Guild Spell Registration

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    Madame Astrid
     
     

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    Re: Guild Spell Registration

    Post by Madame Astrid on 26th October 2018, 1:21 pm

    Since guild spells take a lot of grade i'll be doing each guild's on separate posts.
    All corrections will be in this color.

    @Fairy Tail wrote:
    Fairy Fireworks:
    Name: Fairy Fireworks
    Rank: H+
    Damage: 420 hp I'd allow 300HP with the weaknesses
    Range: 1,000 meters
    Speed: 800 mps
    Type: Instant; Area of Effect
    Duration: 1
    Cooldown: 1 thread
    Description:
    The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.

    After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area. This ring is large enough to envelope a space with a radius of 1,200 meters at first. It then proceeds to decrease at 800 mps until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a strange and beautiful sort of rain. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" (Such as a zombie or puppet/robot they are controlling) by the caster. When the spell is cast, all magical buffs and effects will be disabled, whether positive or negative no matter if the person is a friend or foe.

    Strengths:
    - Extremely high range allows for a large number of enemies to be eliminated at once.
    - The range can be adjusted by the caster for a more precise attack if necessary.

    Weaknesses:
    - It has basically only one effect, not much use besides that one effect either.
    - After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
    - You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area
    - 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 Fireworks.
    - Drains the caster completely unless they are H rank or above.
    Fairy Sphere:
    Name: Fairy Sphere
    Rank: H+
    Type: Absolute Defense/Time stopping (Area of Effect)
    Range: 1800 meters
    Speed: 200 mps
    Duration: Lasts for a maximum of 10 years frozen (5 threads)
    Cooldown: 1 thread
    Description:
    Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. It 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. 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 Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it. Any mage not in the guild of Fairy Tail will find themselves evicted from the sphere and teleported to an area just outside of it.

    Strengths:
    - It allows the User to cast it over a range a larger 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. The maximum amount of time is 10 years (5 threads).
    - No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.

    Weaknesses:
    - No offensive purposes whatsoever.
    - If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
    - Costs the User 50% Magic Power
    - As previously mentioned, stopping time can be a huge weakness. This spell renders all members within the sphere unable to do anything at all. The space they are in is protected, but otherwise any enemies or opponents can do whatever they wish.
    Fairy's Promise:
    Name: Fairy's Promise
    Rank: H+
    Type: Holy, Supportive; Area of Effect
    Range: 1200 meters
    Speed: 800 mps
    Duration: 8 posts
    Cooldown: 1 thread
    Description:
    The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 1200 meters.

    By sending this surplus of energy out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 131 hp each post, adding up to a total of 1048 hp healed if they are within the area for the entire duration. If the mp choice is taken, then each spell casted during this duration deals 225% more damage, although the cost of casting the spell is the same as usual. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. The caster’s thoughts on all the people they cast Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.

    Strengths:
    - The amount of buffs it gives is tremendous
    - The multiple effects of this spell give it a tactical advantage
    - This spell has incredible range, making it extremely difficult to avoid
    Weaknesses:
    - If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
    - As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
    - All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
    - This spell drains 50% of the caster's magic power – 100% if below H rank.
    Fairy Knowledge:
    Name: Fairy Knowledge
    Rank: H+
    Shield Hp: 131 hp per post The overall damage this could withstand is 282HP
    Range: 1,200 meters
    Speed: 800 mps
    Type: Area of Effect
    Duration: 8
    Cooldown: 1 thread
    Description:
    The caster of this spell when using it, will gain a vibrantly colored mark on their head. Instead of being the regular guild mark, it will be shown as two fairy wings placed upon the head of the user. It will glow as if it was an aurora itself as more begin to transfer to all allies around the person. All those seen as being worthy enough, and trustworthy enough of the knowledge of a true fairy, will be able to gain the effects of this spell. However, those seen that way will only be chosen by the user themselves. Upon usage, the user raises their arm outwards in front of them. With their hand cupped, they will begin to lift up their hand from the elbow up, intensifying the glow of the mark and the marks of those around them. The marks begins to radiate, with an almost blinding effect to those that aren't blessed with the mark. As the light dies down, all allies that had received the mark glow with the radiating light of the magic.

    Once the spell is set, all allies that had been in the range of the spell, gain an encasing of an auroran like light. This isn't a quick burst like spell, it is one that effects everyone else over time. Knowledge cannot be rushed, it has to be gained over time. The only way for that to happen, is through being patient for the full effects of the spell. For every post this spell is active, the user will gain a shield over time effect(the hp this shield gains each post is above). Since the shield will stack on to this, the effects of the light will as well, causing enemies within the range of the spell to miss at least one attack, whether it be melee or spell. This part of the spell signifies the ignorance that comes to others when new knowledge is gained. Once the end of the knowledge transfer is over, it accelerates the minds of all those that hold it, that it disperses out of their minds, and outwards towards all enemies, pushing them towards the outer border of the spell's boundaries.

    Strengths:
    - A powerful shield can be stacked up upon the activation of this spell
    - This spell can cause any enemy to waste at least a tiny bit of their energy, by attacking and missing
    -The power of the knowledge is so strong, that all enemies are knocked out to the boundaries of the spell by the end

    Weaknesses:
    - This spell is really reliant on the idea that allies will be able to withhold the battle for it to fully take into effects
    - Only those that are trustworthy or worthy enough(ic wise) for the spell will receive it
    - It takes a good bit of time for the spell to be fully activated
    - One has to have been able to learn a secret from a fairy before this spell can be used
    - Drains the caster completely unless they are H rank or above.

    Cringiness removed and stats (hopefully >.>) updated.


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    Madame Astrid
     
     

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    First Magic: White Dragon Slayer
    Second Magic: Soul Slayer
    Third Magic: God's Eye

    Re: Guild Spell Registration

    Post by Madame Astrid on 26th October 2018, 1:38 pm

    Approved.

    @Onyx Moon wrote:
    Keeper of Vice (Offensive spell) - Death Comes:

    Name:
    Death Comes

    Rank:
    H++

    Type:
    Guild Offensive – Charged AoE

    Duration:
    Up to 5 rounds due to being a charge up

    Cooldown:
    15

    Description:
    Death comes on swift wings or so they say, this is no mere boast to any who come across Onyx Moon's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% spell rank damage (capping at x2.5), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This spell can go the max range of 1200m. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 75% to both their physical and magical damage. (The buff only works for things that deal damage). There is a price for power of course, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 60 HP due to the strain and due to the nature of the spell healing spells are only half as effective on them.

    Strengths:

    - Charges up to deal more damage
    - Unable to harm those who are deemed as innocent or guild members
    - Gives a buff to attacks while charging
    - Non elemental so can't be eaten by slayers

    Weaknesses:

    - Keeper takes damage each round
    - Healing only works half as well on the keeper when active
    - Distance is smaller than one may expect from a spell of the same rank
    - Healing and other buff spells are unaffected by this spells magic buff
    - When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
    - If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.

    Keeper of Virtue (Defensive spell) - Keeper's Secret:

    Name:
    Keeper's Secret

    Rank:
    H++

    Type:
    Guild Defensive – Healing Shield

    Duration:
    8 Posts

    Cooldown:
    15

    Description:
    It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Onyx Moon it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 1260h HP (the equivalent of 3 H++ rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 6 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed  for the same as a multi-target S+ rank heal over time spell would do (max 0.75x each per round). The marks are usable up to 750m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the original caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 50% of their speed for five turns as they get their bearings once more.

    Strengths:

    - Can protect up to three people
    - Heals those being protected
    - Classed as non elemental so slayers can not eat it
    - Shield is like an unseen bubble

    Weaknesses:

    - Short distance
    - Immobilises caster
    - Debuffs caster
    - Those being protected can not attack or lose the benefit
    - Caster can not protect themselves while immobilised

    Keeper of Balance (Support Spell) - Elysium Touched:

    Name:
    Elysium Touched

    Rank:
    H++

    Type:
    Guild Support- Illusionary Immobilising Debuff

    Duration:
    10 Posts (1 post for initial activation)

    Cooldown:
    15 Posts

    Description:
    Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Onyx Moon's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the Keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area of 1000m changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker (both physically and magically) by 75%. This spell does not affect non-hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 50 % more damage from attacks that hit them for five rounds as their body gets readjusted.

    Strengths:

    - Creates a flawless solid illusion
    - Debuffs speed and both magical/physical attacks
    - Immobilises
    - Immobilisation/Debuff doesn't effect innocents, allies or guild members
    - Non elemental so can't be eaten by slayers

    Weaknesses:

    - Requires a round before full activation
    - Activation requires hand movements
    - Keeper can't hide in natural shadow
    - Illusion can be a hindrance to both friend and foe
    - Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
    - Keeper takes added damage for three rounds when the duration is up
    - Smaller area of effect than one would expect from a spell of this rank
    - Can't be used if immobilised
    - Once illusion is set it can't be changed during the current activation of the spell

    Updated guild spells to work with the new rules


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    Madame Astrid
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Staff Quiz- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Custom Slayer- God Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Haiku Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Being- The Light- The Sacred- The Beast- The Fallen- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Advertisement Achievement Badge- Confused Achievement- Forever Alone Achievement- Tamato Achievement- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Shuriken- Sword- Ninja- Hero- Fire Badge- Summer Special Participant- Have Seijin On Your Friends List- Be On Lester's Friends List- Have Alyia On Your Friend List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Thorn On Your Friend List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- Be On Seijin's Foe List- 1 Year Anniversary- Vendetta-
    Lineage : A Soul's Wrath
    Position : Goddess of Repentance
    Posts : 4663
    Guild : Black Rose
    Cosmic Coins : 0
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    Mentor : Sirius
    Experience : 692,310.75
    Brownie Points : 1337

    Character Sheet
    First Magic: White Dragon Slayer
    Second Magic: Soul Slayer
    Third Magic: God's Eye

    Re: Guild Spell Registration

    Post by Madame Astrid on 26th October 2018, 1:48 pm

    Approved.

    @Leona Jarnefeldt wrote:
    Fury of the Pack:



       Name: Fury of the Pack
       Rank: H++
       Type: Multiple Target
       Damage: One wolf deals 316 HP per attack while four wolves deal 79 HP per attack (stats are divided based on the number of wolves summoned, up to four)
       Range: 700 meters
       Speed: 600 Meters per second
       Duration: 1 Post
       Cooldown: One use per thread
       Downside: N/A
       Description: The user raises both hands and focuses silver magical energy in a circle around them, then calls out "FURY OF THE PACK!" as the silver energy explodes outward in a harmless blast. Up to four wolves are instantly summoned to the user's side. They can run at speeds of up to 350 meters per second, making them hard to outrun. They can also track targets by scent.
       Strengths:
       

         
    • Provides instant backup for a lone Ace/Guild Master
         
    • The spell can be tailored to the threat: one wolf or four can be called upon
         
    • The wolves move quickly, making them hard to outrun and hard (but not impossible) to hit before they attack
         
    • The wolves can track targets by scent, making them hard to avoid
         
    • The summoned wolves have good HP, making them able to take hits and still be a threat
         

       Weaknesses:
       

         
    • The wolves only last for one post, making the timing of their usage very important
         
    • Their attacks can be avoided or blocked
         
    • The spell's short duration makes it possible for skilled opponents to avoid the wolves until they disappear
         
    • Their ability to track by scent can be negated by appropriate countermeasures
         
    • They can be ensnared by spells, making the spell be wasted
         




    Winter Dome:


       Name: Winter Dome
       Rank: H++
       Type: Defensive, Area of Effect
       Damage: 420 HP of durability
       Range: 600 Meters
       Speed: 400 Meters per second
       Duration: 2 Posts
       Cooldown: 15 Posts
       Downside: N/A
       Description: The user holds their arms out at their sides with the palms facing outward. They focus glowing blue magical energy, then push outward while shouting "WINTER DOME!" A dome of clear ice blue energy is then formed, protecting the user and any guildmates under the dome. If it is not destroyed by enemy attacks, the dome lasts for two turns.
       Strengths:
       

         
    • Provides good protection for multiple guildmates
         
    • Despite the name, it has no special weakness to Fire
         
    • Dome is clear, allowing those within to see outside
         
    • Is quick to cast and covers a wide area
         

       Weaknesses:
       

         
    • Can also inadvertently shield enemies, trapping them in with guildmates and allies
         
    • Once dome is set, it cannot be moved until the spell is cast again
         
    • Lengthy cooldown makes good usage of Winter Dome's protection important
         
    • Dome is clear; enemies can see inside of it  
         


    Strength of the Pack:


       Name: Strength of the Pack
       Rank: H++
       Type: Utility, Buff
       Damage: 100% to Speed and Spell Damage
       Range: 600 Meters
       Speed: 400 Meters per second
       Duration: 8 Posts
       Cooldown: 15 Posts
       Downside: N/A
       Description: The user brings their hands out in front of them and channels silver magical energy. Then they shout "STRENGTH OF THE PACK!" and moves their hands to the side, summoning a pack of spirit wolves. They howl in unison, empowering any Silver Wolf members and allies with a boost to Speed and Spell Damage for eight posts.
       Strengths:
       

         
    • Speed and Spell Damage are boosted, making it good for use as a strong opening move or as a way to turn around a losing battle
         
    • Only Silver Wolf members and allies benefit from the spell
         
    • The spell has a respectable duration, ensuring that it is harder for enemies to wait out the spell's effects
         
         

       Weaknesses:
       

         
    • Cooldown is lengthy, making the timing of its usage important
         
    • Members and allies must be able to hear the howl for the buffs to take effect
         
    • Even with their increased power, spells can still be dodged or blocked
         



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    Fairy Tail

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    Guild : Fairy Tail
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    Experience : 0

    Re: Guild Spell Registration

    Post by Fairy Tail on 29th October 2018, 9:27 pm

    Fairy Fireworks:
    Name: Fairy Fireworks
    Rank: H+
    Damage: 300 hp
    Range: 1,000 meters
    Speed: 800 mps
    Type: Instant; Area of Effect
    Duration: 1
    Cooldown: 1 thread
    Description:
    The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.

    After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area. This ring is large enough to envelope a space with a radius of 1,200 meters at first. It then proceeds to decrease at 800 mps until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a strange and beautiful sort of rain. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" (Such as a zombie or puppet/robot they are controlling) by the caster. When the spell is cast, all magical buffs and effects will be disabled, whether positive or negative no matter if the person is a friend or foe.

    Strengths:
    - Extremely high range allows for a large number of enemies to be eliminated at once.
    - The range can be adjusted by the caster for a more precise attack if necessary.

    Weaknesses:
    - It has basically only one effect, not much use besides that one effect either.
    - After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
    - You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area
    - 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 Fireworks.
    - Drains the caster completely unless they are H rank or above.
    Fairy Sphere:
    Name: Fairy Sphere
    Rank: H+
    Type: Absolute Defense/Time stopping (Area of Effect)
    Range: 1800 meters
    Speed: 200 mps
    Duration: Lasts for a maximum of 10 years frozen (5 threads)
    Cooldown: 1 thread
    Description:
    Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. It 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. 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 Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it. Any mage not in the guild of Fairy Tail will find themselves evicted from the sphere and teleported to an area just outside of it.

    Strengths:
    - It allows the User to cast it over a range a larger 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. The maximum amount of time is 10 years (5 threads).
    - No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.

    Weaknesses:
    - No offensive purposes whatsoever.
    - If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
    - Costs the User 50% Magic Power
    - As previously mentioned, stopping time can be a huge weakness. This spell renders all members within the sphere unable to do anything at all. The space they are in is protected, but otherwise any enemies or opponents can do whatever they wish.
    Fairy's Promise:
    Name: Fairy's Promise
    Rank: H+
    Type: Holy, Supportive; Area of Effect
    Range: 1200 meters
    Speed: 800 mps
    Duration: 8 posts
    Cooldown: 1 thread
    Description:
    The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 1200 meters.

    By sending this surplus of energy out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 131 hp each post, adding up to a total of 1048 hp healed if they are within the area for the entire duration. If the mp choice is taken, then each spell casted during this duration deals 225% more damage, although the cost of casting the spell is the same as usual. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. The caster’s thoughts on all the people they cast Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.

    Strengths:
    - The amount of buffs it gives is tremendous
    - The multiple effects of this spell give it a tactical advantage
    - This spell has incredible range, making it extremely difficult to avoid
    Weaknesses:
    - If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
    - As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
    - All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
    - This spell drains 50% of the caster's magic power – 100% if below H rank.
    Fairy Knowledge:
    Name: Fairy Knowledge
    Rank: H+
    Shield Hp: 282 hp
    Range: 1,200 meters
    Speed: 800 mps
    Type: Area of Effect
    Duration: 8
    Cooldown: 1 thread
    Description:
    The caster of this spell when using it, will gain a vibrantly colored mark on their head. Instead of being the regular guild mark, it will be shown as two fairy wings placed upon the head of the user. It will glow as if it was an aurora itself as more begin to transfer to all allies around the person. All those seen as being worthy enough, and trustworthy enough of the knowledge of a true fairy, will be able to gain the effects of this spell. However, those seen that way will only be chosen by the user themselves. Upon usage, the user raises their arm outwards in front of them. With their hand cupped, they will begin to lift up their hand from the elbow up, intensifying the glow of the mark and the marks of those around them. The marks begins to radiate, with an almost blinding effect to those that aren't blessed with the mark. As the light dies down, all allies that had received the mark glow with the radiating light of the magic.

    Once the spell is set, all allies that had been in the range of the spell, gain an encasing of an auroran like light. This isn't a quick burst like spell, it is one that effects everyone else over time. Knowledge cannot be rushed, it has to be gained over time. The only way for that to happen, is through being patient for the full effects of the spell. For every post this spell is active, the user will gain a shield over time effect(the hp this shield gains each post is above). Since the shield will stack on to this, the effects of the light will as well, causing enemies within the range of the spell to miss at least one attack, whether it be melee or spell. This part of the spell signifies the ignorance that comes to others when new knowledge is gained. Once the end of the knowledge transfer is over, it accelerates the minds of all those that hold it, that it disperses out of their minds, and outwards towards all enemies, pushing them towards the outer border of the spell's boundaries.

    Strengths:
    - A powerful shield can be stacked up upon the activation of this spell
    - This spell can cause any enemy to waste at least a tiny bit of their energy, by attacking and missing
    -The power of the knowledge is so strong, that all enemies are knocked out to the boundaries of the spell by the end

    Weaknesses:
    - This spell is really reliant on the idea that allies will be able to withhold the battle for it to fully take into effects
    - Only those that are trustworthy or worthy enough(ic wise) for the spell will receive it
    - It takes a good bit of time for the spell to be fully activated
    - One has to have been able to learn a secret from a fairy before this spell can be used
    - Drains the caster completely unless they are H rank or above.

    @Madame Astrid Edits have been made!


    _____________________________________________________________________________________

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    Madame Astrid
     
     

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    Lineage : A Soul's Wrath
    Position : Goddess of Repentance
    Posts : 4663
    Guild : Black Rose
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    Mentor : Sirius
    Experience : 692,310.75
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    Character Sheet
    First Magic: White Dragon Slayer
    Second Magic: Soul Slayer
    Third Magic: God's Eye

    Re: Guild Spell Registration

    Post by Madame Astrid on 2nd November 2018, 12:32 am

    Approved.

    @Fairy Tail wrote:
    Fairy Fireworks:
    Name: Fairy Fireworks
    Rank: H+
    Damage: 300 hp
    Range: 1,000 meters
    Speed: 800 mps
    Type: Instant; Area of Effect
    Duration: 1
    Cooldown: 1 thread
    Description:
    The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.

    After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area. This ring is large enough to envelope a space with a radius of 1,200 meters at first. It then proceeds to decrease at 800 mps until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a strange and beautiful sort of rain. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" (Such as a zombie or puppet/robot they are controlling) by the caster. When the spell is cast, all magical buffs and effects will be disabled, whether positive or negative no matter if the person is a friend or foe.

    Strengths:
    - Extremely high range allows for a large number of enemies to be eliminated at once.
    - The range can be adjusted by the caster for a more precise attack if necessary.

    Weaknesses:
    - It has basically only one effect, not much use besides that one effect either.
    - After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
    - You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area
    - 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 Fireworks.
    - Drains the caster completely unless they are H rank or above.
    Fairy Sphere:
    Name: Fairy Sphere
    Rank: H+
    Type: Absolute Defense/Time stopping (Area of Effect)
    Range: 1800 meters
    Speed: 200 mps
    Duration: Lasts for a maximum of 10 years frozen (5 threads)
    Cooldown: 1 thread
    Description:
    Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. It 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. 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 Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it. Any mage not in the guild of Fairy Tail will find themselves evicted from the sphere and teleported to an area just outside of it.

    Strengths:
    - It allows the User to cast it over a range a larger 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. The maximum amount of time is 10 years (5 threads).
    - No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.

    Weaknesses:
    - No offensive purposes whatsoever.
    - If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
    - Costs the User 50% Magic Power
    - As previously mentioned, stopping time can be a huge weakness. This spell renders all members within the sphere unable to do anything at all. The space they are in is protected, but otherwise any enemies or opponents can do whatever they wish.
    Fairy's Promise:
    Name: Fairy's Promise
    Rank: H+
    Type: Holy, Supportive; Area of Effect
    Range: 1200 meters
    Speed: 800 mps
    Duration: 8 posts
    Cooldown: 1 thread
    Description:
    The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 1200 meters.

    By sending this surplus of energy out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 131 hp each post, adding up to a total of 1048 hp healed if they are within the area for the entire duration. If the mp choice is taken, then each spell casted during this duration deals 225% more damage, although the cost of casting the spell is the same as usual. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. The caster’s thoughts on all the people they cast Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.

    Strengths:
    - The amount of buffs it gives is tremendous
    - The multiple effects of this spell give it a tactical advantage
    - This spell has incredible range, making it extremely difficult to avoid
    Weaknesses:
    - If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
    - As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
    - All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
    - This spell drains 50% of the caster's magic power – 100% if below H rank.
    Fairy Knowledge:
    Name: Fairy Knowledge
    Rank: H+
    Shield Hp: 282 hp
    Range: 1,200 meters
    Speed: 800 mps
    Type: Area of Effect
    Duration: 8
    Cooldown: 1 thread
    Description:
    The caster of this spell when using it, will gain a vibrantly colored mark on their head. Instead of being the regular guild mark, it will be shown as two fairy wings placed upon the head of the user. It will glow as if it was an aurora itself as more begin to transfer to all allies around the person. All those seen as being worthy enough, and trustworthy enough of the knowledge of a true fairy, will be able to gain the effects of this spell. However, those seen that way will only be chosen by the user themselves. Upon usage, the user raises their arm outwards in front of them. With their hand cupped, they will begin to lift up their hand from the elbow up, intensifying the glow of the mark and the marks of those around them. The marks begins to radiate, with an almost blinding effect to those that aren't blessed with the mark. As the light dies down, all allies that had received the mark glow with the radiating light of the magic.

    Once the spell is set, all allies that had been in the range of the spell, gain an encasing of an auroran like light. This isn't a quick burst like spell, it is one that effects everyone else over time. Knowledge cannot be rushed, it has to be gained over time. The only way for that to happen, is through being patient for the full effects of the spell. For every post this spell is active, the user will gain a shield over time effect(the hp this shield gains each post is above). Since the shield will stack on to this, the effects of the light will as well, causing enemies within the range of the spell to miss at least one attack, whether it be melee or spell. This part of the spell signifies the ignorance that comes to others when new knowledge is gained. Once the end of the knowledge transfer is over, it accelerates the minds of all those that hold it, that it disperses out of their minds, and outwards towards all enemies, pushing them towards the outer border of the spell's boundaries.

    Strengths:
    - A powerful shield can be stacked up upon the activation of this spell
    - This spell can cause any enemy to waste at least a tiny bit of their energy, by attacking and missing
    -The power of the knowledge is so strong, that all enemies are knocked out to the boundaries of the spell by the end

    Weaknesses:
    - This spell is really reliant on the idea that allies will be able to withhold the battle for it to fully take into effects
    - Only those that are trustworthy or worthy enough(ic wise) for the spell will receive it
    - It takes a good bit of time for the spell to be fully activated
    - One has to have been able to learn a secret from a fairy before this spell can be used
    - Drains the caster completely unless they are H rank or above.

    @Madame Astrid Edits have been made!


    _____________________________________________________________________________________


    Now she knows she'll never be afraid


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      Current date/time is 17th November 2018, 7:51 am