rank physical damage capable of ripping off limbs and easily killing on direct blow, this will also protect the caster from all damage dealt to them in this form (if damage exceeds the forms power it will harm the caster. The form will give the casters the power of flight by allowing them to sprout massive black wings if they so desire. The form will cause the beast to go into a state of rage attacking any and all people that are around them unless they are marked with the guild crest. The form also causes those under the effects to not be able to use their own natural magic nor cancel it on their own. The users of this spell must be dealt one H or four S rank damage before they will revert back to their normal forms. The magic will cause those that underwent the transformation to have only ½ the magic that they have before going into the state of rage.
    Strengths:
    - A powerful boost to speed, strength, and durability
    - Will give fallen allies a chance to fight and avenge themselves
    - Will last until each the demons are defeated
    Weaknesses:
    - Can only be activated when the GM and/or aces in the thread have fallen in battle
    - Will attack allies unless they are marked with the guild tattoo
    - Will only be useable once a thread
    - Needs at least all the aces of the linked people in the thread
    - Can not be casted, it is a passive effect on all the linked bodies
    - Will cut those that undergo the transformation magic pool by ½ after they are defeated in battle
    - Will cause holy/light base magic to deal 1 rank higher damage than normal damage
    - linked mages can't use spells when they have transformed
    - linked mages transform into a being affiliated with their element, and will have those weaknesses from the element
    - The monster forms won't have any other effects, it is pure strength and rage
    - The body link still have to be gained through the methods of learning a guildspell
    - Takes up a slot of the three guilds spells to for mages to actually use
    duration and cooldown
    Until all demons are defeated/ Can only be used once a thread


    Last edited by Harrigan on 26th January 2014, 2:20 pm; edited 1 time in total
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    Aria Beleren
     
     

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    First Magic: Tergiversation Arts
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    Third Magic:

    Re: Guild Spell Registration

    Post by Aria Beleren on 26th January 2014, 12:47 pm

    Harrigan wrote:
    Name:
    A Savage Bond
    Rank:
    H
    Type:
    Body Link: Offensive Buff
    Description:
    The guildmaster of Savage Skull and the Aces will all have a tattoo markings on their wrist (design changes per person). In a thread with another Ace or the Guildmaster when one of those people fall/ are KOed it will cause part of the tattoo to fade away. One that occurs this spell can be used. The spell will cause those that have fallen in battle and the one casting this spell to erupt causing a tower of pure unholy magic to shoot up to 5000 meters into the air. As the magic begins to go back into the body it will alter those people into massive creatures of unholy magic. These creatures are nearly 70 meters tall, and have a horrific appearance affiliated to the linked mages closest element. They will appear to look like demons incarnate. This form will allow them to move at a speed of 60 m/s and deal S rank physical damage capable of ripping off limbs and easily killing on direct blow, this will also protect the caster from all damage dealt to them in this form (if damage exceeds the forms power it will harm the caster. The form will give the casters the power of flight by allowing them to sprout massive black wings if they so desire. The form will cause the beast to go into a state of rage attacking any and all people that are around them unless they are marked with the guild crest. The form also causes those under the effects to not be able to use their own natural magic nor cancel it on their own. The users of this spell must be dealt H rank damage before they will revert back to their normal forms. The magic will cause those that underwent the transformation to have only ½ the magic that they have before going into the state of rage.
    Strengths:
    - A powerful boost to speed, strength, and durability
    - Will give fallen allies a chance to fight and avenge themselves
    - Will last until each the demons are defeated
    Weaknesses:
    - Can only be activated when the GM and/or aces in the thread have fallen in battle
    - Will attack allies unless they are marked with the guild tattoo
    - Will only be useable once a thread
    - Needs at least all the aces of the linked people in the thread
    - Can not be casted, it is a passive effect on all the linked bodies
    - Will cut those that undergo the transformation magic pool by ½ after they are defeated in battle
    - Will cause holy/light base magic to deal 1 rank higher damage than normal damage
    - linked mages can't use spells when they have transformed
    - linked mages transform into a being affiliated with their element, and will have those weaknesses from the element
    - The monster forms won't have any other effects, it is pure strength and rage
    - The body link still have to be gained through the methods of learning a guildspell
    - Takes up a slot of the three guilds spells to for mages to actually use
    duration and cooldown
    Until all demons are defeated/ Can only be used once a thread

    How many hits can these demons take?


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    Cecile

    Player -
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    Re: Guild Spell Registration

    Post by Cecile on 26th January 2014, 2:20 pm

    One H rank hit or four S rank hits to revert them back to their former states
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    Aria Beleren
     
     

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    First Magic: Tergiversation Arts
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    Re: Guild Spell Registration

    Post by Aria Beleren on 3rd February 2014, 1:02 pm

    Harrigan wrote:
    Name:
    A Savage Bond
    Rank:
    H
    Type:
    Body Link: Offensive Buff
    Description:
    The guildmaster of Savage Skull and the Aces will all have a tattoo markings on their wrist (design changes per person). In a thread with another Ace or the Guildmaster when one of those people fall/ are KOed it will cause part of the tattoo to fade away. One that occurs this spell can be used. The spell will cause those that have fallen in battle and the one casting this spell to erupt causing a tower of pure unholy magic to shoot up to 5000 meters into the air. As the magic begins to go back into the body it will alter those people into massive creatures of unholy magic. These creatures are nearly 70 meters tall, and have a horrific appearance affiliated to the linked mages closest element. They will appear to look like demons incarnate. This form will allow them to move at a speed of 60 m/s and deal S rank physical damage capable of ripping off limbs and easily killing on direct blow, this will also protect the caster from all damage dealt to them in this form (if damage exceeds the forms power it will harm the caster. The form will give the casters the power of flight by allowing them to sprout massive black wings if they so desire. The form will cause the beast to go into a state of rage attacking any and all people that are around them unless they are marked with the guild crest. The form also causes those under the effects to not be able to use their own natural magic nor cancel it on their own. The users of this spell must be dealt one H or four S rank damage before they will revert back to their normal forms. The magic will cause those that underwent the transformation to have only ½ the magic that they have before going into the state of rage.
    Strengths:
    - A powerful boost to speed, strength, and durability
    - Will give fallen allies a chance to fight and avenge themselves
    - Will last until each the demons are defeated
    Weaknesses:
    - Can only be activated when the GM and/or aces in the thread have fallen in battle
    - Will attack allies unless they are marked with the guild tattoo
    - Will only be useable once a thread
    - Needs at least all the aces of the linked people in the thread
    - Can not be casted, it is a passive effect on all the linked bodies
    - Will cut those that undergo the transformation magic pool by ½ after they are defeated in battle
    - Will cause holy/light base magic to deal 1 rank higher damage than normal damage
    - linked mages can't use spells when they have transformed
    - linked mages transform into a being affiliated with their element, and will have those weaknesses from the element
    - The monster forms won't have any other effects, it is pure strength and rage
    - The body link still have to be gained through the methods of learning a guildspell
    - Takes up a slot of the three guilds spells to for mages to actually use
    duration and cooldown
    Until all demons are defeated/ Can only be used once a thread

    Totally thought I approved this.


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    Zeno
     
     

    Administrator- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- H-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Hero- Villain- Have Seijin On Your Friends List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- 1 Year Anniversary- Player -
    Lineage : Spirit Link
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    First Magic: Major Arcana
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    Re: Guild Spell Registration

    Post by Zeno on 5th November 2014, 3:23 pm

    Guild Spell Overhaul

    Name: Eclipse Rebirth
    Rank: H+
    Type: Mass Revival / Restoration
    Description: The Ace of Rebirth calls forth the power of Eclipse Soul by meditating. An eclipse is summoned in the sky as all mages within a 30 km radius, both dead and alive, are enveloped in a white aura. All dead members are brought back to life, and everyone affected regains full health, stamina and mp (or any replacement) as well as a 5 post health and mp regen of 3% per post. Those within a 100 m radius gain a jolt of energy which generates a boost of all stats by 10%. The meditating ace or guildmaster cannot participate in battle during the meditation. Meditating takes 3 posts, where anyone within a 10 km radius is fully restored in the first post, anyone within 20 km radius in a second post, and anyone within 30 km radius in the third post. There is no discrimination to the revival, both friends and foes are affected, except for those marked by the Death Stigma. Those marked by the Life Stigma gain an extra stat boost of 5% and hp/mp regen of 2%.

    Everyone affected is marked with an Eclipse Rebirth Stigma for 15 posts.

    Strengths: :
    -All damaged mages within the radius are fully restored throughout the duration.
    Post 1: Restoration within 10 km
    Post 2: Restoration within 20 km
    Post 3: Restoration within 30 km
    -All mages within a 100 m radius gain a 10% (15% if Stigma of Life) boost of all stats.
    -3% (5% if Stigma of Life) per post regen of health and mp to all affected for 5 posts.
    -Everyone affected will gain a stigma of Rebirth for 15 posts.

    Weaknesses:  
    -Everyone within the radius will be affected, both friend and foe, except for those marked with the stigma of Death.
    -The caster cannot participate in the battle throughout the meditation.
    -The caster can be easily hit during the meditation, unless previous defenses were set up.
    -For every hit taken, the hp/mp is shortened by 1 post.
    Duration/Cooldowns
    Meditation: 3 posts
    Stat Boost: 5 posts
    Regen: 5 posts
    Rebirth Stigma: 15 posts


    _____________________________________________________________________________________

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    Cirven
     
     

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    First Magic: Devil's Zeal
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    Re: Guild Spell Registration

    Post by Cirven on 5th November 2014, 8:23 pm

    @Zeno wrote:Guild Spell Overhaul

    Name: Eclipse Rebirth
    Rank: H+
    Type: Mass Revival / Restoration
    Description: The Ace of Rebirth calls forth the power of Eclipse Soul by meditating. An eclipse is summoned in the sky as all mages within a 30 km radius, both dead and alive, are enveloped in a white aura. All dead members are brought back to life, and everyone affected regains full health, stamina and mp (or any replacement) as well as a 5 post health and mp regen of 3% per post. Those within a 100 m radius gain a jolt of energy which generates a boost of all stats by 10%. The meditating ace or guildmaster cannot participate in battle during the meditation. Meditating takes 3 posts, where anyone within a 10 km radius is fully restored in the first post, anyone within 20 km radius in a second post, and anyone within 30 km radius in the third post. There is no discrimination to the revival, both friends and foes are affected, except for those marked by the Death Stigma. Those marked by the Life Stigma gain an extra stat boost of 5% and hp/mp regen of 2%.

    Everyone affected is marked with an Eclipse Rebirth Stigma for 15 posts.

    Strengths: :
    -All damaged mages within the radius are fully restored throughout the duration.
    Post 1: Restoration within 10 km
    Post 2: Restoration within 20 km
    Post 3: Restoration within 30 km
    -All mages within a 100 m radius gain a 10% (15% if Stigma of Life) boost of all stats.
    -3% (5% if Stigma of Life) per post regen of health and mp to all affected for 5 posts.
    -Everyone affected will gain a stigma of Rebirth for 15 posts.

    Weaknesses:  
    -Everyone within the radius will be affected, both friend and foe, except for those marked with the stigma of Death.
    -The caster cannot participate in the battle throughout the meditation.
    -The caster can be easily hit during the meditation, unless previous defenses were set up.
    -For every hit taken, the hp/mp is shortened by 1 post.
    Duration/Cooldowns
    Meditation: 3 posts
    Stat Boost: 5 posts
    Regen: 5 posts
    Rebirth Stigma: 15 posts

    Approvededed.


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    Thanks Adalinda/Design Turtle for the Avatar!
    Character Info:
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    Zuo Cii
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- 1 Year Anniversary- Player -
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    First Magic: Of the Earth
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    Re: Guild Spell Registration

    Post by Zuo Cii on 9th January 2015, 9:00 pm

    Got two for Lamia Scale

    Spoiler:

    Name: Lamia Quake
    Rank: H-Rank
    Type: Earth
    Description: Only the Lamia Scale Hero of Power or Guild Master can cast this spell. Casting begins with the user touching their guild crest and clapping their hands together. At this same time they should take the wide legged sumo stance and begin saying a prayer.

    "Built on the rubble of destroyed greatness. Reduced to earth to be raised from the earth by the earth. Now in time of great need again we call upon the earth to reduce our foes to nothing before us. Lamia Quake!"

    A green magic circle will appear on the ground with it's center under the caster.Then the caster will begin stomping, alternating feet with each stomp a powerful shockwave traveling outwards from the caster hitting any enemy on the ground within 100 meters of the caster. The caster will quickly go into a stomping frenzy creating a powerful earth quake effect damaging everything in range. The quake will begin violently upturning the ground creating earth pillars and spears hitting enemies as high as 5 meters off the ground within the range.
    Strengths:
    -World Shaker: The quake has a massive range damaging anything within 100 meters on the ground and spears can hit things as far as 5 meters off the ground.
    -Raze: All buildings, structures and land forms within range are completely destroyed for better or for worse.
    -Prolonged Destruction: The quake can last as long as 2 posts as long as the caster is not interrupted. Every post deals H-Rank damage to all targets.
    Weaknesses:
    -Ground Level: The spell cannot be used when the caster is elevated.
    -Raze: Lamia Quake knows neither friend nor foe and will harm allies in it's range.
    -Sniper!: The spell can be interrupted at any time if the caster is forced to stop stomping.
    -Terrain: Quake damage is halved in swamp terrain and reduced to 25% in desert terrain.
    -Climatic: Spell cannot be used in first ten posts of any thread
    Duration/Cooldowns Duration: 2 posts Cooldown: 30 posts


    Name: Lamia Wrath
    Rank: H-Rank
    Type: Poison
    Description: Only the Lamia Scale Hero of Courage or Guild Master can cast this spell. The caster touches their guild crest and claps their hands together. The spell becomes active when they finish the prayer
    "RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!" With some proper anime yelling the spell activates enveloping the caster in a green light. When the light clears after a second the user is coated in green scales. For the duration of the effect the user's physical abilities all increase 100% with endurance increasing 200% The scales are covered in a burning poison that damages anything it touches.
    Strengths:
    -Hulk Out: Super strength is a super strength
    -Toxic Touch: The touch of the poison alone deals A-rank damage to anything it touches ontop of the power of any blows
    -Wrath: The spell elevates the user to a highly combat effective mental state allowing furious and precise attacks
    Weaknesses:
    -No hugs: The poison knows neither friend or foe
    -One for All: No other spells can be cast for the duration of Lamia's Wrath
    -Berserker: The caster is vulnerable to mental alteration magic for the duration of the spell
    -Close Range: Only punching and kicking for the caster.
    -Climatic: Spell cannot be used in first ten posts of any thread
    Duration/Cooldowns Duration: 5 posts Cooldown: 15 posts



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    Lamia Scale Theme:

    Zuo Cii Main Theme:

    Zuo Cii Battle Theme:

    Guest
    Guest

    Re: Guild Spell Registration

    Post by Guest on 11th January 2015, 8:03 am

    New Sabertooth Guild Spells incoming!

    An Act of Selflessness:
    Name: An Act of Selflessness
    Rank: H
    Type: Buff
    Description: 'Not every hero or heroine is found on the frontline.'

    An act of pure selflessness where the caster unlocks the prehistoric power and attributes of the great Sabertooth. All allies within a mile who wear the Sabertooth crest will have their crests glow and be coated in an aura of the respective colours and have their natural strength and speed increased by 50%. The caster also grants all those allies a passive level of regeneration, healing 5% HP and regaining 5% MP every two posts throughout the duration of this spell.

    Strengths:
    - All allies within range of the spell have their strength and speed increased by 50% of their rank.

    - All allies withing range of the spell gain regenerative properties, regaining 5% of their maximum HP and MP every two posts for the duration of the thread.

    - As this spell lasts for 8 posts, any members who enter within that time will obtain the boosts for the remainder of the duration.

    Weaknesses:
    - The caster does not gain any of the regenerative properties that this spell gifts to his allies.

    - The caster of this spell is unable to cast any other spells while this spell is active.

    - Stepping outside of the range of this spell before its completion will immediately end the effects granted by it for that member.

    - Members who go within range after the initial casting will not gain the regenerative properties of the spell.

    Duration/Cooldowns
    This spell has an 8 post duration and can be used only once per thread. Regenerative properties last until the end of the thread once this spell is cast.

    An Act of Faith:

    Name: An Act of Faith
    Rank: H
    Type: Buff
    Description: 'All for one. One for all.'

    The caster calls forth the magical power of all those who wear the Sabertooth Crest. If they permit it - or their HP is at 0 -  each member gives at least 25% of their maximum MP to this spell. The caster then places all of that magical energy into a single target, boosting the damage output of their next spell by 25% for every ally who puts their Faith into the member.

    Strengths:
    - Fallen allies who have at least 25% MP remaining will give their MP automatically.

    - The more allies that show their Faith in the target, the more power the target's next spell becomes.

    - The transfer from the allies to the target requires a single post between the casting of the spell and the power reaching the target. This gives enough time for allies to give MP if they wish to.

    Weaknesses:
    - Allies can choose not to put their Faith into the targetted member.

    - Fallen allies that have less than 25% MP remaining cannot put their Faith into their ally.

    - If the caster of this spell is defeated before the Faith reaches the target then the spell is voided and the magic is lost to the aether.

    - If the target of this spell is defeated before the Faith reaches them then the spell is lost to the aether.

    Duration/Cooldowns
    This spell has a 2 post duration and requires 10 posts before it can be cast again.

    An Act of Conviction:


    Name: An Act of Conviction
    Rank: H
    Type: Offensive/Non-Element
    Description: 'The strength of man's spirit is the greatest strength of all'

    The caster's strength of spirit and their conviction must be unfaltered to use this spell as any hesitation will result in the magic tearing itself from the caster's body and striking everybody within a mile around whether friend or foe, mage or civilian.

    The caster calls forth all of their inner strength and focuses on their objective and their targets as their body is coated in a glaring cream-white light. Once they've accumulated enough power and focus they release it in a powerful blast that flies in all directions, shattering the earth beneath them within 50 meters of where they're stood and striking anyone who is a threat to the Sabertooth Guild within 300m of where the caster is stood.

    Strengths:
    - The caster can cast this spell from as low as A-rank, however they use up more MP in doing so than they would if they were the correct rank.

    - As an elementless spell there is no way to resist the power of the spell through elemental methods.

    - So long as the caster is focused this spell will deal damage to every single enemy of the guild within range and leave all allies, guildmembers and civilians intact.

    - As the spell flies in all directions it is impossible to dodge the attack through digging or flying unless you are out of range of the spell.

    Weaknesses:
    - Casting this spell at A-rank will result in the caster losing all of their MP and falling unconscious for the remainder of the thread.

    - Casting this spell at S-rank requires the caster to use 3x the MP it would normally cost for a H-rank to cast it. They will also be unable to cast another spell for two posts.

    - Any hesitation in the caster's conviction could be devastating to everyone within a mile, regardless of their affiliation with the guild. As such, only those with the absolute strongest of conviction will be permitted its use.

    - The caster cannot cast another offensive spell for a single post after using this spell due to the amount of focus it requires.

    Duration/Cooldowns
    This spell is cast in a single post and can be used only once per thread.
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    Lumina Rubyscale

    Quality Badge Level 1- Quality Badge Level 2- Rising Star- Rose Dragon Slayer- Player -
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    Age : 36
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    Re: Guild Spell Registration

    Post by Lumina Rubyscale on 12th June 2015, 12:40 am


    Ave of Balance's Spell:
    Balance
    Name: Scales of Balance
    Rank: H
    Type: Buff/Debuff
    Description: The eyes of justice are blind, the arm of chaos indiscriminate, as such i declare them balanced. Neither can be called good or evil, just balanced with intent. Justice does not care that the guilty pay, only that someone does. Chaos does not care what gets in its way only that something does.

    This spell takes All Surīpingu Mori members ranks and adds them up, then divides the rank equal back to said members. Weaker members gain strength while Stronger members lose strength. This is always in effect for the Ace of Balance, making it one of the hardest positions to fill.

    Activtable effect: Once per thread the Ace of Balance/Guildmaster may use a similar effect on all Surīpingu Mori members remaining MP, again gathering it in one pool and then giving it out in equal measure to all of said members. Doing this will snap anyone other than the ace out of MP sickness, but the Ace will then take that upon themselves. This stacks if there is more than one person suffering from it. Meaning if two members have MP sickness then the Ace takes the combined time AS WELL as the Debuff rankof both members MP sickness, meaning they will suffer D-rank MP sickness if they take it from a D rank.
    Strengths:
    Empowers ally’s Speed

    Empowers ally’s physical strength

    Has a optional secondary effect.

    Weaknesses:
    Weakens higher members magic strength

    Weakens higher members physical strength

    Limits spell rank of higher ranked members when they lose rank.

    Constantly in effect, making this spell both a curse and a blessing.

    Duration/Cooldowns Constant.


    Ace of Justice's Spell:
    Justice
    Name: Indomitable light
    Rank: H
    Type: Light, Defense
    Description: Justice wavers for none and stands for all that is light. It protects the weak and strong alike from chaos. It is an unyielding light designed to let no force pass. Each being that bares the mark of an ally shall be protected from all that is chaos if they stand tall against its influence. Those who stand vigilant shall receive Justices protection from any source that wish to do them harm.
    Strengths:
    Create a barrier around each SM members.

    Anyone with a barrier cannot be moved unless on their own will.

    The barrier defends against 1 H rank worth of damage

    Weaknesses:
    The caster of the spell cannot move while spell is in effect and uses all of the users MP.

    Saps the user of their strength by 25% for 3 posts after the spell ends.

    Darkness does double damage to the barriers.

    Can only be cast by the guildmaster or Ace of Justice.
    Duration/Cooldowns
    Duration= 5 posts
    Cooldown= Once per thread

    Ace of Chaos's guilds Spells:
    Chaos
    Name: Evericral Shadows
    Rank: H
    Type: Shadow, Offense
    Description: Chaos consumes all leaving nothing in it’s wake this spell is the embodiment of that very notion. The user concentrates the entirety of their magical energy and unleashes it in a massive laser barrage covering a radius of sixty meters around the user damaging anything the lasers come into contact with.
    Strengths: -
    Should any person be in the epicenter of the attack they will instantly die.

    Within 10- 50 meters from the epicenter anyone hit with a laser suffers A ranked damage. This wave hits three times total.

    At Sixty meters anyone hit gets hit with B ranked damage. This range only gets hit twice.

    Weaknesses: -
    The caster of the spell cannot move while spell is in effect and uses all of the users MP.

    Should the user try move their bodies will be torn apart from the strain.

    Light based Magic can dispel the lasers.

    This spell is Non Discriminative, target anyone with it raduis of attack.
    Duration/Cooldowns Once per thread.
    With Permission from my guild master i will over look the edits of these spells


    Last edited by Kiba Yukiko on 19th June 2015, 3:56 am; edited 1 time in total


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    Guest
    Guest

    Re: Guild Spell Registration

    Post by Guest on 19th June 2015, 3:43 am

    Kiba Yukiko wrote:
    Ave of Balance's Spell:
    Balance
    Name: Scales of Balance
    Rank: H
    Type: Buff/Debuff
    Description: The eyes of justice are blind, the arm of chaos indiscriminate, as such i declare them balanced. Neither can be called good or evil, just balanced with intent. Justice does not care that the guilty pay, only that someone does. Chaos does not care what gets in its way only that something does.

    This spell takes All Surīpingu Mori members ranks and adds them up, then divides the rank equal back to said members. Weaker members gain strength while Stronger members lose strength. This is always in effect for the Ace of Balance, making it one of the hardest positions to fill.

    Activtable effect: Once per thread the Ace of Balance/Guildmaster may use a similar effect on all Surīpingu Mori members remaining MP, again gathering it in one pool and then giving it out in equal measure to all of said members. Doing this will snap anyone other than the ace out of MP sickness, but the Ace will then take that upon themselves. This stacks if there is more than one person suffering from it. Meaning if two members have MP sickness then the Ace takes the combined time AS WELL as the Debuff rankof both members MP sickness, meaning they will suffer D-rank MP sickness if they take it from a D rank.
    Strengths:
    Empowers ally’s Speed

    Empowers ally’s physical strength

    Has a optional secondary effect.

    Weaknesses:
    Weakens higher members magic strength

    Weakens higher members physical strength

    Limits spell rank of higher ranked members when they lose rank.

    Constantly in effect, making this spell both a curse and a blessing.

    Duration/Cooldowns Constant.


    Ace of Justice's Spell:
    Justice
    Name: Indomitable light
    Rank: H
    Type: Light, Defense
    Description: Justice wavers for none and stands for all that is light. It protects the weak and strong alike from chaos. It is an unyielding light designed to let no force pass. Each being that bares the mark of an ally shall be protected from all that is chaos if they stand tall against its influence. Those who stand vigilant shall receive Justices protection from any source that wish to do them harm.
    Strengths:
    Create a barrier around each SM members.

    Anyone with a barrier cannot be moved unless on their own will.

    The barrier defends against 1 H rank worth of damage

    Weaknesses:
    The caster of the spell cannot move while spell is in effect and uses all of the users MP.

    Saps the user of their strength by 25% for 3 posts after the spell ends.

    Darkness does double damage to the barriers.

    Can only be cast by the guildmaster or Ace of Justice.
    Duration/Cooldowns
    Duration= 5 posts
    Cooldown= Once per thread

    Ace of Chaos's guilds Spells:
    Chaos
    Name: Evericral Shadows
    Rank: H
    Type: Shadow, Offense
    Description: Chaos consumes all leaving nothing in it’s wake this spell is the embodiment of that very notion. The user concentrates the entirety of their magical energy and unleashes it in a massive laser barrage covering a radius of sixty meters around the user damaging anything the lasers come into contact with.
    Strengths: -
    Should any person be in the epicenter of the attack they will instantly die.

    Within 10- 50 meters from the epicenter anyone hit with a laser suffers A ranked damage. This wave hits three times total.

    At Sixty meters anyone hit gets hit with B ranked damage. This range only gets hit twice.

    Weaknesses: -
    The caster of the spell cannot move while spell is in effect and uses all of the users MP.

    Should the user try move their bodies will be torn apart from the strain.

    Light based Magic can dispel the lasers.

    This spell is Non Discriminative, target anyone with it raduis of attack.
    Duration/Cooldowns Once per thread.
    With Permission from my guild master i will over look the edits of these spells


      Current date/time is 21st November 2018, 3:24 am