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    Magnetic Magic

    Puddle
    Puddle

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    Magnetic Magic Empty Magnetic Magic

    Post by Puddle 2nd May 2014, 8:02 pm

    Primary Magic: Magnetics Magic
    Secondary Magic: --
    Caster or Holder: Caster
    Description: This magic, after years of extensive training, allows the user to control magnetic fields in a certain area, depending on his/her level (table for size of area provided below). In this area, they can create, warp, control, suppress, or even intensify magnetic fields at a whim. The limitation is that, without having a spell specifically to do so, living people/creatures cannot be given magnetic fields. Other than that, any item can be given a magnetic field, and he can even create multiple magnetic fields to create a 'railgun' effect. He can use this magic to enhance his speed by magnetizing himself and creating a point of attraction wherever he wishes to go, the stronger the attraction the faster he moves towards it. Through similar means, he can attach himself to walls or even the ground, and using repulsion fields he can repel weapons and items thrown at him, as long as he has already given that item a magnetic field, or it already had one of it's own. Any effects caused by the basic abilities of this magic can be all but completely ignored by opponents of one rank higher than the caster (meaning they could easily, or with minimal effort, muscle their way out of the effects), and absolutely ignored by anything higher.


    Tables for Magic's Capabilities:

    Strengths:

    1. High versatility, obviously. This magic can be used for anything between moving across long distances faster, creating homing attacks, and even flying or binding a person. It even has defensive capability, given that the thing being defended against is magnetic.
    2. With decent affectable range, high magnetic strength of the fields produced, and fair number of fields that can be created, it can be a very strong close-mid ranged magic.
    3. Fields are suppressed/intensified/manipulated at a whim. The changes willed are almost instantaneous, making it difficult to bypass already established fields.

    Weaknesses:

    1. Though changes can be made to already existing fields nigh instantly, only two fields can be created each post under normal circumstances. Spells can be used to create more fields, though the fields created by spells are always temporary, lasting only for the duration of the spell.
    2. Opponents of a higher rank than the caster can, generally speaking, ignore the magnetic fields that would normally hinder their movement or attacks.
    3. Magnetic fields can only be given to solids, liquids, and some forms of energy and plasmas. Most forms of energy cannot be given magnetic fields, and gasses cannot be effected at all.
    4. This is a very intensive magic, both focus and magic power-wise. Because of this, whenever generating new magnetic fields, or when casting some specific spells, the user must remain still for the most part (moves at 20% speed max, if necessary, in these such cases). Spells use half again as much magic power as they usually would, as well (1.5x).

    Abilities/Powers:

    • Magnetic Field Creation: The user of this magic has the ability to create a certain number of magnetic fields based on their rank, as indicated above. These fields can be created at a rate of two (2) per post, and can vary greatly in strength and size.
    • Magnetic Field Manipulation: The user of this magic also has the ability to relocate, warp, suppress, intensify, and generally manipulate any magnetic fields withing their control radius.
    • Magnetic Vision: The user of this magic has the ability to, selectively, visualize magnetic fields and even see magnetic fields in the general area. This allows them to tell if something is magnetic or not, and helps a great deal with creating fields in the correct places and making proper use of the magic's abilities and spells. This also allows them to see the world's magnetic field, so they can always tell where the magnetic poles of the planet are, and with a little focus they can differentiate north and south. The magnetic fields visualized using this ability appear to the user as translucent, shifting hazes around an object, usually colored like that object is.


    Spells:


    Last edited by Puddle on 9th May 2014, 10:42 am; edited 2 times in total
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    Guest
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    Magnetic Magic Empty Re: Magnetic Magic

    Post by Guest 2nd May 2014, 8:12 pm

    All spells require at least 3 strengths and 4 weaknesses. Duration and Cooldown (as a single weakness) is mandatory, as well. Finally, I assume your first spell is creating magnetic fields along a straight path? You may have to elaborate more on your spells if this isn't the case.
    Puddle
    Puddle

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    Magnetic Magic Empty Re: Magnetic Magic

    Post by Puddle 2nd May 2014, 8:27 pm

    Ah, I see. I believe I have clarified well enough, and fixed all of the problems you mentioned. Thank you for the quick response time!
    NightDrivenEn7
    NightDrivenEn7

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    First Skill: Requip: Four elements.
    Second Skill:
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    Magnetic Magic Empty Re: Magnetic Magic

    Post by NightDrivenEn7 8th May 2014, 5:41 am

    Duration and Cooldowns are not considered as weaknesses; and should be separated from each other as well.


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    Puddle
    Puddle

    Player 
    Lineage : Reaper's touch
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    Magnetic Magic Empty Re: Magnetic Magic

    Post by Puddle 9th May 2014, 10:44 am

    Really? That sucks, I could have sworn the rules said to count cooldown and duration as a weakness.... Oh well, I've fixed the issue, I believe. Added a weakness and separated cooldown and duration.

      Current date/time is 19th May 2024, 3:42 am