Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    True Biomancy

    kyle261
    kyle261

    Player 
    Lineage : Rage of the Soul Torn
    Position : None
    Posts : 173
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Self taught
    Experience : 25

    Character Sheet
    First Magic: True Biomancy
    Second Magic:
    Third Magic:

    True Biomancy Empty True Biomancy

    Post by kyle261 14th October 2014, 9:31 pm

    Magic

    Primary Magic: True Biomancy
    Secondary Magic:
    Caster or Holder: Caster
    Description: True Biomancy is an odd magic to say the least since it allows the user to manipulate every cell in their body at any given point, due to this the user suffers from poison for only half the poison's effect time(rounded up). This type of magic allows the user rapid regeneration which makes it so when they use their body as the source for the use of a spell whatever they used is instantly replenished so they don't suffer from any repercussions of pulling blood or bones for spells. At higher ranks (A-rank +) the user can do minor manipulation on other people and creatures.
    Strengths: -Versatile
    -Difficult to predict attacks
    -Halves poison's effect(rounded up)
    Weaknesses: -Can pull in contaminated blood and/or bones back into the body
    -Highly susceptible to Curse Magic, due to the fact their blood and bones go everywhere
    -Can damage and/or destroy any articles of clothing and/or equipment on the user at that time
    - must maintain focus to keep abilities continually active.
    Abilities/Powers: -Rapid regeneration: Replenishes 2% HP per post and can regrow severed limbs in 1-3 posts depending on the amount of a limb lost
    -Body manipulation: Can manipulate any and all cells in their body at will along with manipulating any thing that was inside the users's body(uses to alter appearance and maintain false form)
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Bone Armor
    Rank: D
    Type: True Biomancy, Defense
    Description: This spell has two different ways of being cast one is using the caster's own bones and the second one is turning any external bones into the armor. While the armor is on the caster is more durable and doesn't suffer from burn, frostbite, and contact poisons. The armor is light weight weighing no more than ten pounds, which compared to most full plate armors is significantly lighter. The armor can take up to 4 D-rank hits before breaking off revealing the squishy mage inside. The armor is flexible enough for the caster to move around in combat without being impeded. Bludgeoning damage does double damage to the armor.
    Own bones: A bone white liquid like substance is secreted from all of the caster's pores covering their body. In seconds the liquid hardens into the shape of a form fitting full plate armor with a skull helmet. To remove the armor it must be broken off.
    External: When using an external source of bones the bones used start morphing into the armor on the body.
    Strengths:-Flexible
    -Lighter than most full plate
    -Doesn't let the caster suffer burn,frostbite, or contact poison
    Weaknesses: -Max of 4 D-rank hits before breaking
    -Bludgeoning does double damage to the armor
    -Limited head movement
    -Has to break armor off to remove it
    Duration/Cooldown: Duration: 3 posts / Cooldown: 4 posts

    Name: Bone Spikes
    Rank: D
    Type: True Biomancy, Offense
    Description: The caster grows one inch barbed spikes on their arms and legs while they grow six inch barbed spikes all over their back. Once the spike grow they tear the caster's clothing so afterwards they're wearing tattered rags that barely cover them. When used with the Bone Armor the spikes grow out of the armor instead of the caster's body. When used as a ranged attack the spikes cover a twenty foot radius, due to the spikes being barbed they're difficult to remove from a person's flesh. The spikes are sharp enough to pierce through D-rank defenses. When used for melee the spikes do two D-rank worth of damage while when used for ranged they do a D-rank worth of damage and a total of twenty five spike cover the caster.
    Strengths: -AOE attack
    -Pierce D-rank defenses
    -Spikes can be used for melee or ranged attack
    Weaknesses: -Tears the caster's clothing
    -Allies can be caught in the attack
    -Max range is 20 feet
    -Spikes can be blown away by C-rank and up wind magic
    Duration/Cooldown:Cooldown: 3 posts

    Name: Blood Blade
    Rank: D
    Type: True Biomancy, Offense
    Description: This spell has two ways of being cast one being through the use of the caster's own blood and the second being from an external source. The weapons made by the caster's blood is strong than that of any external blood used. The caster's blood does C-rank equivalent damage and is able to pierce any D-rank defense, while any external blood does only D-rank damage and can be blocked by D-rank defenses. The caster can freely change the weapon they make during the time they have the spell going. The weapon is evaporated by C-rank and higher fire attacks otherwise it takes three D-rank hits to break.
    Strengths: -Versatile
    -Caster's blood makes the weapon stronger
    -Can make any bladed melee/whip weapon
    Weaknesses: -Bladed weapons only
    -External blood source is weaker in comparison to the caster's
    -Can't make ranged weapons
    -Fire attacks of C-rank and higher evaporate the blood
    -Blood blade can take up to 3 D-rank hits before breaking
    Duration/Cooldown: Duration: 3 posts/Cooldown: 4 posts

    Name: Alter Form
    Rank: D
    Type: True Biomancy, Utility
    Description: This spell allows the caster to alter their entire body to literally transform into any creature or person(minus any special abilities the creature or person may have). While in the new form they can sound exactly like whoever or whatever they turned into, but they can't understand any language that person or creature speaks making it difficult to fool people if they use a foreign language to identify who they are.
    Size scale:(Creatures mentioned are for size reference only and still only has caster's strength)
    D-rank- Vulcan (8 ft)
    C-rank- Young Wyvern(13 ft)
    B-rank- Adult Wyvern(25 ft)
    A-rank- Giant(50 ft)
    S-rank- Any
    Strengths: -Isn't limited to humanoid forms
    -Can turn into an exact replica of a person or creature
    -Can sound exactly like the person or creature the turn into
    Weaknesses:-Doesn't gain any of the special abilities of the person or creature
    -Can be tricky to fool people who speak a different language he doesn't know
    -Suffers the same effects that a creature takes from anything(such as catnip if is in the shape of a feline/cat person, extra damage from slayers based on form)
    -Can't understand any language he already can't understand
    Duration/Cooldown: Duration: 3 posts/Cooldown: 4 posts


    Last edited by kyle261 on 17th October 2014, 9:33 pm; edited 3 times in total
    Cirven
    Cirven

    Devil's Advocate


    Devil's Advocate

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
    Position : None
    Posts : 2448
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 34
    Experience : 833,050

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    True Biomancy Empty Re: True Biomancy

    Post by Cirven 16th October 2014, 10:34 pm

    Edits will be in This color. Bump after you are done.

    Spoiler:


    _____________________________________________________________________________________

    True Biomancy LxcTBIi
    Character Info:
    kyle261
    kyle261

    Player 
    Lineage : Rage of the Soul Torn
    Position : None
    Posts : 173
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Self taught
    Experience : 25

    Character Sheet
    First Magic: True Biomancy
    Second Magic:
    Third Magic:

    True Biomancy Empty Re: True Biomancy

    Post by kyle261 16th October 2014, 11:09 pm

    bump


    _____________________________________________________________________________________

    True Biomancy 0007811
    Cirven
    Cirven

    Devil's Advocate


    Devil's Advocate

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
    Position : None
    Posts : 2448
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 34
    Experience : 833,050

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    True Biomancy Empty Re: True Biomancy

    Post by Cirven 17th October 2014, 8:57 am

    Bump after.

    kyle261 wrote:Magic

    Primary Magic: True Biomancy
    Secondary Magic:
    Caster or Holder: Caster
    Description: True Biomancy is an odd magic to say the least since it allows the user to manipulate every cell in their body at any given point, due to this the user suffers from poison for only half the poison's effect time(rounded up). This type of magic allows the user rapid regeneration which makes it so when they use their body as the source for the use of a spell whatever they used is instantly replenished so they don't suffer from any repercussions of pulling blood or bones for spells. At higher ranks (A-rank +) the user can do minor manipulation on other people and creatures.
    Strengths: -Versatile
    -Difficult to predict attacks
    -Halves poison's effect(rounded up)
    Weaknesses: -Can pull in contaminated blood and/or bones back into the body
    -Highly susceptible to Curse Magic, due to the fact their blood and bones go everywhere
    -Can damage and/or destroy any articles of clothing and/or equipment on the user at that time
    One more weakness
    Abilities/Powers: -Rapid regeneration: Replenishes 2% HP per post and can regrow severed limbs in 1-3 posts depending on the amount of a limb lost
    -Body manipulation: Can manipulate any and all cells in their body at will along with manipulating any thing that was inside the users's body(uses to alter appearance and maintain false form)
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Bone Armor
    Rank: D
    Type: True Biomancy, Defense
    Description: This spell has two different ways of being cast one is using the caster's own bones and the second one is turning any external bones into the armor. While the armor is on the caster is more durable and doesn't suffer from burn, frostbite, and contact poisons. The armor is light weight weighing no more than ten pounds, which compared to most full plate armors is significantly lighter. The armor can take up to 4 D-rank hits before breaking off revealing the squishy mage inside. The armor is flexible enough for the caster to move around in combat without being impeded. Bludgeoning damage does double damage to the armor.
    Own bones: A bone white liquid like substance is secreted from all of the caster's pores covering their body. In seconds the liquid hardens into the shape of a form fitting full plate armor with a skull helmet. To remove the armor it must be broken off.
    External: When using an external source of bones the bones used start morphing into the armor on the body.
    Strengths:-Flexible
    -Lighter than most full plate
    -Doesn't let the caster suffer burn,frostbite, or contact poison
    Weaknesses: -Max of 4 D-rank hits before breaking
    -Bludgeoning does double damage to the armor
    -Limited head movement
    -Has to break armor off to remove it
    Duration/Cooldown: Cooldown: 4 posts After thinking about it add a duration to this. Can say after that duration the armor crumbles off or something.

    Name: Bone Spikes
    Rank: D
    Type: True Biomancy, Offense
    Description: The caster grows one inch barbed spikes on their arms and legs while they grow six inch barbed spikes all over their back. Once the spike grow they tear the caster's clothing so afterwards they're wearing tattered rags that barely cover them. When used with the Bone Armor the spikes grow out of the armor instead of the caster's body. When used as a ranged attack the spikes cover a twenty foot radius, due to the spikes being barbed they're difficult to remove from a person's flesh. The spikes are sharp enough to pierce through D-rank defenses. Each spike does D-rank damage. How many spikes are shot out during this? I'm feeling that having them do .5 a D rank would work depending on the number.
    Strengths: -AOE attack
    -Pierce D-rank defenses
    -Spikes can be used for melee or ranged attack
    Weaknesses: -Tears the caster's clothing
    -Allies can be caught in the attack
    -Max range is 20 feet
    -Spikes can be blown away by C-rank and up wind magic
    Duration/Cooldown:Cooldown: 3 posts

    Name: Blood Blade
    Rank: D
    Type: True Biomancy, Offense
    Description: This spell has two ways of being cast one being through the use of the caster's own blood and the second being from an external source. The weapons made by the caster's blood is strong than that of any external blood used. The caster's blood does C-rank equivalent damage and is able to pierce any D-rank defense, while any external blood does only D-rank damage and can be blocked by D-rank defenses. The caster can freely change the weapon they make during the time they have the spell going. The weapon is evaporated by C-rank and higher fire attacks. I need a number of how much damage the blood weapon can take before it is destroyed.
    Strengths: -Versatile
    -Caster's blood makes the weapon stronger
    -Can make any bladed melee/whip weapon
    Weaknesses: -Bladed weapons only
    -External blood source is weaker in comparison to the caster's
    -Can't make ranged weapons
    -Fire attacks of C-rank and higher evaporate the blood
    Duration/Cooldown: Duration: 3 posts/Cooldown: 4 posts

    Name: Alter Form
    Rank: D
    Type: True Biomancy, Utility
    Description: This spell allows the caster to alter their entire body to literally transform into any creature or person(minus any special abilities the creature or person may have). While in the new form they can sound exactly like whoever or whatever they turned into, but they can't understand any language that person or creature speaks making it difficult to fool people if they use a foreign language to identify who they are.
    Size scale:(Creatures mentioned are for size reference only and still only has caster's strength)
    D-rank- Vulcan (8 ft)
    C-rank- Young Wyvern(13 ft)
    B-rank- Adult Wyvern(25 ft)
    A-rank- Giant(50 ft)
    S-rank- Any
    Strengths: -Isn't limited to humanoid forms
    -Can turn into an exact replica of a person or creature
    -Can sound exactly like the person or creature the turn into
    Weaknesses:-Doesn't gain any of the special abilities of the person or creature
    -Can be tricky to fool people who speak a different language he doesn't know
    -Suffers the same effects that a creature takes from anything(such as catnip if is in the shape of a feline/cat person, extra damage from slayers based on form)
    -Can't understand any language he already can't understand This weakness isn't really working with me. Just add that he can't use any of the abilities of the form he takes here instead seeing as it is in your description.
    Duration/Cooldown: Duration: 3 posts/Cooldown: 4 posts


    _____________________________________________________________________________________

    True Biomancy LxcTBIi
    Character Info:
    kyle261
    kyle261

    Player 
    Lineage : Rage of the Soul Torn
    Position : None
    Posts : 173
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Self taught
    Experience : 25

    Character Sheet
    First Magic: True Biomancy
    Second Magic:
    Third Magic:

    True Biomancy Empty Re: True Biomancy

    Post by kyle261 17th October 2014, 7:33 pm

    Bump ps I left the can't understand language for alter self because it wouldn't make sense if he could understand a language hes never learned,also i have already put what you asked as a weakness it was actually my first weakness for alter self.

    thank you for your help by the way.


    _____________________________________________________________________________________

    True Biomancy 0007811
    Cirven
    Cirven

    Devil's Advocate


    Devil's Advocate

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
    Position : None
    Posts : 2448
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 34
    Experience : 833,050

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    True Biomancy Empty Re: True Biomancy

    Post by Cirven 17th October 2014, 9:23 pm

    Bump after and No prob.

    kyle261 wrote:Magic

    Primary Magic: True Biomancy
    Secondary Magic:
    Caster or Holder: Caster
    Description: True Biomancy is an odd magic to say the least since it allows the user to manipulate every cell in their body at any given point, due to this the user suffers from poison for only half the poison's effect time(rounded up). This type of magic allows the user rapid regeneration which makes it so when they use their body as the source for the use of a spell whatever they used is instantly replenished so they don't suffer from any repercussions of pulling blood or bones for spells. At higher ranks (A-rank +) the user can do minor manipulation on other people and creatures.
    Strengths: -Versatile
    -Difficult to predict attacks
    -Halves poison's effect(rounded up)
    Weaknesses: -Can pull in contaminated blood and/or bones back into the body
    -Highly susceptible to Curse Magic, due to the fact their blood and bones go everywhere
    -Can damage and/or destroy any articles of clothing and/or equipment on the user at that time
    I'm not really understanding what you mean by you have the weakness here already. You need one more weakness than strengths always so you need one more here for your overall magic.
    Abilities/Powers: -Rapid regeneration: Replenishes 2% HP per post and can regrow severed limbs in 1-3 posts depending on the amount of a limb lost
    -Body manipulation: Can manipulate any and all cells in their body at will along with manipulating any thing that was inside the users's body(uses to alter appearance and maintain false form)
    - must maintain focus to keep abilities continually active.
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Bone Armor
    Rank: D
    Type: True Biomancy, Defense
    Description: This spell has two different ways of being cast one is using the caster's own bones and the second one is turning any external bones into the armor. While the armor is on the caster is more durable and doesn't suffer from burn, frostbite, and contact poisons. The armor is light weight weighing no more than ten pounds, which compared to most full plate armors is significantly lighter. The armor can take up to 4 D-rank hits before breaking off revealing the squishy mage inside. The armor is flexible enough for the caster to move around in combat without being impeded. Bludgeoning damage does double damage to the armor.
    Own bones: A bone white liquid like substance is secreted from all of the caster's pores covering their body. In seconds the liquid hardens into the shape of a form fitting full plate armor with a skull helmet. To remove the armor it must be broken off.
    External: When using an external source of bones the bones used start morphing into the armor on the body.
    Strengths:-Flexible
    -Lighter than most full plate
    -Doesn't let the caster suffer burn,frostbite, or contact poison
    Weaknesses: -Max of 4 D-rank hits before breaking
    -Bludgeoning does double damage to the armor
    -Limited head movement
    -Has to break armor off to remove it
    Duration/Cooldown: Duration: 3 posts / Cooldown: 4 posts

    Name: Bone Spikes
    Rank: D
    Type: True Biomancy, Offense
    Description: The caster grows one inch barbed spikes on their arms and legs while they grow six inch barbed spikes all over their back. Once the spike grow they tear the caster's clothing so afterwards they're wearing tattered rags that barely cover them. When used with the Bone Armor the spikes grow out of the armor instead of the caster's body. When used as a ranged attack the spikes cover a twenty foot radius, due to the spikes being barbed they're difficult to remove from a person's flesh. The spikes are sharp enough to pierce through D-rank defenses. Each spike does half a D-rank worth of damage with there being a total of one hundred and fifty spikes covering the caster. 150 is way too high for a number of spikes. How about we say that you shoot out a lot of them from your body(Around 20-25) and if they are melee range they take 2 D-rank of damage but if they are away they take one D-rank.
    Strengths: -AOE attack
    -Pierce D-rank defenses
    -Spikes can be used for melee or ranged attack
    Weaknesses: -Tears the caster's clothing
    -Allies can be caught in the attack
    -Max range is 20 feet
    -Spikes can be blown away by C-rank and up wind magic
    Duration/Cooldown:Cooldown: 3 posts

    Name: Blood Blade
    Rank: D
    Type: True Biomancy, Offense
    Description: This spell has two ways of being cast one being through the use of the caster's own blood and the second being from an external source. The weapons made by the caster's blood is strong than that of any external blood used. The caster's blood does C-rank equivalent damage and is able to pierce any D-rank defense, while any external blood does only D-rank damage and can be blocked by D-rank defenses. The caster can freely change the weapon they make during the time they have the spell going. The weapon is evaporated by C-rank and higher fire attacks otherwise it takes three D-rank hits to break.
    Strengths: -Versatile
    -Caster's blood makes the weapon stronger
    -Can make any bladed melee/whip weapon
    Weaknesses: -Bladed weapons only
    -External blood source is weaker in comparison to the caster's
    -Can't make ranged weapons
    -Fire attacks of C-rank and higher evaporate the blood
    -Blood blade can take up to 3 D-rank hits before breaking
    Duration/Cooldown: Duration: 3 posts/Cooldown: 4 posts

    Name: Alter Form
    Rank: D
    Type: True Biomancy, Utility
    Description: This spell allows the caster to alter their entire body to literally transform into any creature or person(minus any special abilities the creature or person may have). While in the new form they can sound exactly like whoever or whatever they turned into, but they can't understand any language that person or creature speaks making it difficult to fool people if they use a foreign language to identify who they are.
    Size scale:(Creatures mentioned are for size reference only and still only has caster's strength)
    D-rank- Vulcan (8 ft)
    C-rank- Young Wyvern(13 ft)
    B-rank- Adult Wyvern(25 ft)
    A-rank- Giant(50 ft)
    S-rank- Any
    Strengths: -Isn't limited to humanoid forms
    -Can turn into an exact replica of a person or creature
    -Can sound exactly like the person or creature the turn into
    Weaknesses:-Doesn't gain any of the special abilities of the person or creature
    -Can be tricky to fool people who speak a different language he doesn't know
    -Suffers the same effects that a creature takes from anything(such as catnip if is in the shape of a feline/cat person, extra damage from slayers based on form)
    -Can't understand any language he already can't understand
    Duration/Cooldown: Duration: 3 posts/Cooldown: 4 posts


    _____________________________________________________________________________________

    True Biomancy LxcTBIi
    Character Info:
    kyle261
    kyle261

    Player 
    Lineage : Rage of the Soul Torn
    Position : None
    Posts : 173
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Self taught
    Experience : 25

    Character Sheet
    First Magic: True Biomancy
    Second Magic:
    Third Magic:

    True Biomancy Empty Re: True Biomancy

    Post by kyle261 17th October 2014, 9:33 pm

    bump


    _____________________________________________________________________________________

    True Biomancy 0007811
    Cirven
    Cirven

    Devil's Advocate


    Devil's Advocate

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
    Position : None
    Posts : 2448
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 34
    Experience : 833,050

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    True Biomancy Empty Re: True Biomancy

    Post by Cirven 17th October 2014, 10:15 pm

    Approved.


    _____________________________________________________________________________________

    True Biomancy LxcTBIi
    Character Info:

      Current date/time is 28th March 2024, 11:11 pm