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    Holy Verse Magic

    Nai Fairis
    Nai Fairis

    Player 
    Lineage : Technological Superiority
    Position : None
    Posts : 13
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 26
    Mentor : Himself
    Experience : 0

    Holy Verse Magic Empty Holy Verse Magic

    Post by Nai Fairis 25th October 2014, 9:18 pm

    Magic

    Primary Magic: Holy Verse Magic
    Secondary Magic:
    Caster or Holder: Holder
    Description:


    The magic of holy scripture is an old one; it's roots traceable to many ancient religions. Passed down from generation to generation, the children of the first faithful were given the ability to infuse holy writing with divine power. As centuries passed, the magic became scarce as the ancient texts were lost in the annals of time. Nai has a book of such texts, and is the last generation in his family to be able to use it. Verse Magic is subtle and slow to build, but its effects can be devastating. Wizards used to use it to pretend to be divine beings, conjuring up "miracles" so subtle that all but the most experienced mages were at a loss to explain them.

    Nai has found himself adept at using verse magic to control the battlefield, sowing confusion among enemy lines and playing puppet-master with the natural environment. The Verses are varied and provide Nai with a diverse arsenal of spells, making him difficult to corner. He is at his best in a group, and does well when battling multiple opponents at a time, providing openings that leave enemies nigh-defenseless to his comrades.

    Strengths:
    -Area of Effect: Nai's Verses have a very wide area of effect.
    -Subtle: Most Verses' manifestation is very hard to detect, making Nai's spells difficult to avoid and harder to counter.
    -Varied: Nai's spells are multi-purpose and provide him a lot of maneuverability in battle.


    Weaknesses:

    -Slow Casting: Nai has to read the entire verse before it even begins to take effect.
    -The Notebook: Nai has to be able to read his book of Verses in order to cast spells.
    -Speech: The Verse name must be said aloud to be activated.
    -Old Magic: It takes an extra 5% of Nai's MP to activate Verses in heavily urbanized areas.

    Abilities/Powers:

    -Holy Speech: Spoken commands can be infused with holy weight, deepening Nai's voice to an echoey, earth-shaking rumble. This ability can be used for various purposes and strengthens each rank.
    5% MP: Primarily used for intimidation.
    10% MP: Deafens anyone equal to or below Nai's rank for one round; deafening effect has a 20-foot radius (centered on Nai).
    50% MP: Negates active magic in a 20-foot radius around Nai; only affects spells his rank or lower. Enchanted weapons and items are not affected, though the ranged magic they cast is. AoE spells with a duration longer than instantaneous otherwise function normally, leaving a 20-foot radius around Nai.

    -Mark of the Messenger: Tiny white lights constantly zip around Nai's head, briefly forming a blinding halo when his spells take effect.

    -The Holy Gene: Nai was born to be a saint, much as he denies it. When he's feeling especially sadistic, he will activate what he fondly refers to as the "Holy Gene". At will, Nai can increase his lovable-ness by 200%, his every move graceful, tender, and filled with warmth. Even the annoying little lights that constantly zip around Nai's head settle down long enough to create a softly glowing halo. He only uses this ability when he feels the need to emotionally damage someone without dealing with pesky social reprecusions. 

    -Technological Superiority (Lineage): Users of this lineage gain access to the four primary abilities of Crimson. These abilities are equal to their rank. The first is enhanced strength and speed by 15%. The second is her arm cannon which replaces the hand on the left arm and can fire three powerful bursts of energy. The third is robotic wings, giving them the ability to fly as fast as they would normally be able to run, and the final is a cloaking device allowing them to turn invisible for two posts. In exchange for their magic for six posts the user gains Crimson's Cannon, Crimson's Cloak, Crimson's Wings and Crimson's Buffs. The cannon can fire three shots before requiring a two post cool-down and these are all equal to the user's rank. The cloaking device allows them to go invisible for two posts with a two post cool-down. This lineage has a six post cool-down and can be used twice per thread.


    D-Ranked Spells:

    Name: Verse 22: Standing Stones
    Rank: D
    Type: Defensive
    Description: Used by a covenant of dark priests who sacrificed humans to the god of nature. When the Verse is read (aloud or silently) and the words "Verse 22: Standing Stones" are spoken aloud, five two-foot tall and one-foot wide stones emerge from the ground, forming a circle with a radius of six feet around Nai. They are grey and appear to be normal, if oddly symmetrical, rocks. Three hostile rank D spells per round cast directly at Nai are redirected upon encountering the circle, missing their target by inches.
    Strengths:
    -Effectively protects Nai from up to three offensive D-rank spells per round.
    -Gives Nai the illusion of somehow physically dodging the spells.
    -Works against physical and mental magics.
    -Has a 360-degree radius.
    -Works on AoE spells.
    Weaknesses:
    -Duration: 1 to 5 rounds (sustained)
    -Cooldown: Twice the duration the spell lasted.
    -Takes the entire turn to cast: Nai can take no other action for the post.
    -For every round the spell is sustained past the first, Nai's health decreases by 5% as his blood is used to fuel the spell.
    -Offensive spells above rank C shatter the stones completely; rank C spells are ignored.
    -Enchanted items are not affected (though ranged spells cast from them are)
    -Hostile spells cast from within the circle are not affected.
    -No mobility.

    Name: Verse 14: Curse of the Water Witch
    Rank: D
    Type: Water, Offensive
    Description: Created by a cult of island priestesses overtly fond of cursing rude sailors. When the Verse is read (aloud or silently) and the words "Verse 14: Curse of the Water Witch" are spoken aloud, all water currents within 50 feet of the caster quintuple in strength (if there is no current to start with, there is a strong one after the spell is cast), bashing those caught in the water against sharp rocks and knocking people standing in shallow water off their feet. This Does D-ranked damage and traps all those caught within the currents for the spell's duration.
    Strengths:
    -Doesn't affect the water within one foot of the caster.
    -Deals the equivalent of one and a half D-rank spells (total).
    -Traps those caught within the spiraling current, keeping them off-balance and unable to function (including casting spells).
    -Knocks people standing in shallow water off their feet (must be at least one foot deep).
    Weaknesses:
    -Duration: 2 rounds
    -Cooldown: 4 rounds
    -The opponent must be standing in water (lake, river, mud, etc) for the the spell to affect him.
    -Also affects nearby allies.
    -Damages nearby buildings, boats, and other structures.
    -Spell can be escaped from if opponent uses ability above D-rank or spell that doesn't require speech or gestures.


    Name: Verse 19: Mantle of the Sleeping Mountain
    Rank: D
    Type: Supportive
    Description: A verse taken out of a sacred scroll written by a group of pious monks who worshiped a dormant volcano. When the Verse is read (aloud or silently) and the words "Verse 19: Mantle of the Sleeping Mountain" are spoken aloud, every ally within twenty feet of  Nai reaps the benefits of the spell. For three rounds, each ally is protected from D-rank fire damage, and only take half of the damage from rank C flame-based attacks as gathered dirt and debris rise up and form a shield against the incoming fiery blasts. In addition, each successful hit an affected ally lands on an enemy launches a cloud of debris off the ground and in the enemy's direction, partially blinding and choking them for the duration of the spell.
    Strengths:
    -Allies within 20 feet of Nai gain immunity to rank D fire damage
    -They also only take half damage from C-rank flame-based attacks
    -Each successful hit an affected ally lands on an enemy launches a cloud of debris in the enemy's direction, partially blinding and choking them for the duration of the spell.
    -Also affects Nai
    Weaknesses:
    -Duration: 3 rounds
    -Cooldown: 5 rounds
    -Ally has to physically damage enemy in order to choke/blind them
    -Allies that leave the AoE lose the benefits of the spell
    -The clouds of launched debris can be easily dodged by mages above D rank
    -The immunity is halved for D-rank weapons that deal fire damage
    -There is a chance that allies could be hit by the flying debris, blinding them.
    -Takes the entire turn to cast: Nai can take no other action for the post.


    Name: Verse 20: Starsong
    Rank: D
    Type: Offensive, Light
    Description: A prayer recorded by a revered astronomer who believed the stars to be a divine pantheon. The Verse intensifies the natural light in the surrounding area, damaging/blinding enemies that stand within. The spell affects all enemies within 50 feet of Nai.
    Strengths:
    -Very difficult to block
    -Blinds enemies in the light for the duration of the spell.
    -Deals the equivalent of one and a half rank D light-based spells to enemies on the second round.
    -Only affects enemies
    Weaknesses:
    -Duration: 3 rounds
    -Cooldown: 4 rounds
    -Doesn't work if the stars, the moon, and the sun aren't visible
    -Only does the equivalent of a D-rank light-based spell at night
    -Takes the entire turn to cast: Nai can take no other action for the post.
    -Nai must concentrate on the Verse for the duration of the spell; casting another spell breaks his concentration, ending the spell.
    -Only deals damage to those equal to or below his rank.

      Current date/time is 2nd May 2024, 3:29 am