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    Aura Force

    Stardust
    Stardust

    Player 
    Lineage : Feeling Empty
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    Posts : 49
    Guild : Cor Draco
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    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Aura Force

    Post by Stardust 18th November 2014, 3:59 am

    Magic

    Primary Magic: Aura Force
    Secondary Magic: N/A
    Caster or Holder: Caster/Lost magic
    Description: The Aura Force allows the user to channel and manipulate the energy of his aura and combined it with his magical power, giving him/her not only enhance mental abilities but also energy based attacks and control over more solid constructs(of own creation) as well. Unlike other magic, Aura Force doesn’t only rely on the magic power of the user but also the strength of their willpower which makes the aura stronger. All the spells are in the color of the user's aura. For Jian that is dark yellow and light orange.
    Picture:
    Aura Force 458772-screen_shot_2011_08_28_at_7.09.53_pm
    Lineage: Feeling empty
    Lineage Information:


    • Description: A thousand years or two ago, a small little village was struck with a horrible curse by a power-hungry demon, each inhabitant losing half of their soul to the demon. No one saved them. The Magic Council, the freelance mages, the guilds and even the dark guilds did not dare to go near them, for with their half of their souls gone, the forbidden Container of magic power known as the Second Origin within each of them was left wide open like a black hole and whenever they got close to magic, magic was drawn towards them, absorbed by the empty half of their soul. As a result, ostracized by the magic-dominated world, they were cordoned off from the world like a disease, left in their shell of a village to rot. However, they strove to live despite this predicament and they did. Eventually, history forgot their 'crimes' and the descendants of these villagers were let out into the world, still holding the diluted version of the curse within them.
    • Ability:The user's missing half of their soul has resulted in the opening of their Second Origin, the secret container of magic that very few mages get the chance to access. However, unlike its original purpose, having being opened since the user's birth, the Second Origin is empty, and hungry. It is like a black hole for magic energy, though not as potent as its original, but still useful in your fights, for if your opponent manages to smack you with a spell, don't worry about the injuries, you can catch some of their magic energy away for your own usage.
    • Usage: This is a passive lineage that is open all the time and possesses no other weakness other than that it will only work when you get damaged by a spell. When its effect is activated, the Second Origin vessel will retain the magic energy smacked into you, converting it into energy that you can use for your own spells. The amount of energy gained depends on the Slayer Recovery Magic Power system.

    Strengths:


    • Illusion resistance: Aura mages are most of the time clear of mind and calm. This works great when fighting an illusion based type of magic since aura mages can look through these illusions twice as fast a normal mage of their rank.
    • Utility: This magic can be used in many ways and they are all powerful. The user can use energy attacks, make solid constructs and even boost their own power.
    • Rare: Since this magic is very rare and almost lost, the knowledge of this magic is rare as well. This works great in a fight since there is a big change that the user won’t even know what kind of magic this is.



    Weaknesses:


    • Oversensitive: Since the user has stronger senses than normal humans plus his aura awareness, he is really oversensitive. Rookie aura users are always overwhelmed by all the information and it is really hard to filter all the knowledge they get at once. It requires a lot of mental training and meditation. The users can only really process it when they are absolutely calm. When they get stressed or scared, the information gets too much and they will enter a mental breakdown. This can lead to many horrible things.
    • Needing the Aura force: The user needs next to their magic power also his aura force. The aura force holds grand power but the connection between the user and his force can be cut off by certain spells, like draining curses and mind spells. The user is not cut off from his magical power, only from his aura force. That means that the user can still cast other spells, but not aura spells. When the user loses his connection, he can regain it by meditating for one post or waiting 5 posts.
    • Weakness against darkness: This magic is very weak against all types of dark magic. The aura force is all about calmness and peace, while darkness is all about chaos. This includes god slayers, because they use dark forms of their elements.
    • Weakness against draining: Aura force magic relies a lot on the power stored inside the user’s aura force. Spells which can drain magic power can enter the force and drain it's grand power. To stop this from happening, the force automatically cuts off from his users.
    • Weakness against mind spells: Although aura mages are naturally mentally strong, when a mind control spells enters their mind, the aura force cuts off from the user to prevent it’s use for dark deeds.



    Abilities:
    Innate Abilities:
    Innate Abilities:

    • Hovering: An aura mage can hover over the ground by using his aura force and all the ones around him. The aura mage can move while hovering. He can go max 2 meters above the ground. This is not flight. The hovering goes just as fast as walking.
    • Healing aura: The aura of an aura mage heal his owner with 5% every 5 posts. When the user is cut off from his aura force, this healing effect stops untill the connection is restored.


    Unique Abilities:
    Unique Abilities:

    • The more, the merrier: If the user is in an area with lots of powerful magic aura's, his spell costs decreases. By every mage around him, his aura spell cost decreases by 1%. This decreae can stack up with every mage entering the area. The mages have to be in an area from ten meters around the user.


    Spells:
    D-rank:
    Aura Sphere:
    Name: Aura sphere
    Rank: D
    Type: Energy/offensive/instant/mid-range projectile
    Description: The user fires off a ball of pure aura energy. This spells needs to be cast from the hands. This spell can be fired off in an instant or can be charged up by using both hands. Charging takes one post. When fully charged, the power is doubled. The ball can travel up to five meters before disappearing. When fully charged, it becomes seven meters. The balls travels with the speed of two m/s(meters per second). When it hits a target, it explodes on impact. The explosion is small and only hurts the target it hits or someone within one meter away from the explosion. When fully charged, the area becomes 1,5 meters.

    Strengths:


    • Simple yet effective projectile.
    • The power can be used in different ways, the sphere doesn’t need to be fired off. The user can keep it into his hand and force it upon the opponent. This move is also simple to combine with other attacks
    • Quick attack.


    Weaknesses:


    • The ball can be dodged with ease by people with high reflexes
    • The ball can’t be controlled once fired off
    • The user needs two hands when charging.
    • When the user forces the ball upon someone, he is hit by the explosion as well.
    • Cooldown: four posts. After a fully charged shot, five posts.


    Aura Barrier:
    Name: Aura barrier
    Rank: D
    Type: Solid energy/support/close-range
    Description: The user creates a barrier of solid energy to protect him from attacks. The barrier is always two meters by three meters and a half meter thick. The barrier can be places however the user wants(for ex. Flat on the ground or right above his head). The barrier can float be not controlled. The barrier can be broken by instant C-spells or two instant D-spells. The barrier needs to be cast in an area of one and half meters around the user.

    Strengths:

    • The barrier can block one instant D-spell.
    • The barrier can also be used as a platform.
    • The barrier can be cast right under the user’s feet to put him on top of the barrier.


    Weaknesses:

    • The barrier can’t block C-spells or higher.
    • The user needs two hands or his staff the cast the barrier.
    • The barrier can’t be moved and there can only be one active at the time.
    • The barrier can stay up for two posts. Can be canceled earlier.
    • Four post cooldown.



    Aura Flash:
    Name: Aura flash
    Rank: D
    Type: Movement
    Description: The user concentrates for a few seconds and then moves with high speed to another place. The user can shoot himself into all directions, even upwards for a quick jump. The user travels 5 meters in one second before exiting this state.

    Strenghts:

    • The users moves really fast.
    • When someone else is hit by the moving user, he is hit by the user’s body for dmg.
    • After this state, the next move of the user will have a 5% speed buff.


    Weaknesses:

    • The user can be attack while moving by people with high reflexes. Every attack he is hit with during the second he is moving gets a 50% dmg buff.
    • The user can’t cast other aura spells while moving or for the rest of the post.
    • The user always travels five meters, not more nor less.
    • Cooldown is four posts



    Flaming Aura:
    Name: Flaming aura
    Rank: D
    Type: Buff
    Description: The hands, feet or tip of the staff of the user will catch on yellow magical aura fire and the attacks of the flaming body parts are buffed. The melee attacks are buffed by 20% and speed is buffed by 5%.

    Strengths:

    • Melee attacks are buffed and stronger.
    • The next dmg spell cast during the fire, is buffed with 10% more power.
    • The hands will quickly catch on fire, no charging time needed.


    Weaknesses:

    • After this effect is over, the user can’t cast any spells for two posts.
    • When a spell is cast during the fire, the fire and buff will stop and the cooldown will kick in after the spell cooldown stated above is over.
    • The mana cost for this spell is 25% more then normal D-spells.
    • Duration: Up to three posts. Can be canceled sooner.
    • Cooldown: 7 posts. 2 where the user can’t cast any spells and 5 for the spell itself.



    Last edited by Stardust on 4th December 2014, 2:53 am; edited 24 times in total


    _____________________________________________________________________________________

    Aura Force Umineko-no_00375834_zpsa6b79b4a
    Stardust
    Stardust

    Player 
    Lineage : Feeling Empty
    Position : None
    Posts : 49
    Guild : Cor Draco
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Stardust 19th November 2014, 5:03 am

    Bump!
    Lumina Rubyscale
    Lumina Rubyscale

    Quality Badge Level 1- Quality Badge Level 2- Rising Star- Player 
    Lineage : Rubyscale Juggernaught
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    Age : 39
    Experience : 0

    Character Sheet
    First Magic: Rose Dragon Slayer
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Lumina Rubyscale 19th November 2014, 1:37 pm

    I will be taking this magic


    _____________________________________________________________________________________

    Aura Force QGrxNTU
    Stardust
    Stardust

    Player 
    Lineage : Feeling Empty
    Position : None
    Posts : 49
    Guild : Cor Draco
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    Mentor : N/A
    Experience : 0

    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Stardust 19th November 2014, 2:12 pm

    Bump. Abilities fix.
    Tōwa Lazmira
    Tōwa Lazmira

    Judge and jury


    Judge and jury

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    First Magic: Cosmic Mind
    Second Magic:
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    Aura Force Empty Re: Aura Force

    Post by Tōwa Lazmira 19th November 2014, 2:53 pm

    @Stardust wrote:Magic

    Primary Magic: Aura Force
    Secondary Magic: N/A
    Caster or Holder: Caster/Lost magic
    Description: The Aura Force allows the user to channel and manipulate the energy of his aura and combined it with his magical power, giving him/her not only enhance physical abilities but also energy based attacks and control over more solid constructs(of own creation) as well. Unlike other magic, Aura Force doesn’t only rely on the magic power of the user but also the strength of their willpower which makes the aura stronger.
    Lineage: Feeling empty

    Strengths:


    • All-knowing: With all those abilities, the user is well aware of his surroundings and knows what is going on by feeling and seeing the aura’s around him.(you will never be allowed to do this its akin to metagaming remove and find a new strength.)
    • Utility: This magic can be used in many ways and they are all powerful. The user can use energy attacks, make solid constructs and even boost their own power.
    • Rare: Since this magic is very rare and almost lost, the knowledge of this magic is rare as well. This works great in a fight since there is a big change that the user won’t even know what kind of magic this is.



    Weaknesses:


    • Oversensitive: Since the user has stronger senses than normal humans plus his aura awareness, he is really oversensitive. Rookie aura users are always overwhelmed by all the information and it is really hard to filter all the knowledge they get at once. It requires a lot of mental training and meditation. The users can only really process it when they are absolutely calm. When they get stressed or scared, the information gets too much and they will enter a mental breakdown. This can lead to many horrible things.
    • Needing the Aura force: The user needs next to their magic power also his aura force. The aura force holds unlimited power but the connection between the user and his force can be cut off by certain spells, like draining curses and mind spells. When the user loses his connection, he can regain it by meditating for one post or waiting 5 posts.(this cuts you from you magic right?]
    • Weakness against darkness: This magic is very weak against all types of dark magic. The aura force is all about calmness and peace, while darkness is all about chaos. This includes god slayers, because they use dark forms of their elements.
    • Weakness against draining: Aura force magic relies a lot on the power stored inside the user’s aura force. Spells which can drain magic power can enter the force and drain there unlimited power. The stop this from happening, the force automatically cuts off from his users.
    • Weakness against mind spells: Although aura mages are naturally mentally strong, when a mind control spells enters their mind, the aura force cuts off from the user to prevent it’s use for dark deeds.



    Abilities:
    Innate Abilities:
    Innate Abilities:

    • Psychic Force: This magic allows the user to see and feel all the aura’s within an area of 30 meters around the user, making him able to know where everyone is located and how that area is looking like.(this is Metagaming please see sensory rules)
    • Weapon Enhancement: The magic augments weapons and equipments to increase their effectiveness of battle. These includes being nearly indestructible, decrease the usage limit, or adjust the side effect of the object to the point it can be used freely of the user without harm. The power of the enhancements relies on the user’s power level(rank).


    Unique Abilities:
    Unique Abilities:

    • Aura draining: The user can drain aura’s from other mages or things to boost the power of his next attack and to fill up his mana. The user can drain aura’s from everyone who lets it happen, everyone who is knocked out and everyone who is three ranks or more below the user. The user takes all the mana left in the victim but also all their pain earned in the thread. This can be used twice every thread.(No this is not going to be allowed you can take SOME mana but no all of it)



    Spells:
    D-rank:
    Name: Aura sphere
    Rank: D
    Type: Energy/offensive/instant/mid-range projectile
    Description: The user fires off a ball of pure aura energy. This spells needs to be cast from the hands. This spell can be fired off in an instant or can be charged up by using both hands. Charging takes one post. When fully charged, the power is doubled. The ball can travel up to five meters before disappearing. When fully charged, it becomes seven meters. The balls travels with the speed of two m/s(meters per second). When it hits a target, it explodes on impact. The explosion is small and only hurts the target it hits or someone within one meter away from the explosion. When fully charged, the area becomes 1,5 meters.

    Strengths:


    • Simple yet effective projectile.
    • The power can be used in different ways, the sphere doesn’t need to be fired off. The user can keep it into his hand and force it upon the opponent. This move is also simple to combine with other attacks
    • Quick attack and low cooldown.(As base cool-down for D rank is for remove the low cooldown part)


    Weaknesses:


    • The ball can be dodged with ease by people with high reflexes
    • The ball can’t be controlled once fired off
    • The user needs two hands when charging.
    • When the user forces the ball upon someone, he is hit by the explosion as well.
    • Cooldown: two posts. After a fully charged shot, four posts.Base CD is 4 Charged is 5)


    Name: Aura barrier
    Rank: D
    Type: Solid energy/support/close-range
    Description: The user creates a barrier of solid energy to protect him from attacks. The barrier is always two meters by three meters and a half meter thick. The barrier can be places however the user wants(for ex. Flat on the ground or right above his head). The barrier can float be not controlled. The barrier can be broken by instant B-spells or two instant C-spells. It will block all instant D-spells. The barrier needs to be cast in an area of one and half meters around the user.

    Strengths:

    • The barrier can block all D-spells and even one C-spell.(You can’t stop C ranks at all and you can stop 1 D rank.)[/color}
    • The barrier can also be used as a platform.
    • The barrier can be cast right under the user’s feet to put him on top of the barrier.
    • The barrier is unaffected by dmg over time spells(This makes no sense if i throw a fire ball that burns the are the barrier would be affected)



    Weaknesses:


    • The barrier can’t block B-spells or higher.(It can’t stop C rank or higher)
    • The user needs two hands or his staff the cast the barrier.
    • The barrier can’t be moved and there can only be one active at the time.
    • The barrier can stay up for two posts. Can be canceled earlier.
    • Three post cooldown.(again 4 post cool-down is standard D rank)




    Name: Aura flash
    Rank: D
    Type: Movement
    Description: The user concentrates for a few seconds and then moves with high speed to another place. The user can shoot himself into all directions, even upwards for a quick jump. The user travels 5 meters in one second before exiting this state.

    Strenghts:


    • The users moves so fast that it looks like teleporting.(No you can run faster but it won't appear like a teleport
    • When someone else is hit by the moving user, he is hit by the user’s body for dmg.
    • After this state, the next move of the user will have a 5% speed buff.



    Weaknesses:


    • The user can be attack while moving by people with high reflexes.(the would deal extra damage too)

    • The user can’t cast other spells while moving.(or the rest of the post)
    • The user always travels five meters, not more nor less.
    • Cooldown is three posts(again 4 posts)





    Name: Flaming aura
    Rank: D
    Type: Buff
    Description: The hands, feet or tip of the staff of the user will catch on blue magical aura fire and the attacks of the flaming body parts are buffed. The melee attacks are buffed by 15% and speed is buffed by 5%.

    Strengths:


    • Melee attacks are buffed and stronger.
    • The next dmg spell cast during the fire, is buffed with 10% more power.
    • The hands will quickly catch on fire, no charging time needed.



    Weaknesses:


    • After this effect is over, the user can’t cast any spells for two posts.(The cool down for this spell won’t start until this is over but in return you can buff the damage a little bit

    • When a spell is cast during the fire, the fire and buff will stop and the cooldown will kick in.(as stated above)

    • The mana of the user will drain when this is active. Casting of the spell will cost the normal amount but every post it is active, it will drain 50% of the normal cast price.(no make this a 25% increase in spell cost.)
    • Duration: Up to three posts. Can be canceled sooner.
    • Cooldown: 5 posts.




    _____________________________________________________________________________________

    Towa's Theme:

    Ume's Theme:
    The Blade of War - Unmade Primary Magic - Unmade Secondary Magic
    Unmade Armor - Unmade items.
    Stardust
    Stardust

    Player 
    Lineage : Feeling Empty
    Position : None
    Posts : 49
    Guild : Cor Draco
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    Mentor : N/A
    Experience : 0

    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Stardust 20th November 2014, 1:50 am

    BUMP!
    Tōwa Lazmira
    Tōwa Lazmira

    Judge and jury


    Judge and jury

    Moderator- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Weapon of Apocalypse Wielder- Player 
    Lineage : Godchild
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    Character Sheet
    First Magic: Cosmic Mind
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Tōwa Lazmira 20th November 2014, 9:29 pm

    @Stardust wrote:Magic

    Primary Magic: Aura Force
    Secondary Magic: N/A
    Caster or Holder: Caster/Lost magic
    Description: The Aura Force allows the user to channel and manipulate the energy of his aura and combined it with his magical power, giving him/her not only enhance physical abilities but also energy based attacks and control over more solid constructs(of own creation) as well. Unlike other magic, Aura Force doesn’t only rely on the magic power of the user but also the strength of their willpower which makes the aura stronger.
    Lineage: Feeling empty

    Strengths:


    • Stronger sensory: Next to sensing mage's power level by their aura, aura mages are able to sense the location of the aura’s more exact and they are able to recognize aura’s too. These effects kick in when sensory is unlocked.
    • Utility: This magic can be used in many ways and they are all powerful. The user can use energy attacks, make solid constructs and even boost their own power.
    • Rare: Since this magic is very rare and almost lost, the knowledge of this magic is rare as well. This works great in a fight since there is a big change that the user won’t even know what kind of magic this is.



    Weaknesses:


    • Oversensitive: Since the user has stronger senses than normal humans plus his aura awareness, he is really oversensitive. Rookie aura users are always overwhelmed by all the information and it is really hard to filter all the knowledge they get at once. It requires a lot of mental training and meditation. The users can only really process it when they are absolutely calm. When they get stressed or scared, the information gets too much and they will enter a mental breakdown. This can lead to many horrible things.
    • Needing the Aura force: The user needs next to their magic power also his aura force. The aura force holds unlimited power but the connection between the user and his force can be cut off by certain spells, like draining curses and mind spells. The user is not cut off from his magical power, only from his aura force. That means that the user can still cast other spells, but not aura spells. When the user loses his connection, he can regain it by meditating for one post or waiting 5 posts.
    • Weakness against darkness: This magic is very weak against all types of dark magic. The aura force is all about calmness and peace, while darkness is all about chaos. This includes god slayers, because they use dark forms of their elements.
    • Weakness against draining: Aura force magic relies a lot on the power stored inside the user’s aura force. Spells which can drain magic power can enter the force and drain there unlimited power. The stop this from happening, the force automatically cuts off from his users.(your power is never unlimited no matter how much you try.)
    • Weakness against mind spells: Although aura mages are naturally mentally strong, when a mind control spells enters their mind, the aura force cuts off from the user to prevent it’s use for dark deeds.



    Abilities:
    Innate Abilities:
    Innate Abilities:

    • Enhanced Physical and Mental Power: The magic increases the power of the user in terms of melee and physical combat in small amounts. It also heightens the senses of the user which can par to a Dragon Slayer's keen senses. The height of these boosts rely on the power of the user’s aura(the rank). The combat boosts can be switched off but the senses can’t. Aura mages are also naturally mentally strong.(No your senses are not on par with DS please see sensory rules.)
    • Weapon Enhancement: The magic augments weapons and equipments to increase their effectiveness of battle. These includes being nearly indestructible, decrease the usage limit, or adjust the side effect of the object to the point it can be used freely of the user without harm. The power of the enhancements relies on the user’s power level(rank).(this will have to be a spell.)


    Unique Abilities:
    Unique Abilities:

    • Aura overload: The user taps into the aura force to double the power of the next aura attack. This can be used twice a thread.(again no this kind of thing will have to be a spell.)


    Spells:
    D-rank:
    Name: Aura sphere
    Rank: D
    Type: Energy/offensive/instant/mid-range projectile
    Description: The user fires off a ball of pure aura energy. This spells needs to be cast from the hands. This spell can be fired off in an instant or can be charged up by using both hands. Charging takes one post. When fully charged, the power is doubled. The ball can travel up to five meters before disappearing. When fully charged, it becomes seven meters. The balls travels with the speed of two m/s(meters per second). When it hits a target, it explodes on impact. The explosion is small and only hurts the target it hits or someone within one meter away from the explosion. When fully charged, the area becomes 1,5 meters.

    Strengths:


    • Simple yet effective projectile.
    • The power can be used in different ways, the sphere doesn’t need to be fired off. The user can keep it into his hand and force it upon the opponent. This move is also simple to combine with other attacks
    • Quick attack.


    Weaknesses:


    • The ball can be dodged with ease by people with high reflexes
    • The ball can’t be controlled once fired off
    • The user needs two hands when charging.
    • When the user forces the ball upon someone, he is hit by the explosion as well.
    • Cooldown: four posts. After a fully charged shot, five posts.


    Name: Aura barrier
    Rank: D
    Type: Solid energy/support/close-range
    Description: The user creates a barrier of solid energy to protect him from attacks. The barrier is always two meters by three meters and a half meter thick. The barrier can be places however the user wants(for ex. Flat on the ground or right above his head). The barrier can float be not controlled. The barrier can be broken by instant C-spells or two instant D-spells. The barrier needs to be cast in an area of one and half meters around the user.

    Strengths:

    • The barrier can block one instant D-spell.
    • The barrier can also be used as a platform.
    • The barrier can be cast right under the user’s feet to put him on top of the barrier.


    Weaknesses:

    • The barrier can’t block C-spells or higher.
    • The user needs two hands or his staff the cast the barrier.
    • The barrier can’t be moved and there can only be one active at the time.
    • The barrier can stay up for two posts. Can be canceled earlier.
    • Four post cooldown.



    Name: Aura flash
    Rank: D
    Type: Movement
    Description: The user concentrates for a few seconds and then moves with high speed to another place. The user can shoot himself into all directions, even upwards for a quick jump. The user travels 5 meters in one second before exiting this state.

    Strenghts:

    • The users moves really fast.
    • When someone else is hit by the moving user, he is hit by the user’s body for dmg.
    • After this state, the next move of the user will have a 5% speed buff.


    Weaknesses:

    • The user can be attack while moving by people with high reflexes. Every attack he is hit with during the second he is moving gets a 5% dmg buff.(nice try the damage increase is 50%)
    • The user can’t cast other aura spells while moving or for the rest of the post.
    • The user always travels five meters, not more nor less.
    • Cooldown is four posts



    Name: Flaming aura
    Rank: D
    Type: Buff
    Description: The hands, feet or tip of the staff of the user will catch on blue magical aura fire and the attacks of the flaming body parts are buffed. The melee attacks are buffed by 20% and speed is buffed by 5%.

    Strengths:

    • Melee attacks are buffed and stronger.
    • The next dmg spell cast during the fire, is buffed with 10% more power.
    • The hands will quickly catch on fire, no charging time needed.


    Weaknesses:

    • After this effect is over, the user can’t cast any spells for two posts.
    • When a spell is cast during the fire, the fire and buff will stop and the cooldown will kick in after the spell cooldown stated above is over.
    • The mana cost for this spell is 25% more then normal D-spells.
    • Duration: Up to three posts. Can be canceled sooner.
    • Cooldown: 7 posts. 2 where the user can’t cast any spells and 5 for the spell itself.




    _____________________________________________________________________________________

    Towa's Theme:

    Ume's Theme:
    The Blade of War - Unmade Primary Magic - Unmade Secondary Magic
    Unmade Armor - Unmade items.
    Stardust
    Stardust

    Player 
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    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Stardust 21st November 2014, 4:13 am

    Bumpo the bumpo. Added some new abilities and fixed all the other stuff.


    _____________________________________________________________________________________

    Aura Force Umineko-no_00375834_zpsa6b79b4a
    Tōwa Lazmira
    Tōwa Lazmira

    Judge and jury


    Judge and jury

    Moderator- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Weapon of Apocalypse Wielder- Player 
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    First Magic: Cosmic Mind
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Tōwa Lazmira 24th November 2014, 11:43 am

    @Stardust wrote:Edits are in this color this should be the last round
    Magic


    Primary Magic: Aura Force
    Secondary Magic: N/A
    Caster or Holder: Caster/Lost magic
    Description: The Aura Force allows the user to channel and manipulate the energy of his aura and combined it with his magical power, giving him/her not only enhance mental abilities but also energy based attacks and control over more solid constructs(of own creation) as well. Unlike other magic, Aura Force doesn’t only rely on the magic power of the user but also the strength of their willpower which makes the aura stronger. All the spells are in the color of the user's aura. For Jian is that dark yellow and light orange.
    Picture:
    Aura Force 458772-screen_shot_2011_08_28_at_7.09.53_pm
    Lineage: Feeling empty
    Lineage Information:


    • Description: A thousand years or two ago, a small little village was struck with a horrible curse by a power-hungry demon, each inhabitant losing half of their soul to the demon. No one saved them. The Magic Council, the freelance mages, the guilds and even the dark guilds did not dare to go near them, for with their half of their souls gone, the forbidden Container of magic power known as the Second Origin within each of them was left wide open like a black hole and whenever they got close to magic, magic was drawn towards them, absorbed by the empty half of their soul. As a result, ostracized by the magic-dominated world, they were cordoned off from the world like a disease, left in their shell of a village to rot. However, they strove to live despite this predicament and they did. Eventually, history forgot their 'crimes' and the descendants of these villagers were let out into the world, still holding the diluted version of the curse within them.
    • Ability:The user's missing half of their soul has resulted in the opening of their Second Origin, the secret container of magic that very few mages get the chance to access. However, unlike its original purpose, having being opened since the user's birth, the Second Origin is empty, and hungry. It is like a black hole for magic energy, though not as potent as its original, but still useful in your fights, for if your opponent manages to smack you with a spell, don't worry about the injuries, you can catch some of their magic energy away for your own usage.
    • Usage: This is a passive lineage that is open all the time and possesses no other weakness other than that it will only work when you get damaged by a spell. When its effect is activated, the Second Origin vessel will retain the magic energy smacked into you, converting it into energy that you can use for your own spells. The amount of energy gained depends on the Slayer Recovery Magic Power system.

    Strengths:


    • Stronger sensory: Next to sensing mage's power level by their aura, aura mages are able to sense the location of the aura’s more exact and they are able to recognize aura’s too. These effects kick in when sensory is unlocked.
    • Utility: This magic can be used in many ways and they are all powerful. The user can use energy attacks, make solid constructs and even boost their own power.
    • Rare: Since this magic is very rare and almost lost, the knowledge of this magic is rare as well. This works great in a fight since there is a big change that the user won’t even know what kind of magic this is.



    Weaknesses:


    • Oversensitive: Since the user has stronger senses than normal humans plus his aura awareness, he is really oversensitive. Rookie aura users are always overwhelmed by all the information and it is really hard to filter all the knowledge they get at once. It requires a lot of mental training and meditation. The users can only really process it when they are absolutely calm. When they get stressed or scared, the information gets too much and they will enter a mental breakdown. This can lead to many horrible things.
    • Needing the Aura force: The user needs next to their magic power also his aura force. The aura force holds grand power but the connection between the user and his force can be cut off by certain spells, like draining curses and mind spells. The user is not cut off from his magical power, only from his aura force. That means that the user can still cast other spells, but not aura spells. When the user loses his connection, he can regain it by meditating for one post or waiting 5 posts.
    • Weakness against darkness: This magic is very weak against all types of dark magic. The aura force is all about calmness and peace, while darkness is all about chaos. This includes god slayers, because they use dark forms of their elements.
    • Weakness against draining: Aura force magic relies a lot on the power stored inside the user’s aura force. Spells which can drain magic power can enter the force and drain it's grand power. The stop this from happening, the force automatically cuts off from his users.
    • Weakness against mind spells: Although aura mages are naturally mentally strong, when a mind control spells enters their mind, the aura force cuts off from the user to prevent it’s use for dark deeds.



    Abilities:
    Innate Abilities:
    Innate Abilities:

    • Enhanced Mental Power: Aura mages are naturally mentally stronger than your normal mage. The strength of their mental power increases with every rank by 2%. They are at rank D naturally 5% mentally stronger than other mages. This makes mind-control and ilussions harder to succeed on them but if it does, the aura mage can suffer greatly(this Abilities does nothing IC wise you might want to find another).
    • Aura force: The user is connect to a personal power known as the aura force. The user needs to use the aura force too when doing attacks and the attacks are not only backed up by the user's magical power. This makes the aura spells naturally 5% stronger than spells only powered by the user's magical power. But the user can lose him connection to the force(see above) and if the user's magical power runs out, it costs twice as long to regain since the aura force needs to be filled up too.(this will again need to be a Spell)


    Unique Abilities:
    Unique Abilities:

    • The more, the merrier: If the user is in an area with lots of powerful magic aura's, his power increases. By every D-rank mage around him, his aura spell power increases by 2%. C-rank is 5%, B-rank is 7%, A-rank is 10%, S-rank is 12% and H-rank is 15%. The mages have to be in an area from ten meters around the user.


    Spells:
    D-rank:
    Aura Sphere:
    Name: Aura sphere
    Rank: D
    Type: Energy/offensive/instant/mid-range projectile
    Description: The user fires off a ball of pure aura energy. This spells needs to be cast from the hands. This spell can be fired off in an instant or can be charged up by using both hands. Charging takes one post. When fully charged, the power is doubled. The ball can travel up to five meters before disappearing. When fully charged, it becomes seven meters. The balls travels with the speed of two m/s(meters per second). When it hits a target, it explodes on impact. The explosion is small and only hurts the target it hits or someone within one meter away from the explosion. When fully charged, the area becomes 1,5 meters.

    Strengths:


    • Simple yet effective projectile.
    • The power can be used in different ways, the sphere doesn’t need to be fired off. The user can keep it into his hand and force it upon the opponent. This move is also simple to combine with other attacks
    • Quick attack.


    Weaknesses:


    • The ball can be dodged with ease by people with high reflexes
    • The ball can’t be controlled once fired off
    • The user needs two hands when charging.
    • When the user forces the ball upon someone, he is hit by the explosion as well.
    • Cooldown: four posts. After a fully charged shot, five posts.


    Aura Barrier:
    Name: Aura barrier
    Rank: D
    Type: Solid energy/support/close-range
    Description: The user creates a barrier of solid energy to protect him from attacks. The barrier is always two meters by three meters and a half meter thick. The barrier can be places however the user wants(for ex. Flat on the ground or right above his head). The barrier can float be not controlled. The barrier can be broken by instant C-spells or two instant D-spells. The barrier needs to be cast in an area of one and half meters around the user.

    Strengths:

    • The barrier can block one instant D-spell.
    • The barrier can also be used as a platform.
    • The barrier can be cast right under the user’s feet to put him on top of the barrier.


    Weaknesses:

    • The barrier can’t block C-spells or higher.
    • The user needs two hands or his staff the cast the barrier.
    • The barrier can’t be moved and there can only be one active at the time.
    • The barrier can stay up for two posts. Can be canceled earlier.
    • Four post cooldown.



    Aura Flash:
    Name: Aura flash
    Rank: D
    Type: Movement
    Description: The user concentrates for a few seconds and then moves with high speed to another place. The user can shoot himself into all directions, even upwards for a quick jump. The user travels 5 meters in one second before exiting this state.

    Strenghts:

    • The users moves really fast.
    • When someone else is hit by the moving user, he is hit by the user’s body for dmg.
    • After this state, the next move of the user will have a 5% speed buff.


    Weaknesses:

    • The user can be attack while moving by people with high reflexes. Every attack he is hit with during the second he is moving gets a 50% dmg buff.
    • The user can’t cast other aura spells while moving or for the rest of the post.
    • The user always travels five meters, not more nor less.
    • Cooldown is four posts



    Flaming Aura:
    Name: Flaming aura
    Rank: D
    Type: Buff
    Description: The hands, feet or tip of the staff of the user will catch on yellow magical aura fire and the attacks of the flaming body parts are buffed. The melee attacks are buffed by 20% and speed is buffed by 5%.

    Strengths:

    • Melee attacks are buffed and stronger.
    • The next dmg spell cast during the fire, is buffed with 10% more power.
    • The hands will quickly catch on fire, no charging time needed.


    Weaknesses:

    • After this effect is over, the user can’t cast any spells for two posts.
    • When a spell is cast during the fire, the fire and buff will stop and the cooldown will kick in after the spell cooldown stated above is over.
    • The mana cost for this spell is 25% more then normal D-spells.
    • Duration: Up to three posts. Can be canceled sooner.
    • Cooldown: 7 posts. 2 where the user can’t cast any spells and 5 for the sell itself.



    _____________________________________________________________________________________

    Towa's Theme:

    Ume's Theme:
    The Blade of War - Unmade Primary Magic - Unmade Secondary Magic
    Unmade Armor - Unmade items.
    Stardust
    Stardust

    Player 
    Lineage : Feeling Empty
    Position : None
    Posts : 49
    Guild : Cor Draco
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Stardust 24th November 2014, 2:34 pm

    Bump. If the abilities are still not done, can you give me some ideas of abilities you should put in this magic. I am having a bit of trouble coming up with all those things.


    _____________________________________________________________________________________

    Aura Force Umineko-no_00375834_zpsa6b79b4a
    Tōwa Lazmira
    Tōwa Lazmira

    Judge and jury


    Judge and jury

    Moderator- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Weapon of Apocalypse Wielder- Player 
    Lineage : Godchild
    Position : None
    Posts : 782
    Guild : Rune Knights
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Magic: Cosmic Mind
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Tōwa Lazmira 26th November 2014, 2:56 am

    @Stardust wrote:Magic

    Primary Magic: Aura Force
    Secondary Magic: N/A
    Caster or Holder: Caster/Lost magic
    Description: The Aura Force allows the user to channel and manipulate the energy of his aura and combined it with his magical power, giving him/her not only enhance mental abilities but also energy based attacks and control over more solid constructs(of own creation) as well. Unlike other magic, Aura Force doesn’t only rely on the magic power of the user but also the strength of their willpower which makes the aura stronger. All the spells are in the color of the user's aura. For Jian that is dark yellow and light orange.
    Picture:
    Aura Force 458772-screen_shot_2011_08_28_at_7.09.53_pm
    Lineage: Feeling empty
    Lineage Information:


    • Description: A thousand years or two ago, a small little village was struck with a horrible curse by a power-hungry demon, each inhabitant losing half of their soul to the demon. No one saved them. The Magic Council, the freelance mages, the guilds and even the dark guilds did not dare to go near them, for with their half of their souls gone, the forbidden Container of magic power known as the Second Origin within each of them was left wide open like a black hole and whenever they got close to magic, magic was drawn towards them, absorbed by the empty half of their soul. As a result, ostracized by the magic-dominated world, they were cordoned off from the world like a disease, left in their shell of a village to rot. However, they strove to live despite this predicament and they did. Eventually, history forgot their 'crimes' and the descendants of these villagers were let out into the world, still holding the diluted version of the curse within them.
    • Ability:The user's missing half of their soul has resulted in the opening of their Second Origin, the secret container of magic that very few mages get the chance to access. However, unlike its original purpose, having being opened since the user's birth, the Second Origin is empty, and hungry. It is like a black hole for magic energy, though not as potent as its original, but still useful in your fights, for if your opponent manages to smack you with a spell, don't worry about the injuries, you can catch some of their magic energy away for your own usage.
    • Usage: This is a passive lineage that is open all the time and possesses no other weakness other than that it will only work when you get damaged by a spell. When its effect is activated, the Second Origin vessel will retain the magic energy smacked into you, converting it into energy that you can use for your own spells. The amount of energy gained depends on the Slayer Recovery Magic Power system.

    Strengths:


    • Stronger sensory: Next to sensing mage's power level by their aura, aura mages are able to sense the location of the aura’s more exact and they are able to recognize aura’s too. These effects kick in when sensory is unlocked.
    • Utility: This magic can be used in many ways and they are all powerful. The user can use energy attacks, make solid constructs and even boost their own power.
    • Rare: Since this magic is very rare and almost lost, the knowledge of this magic is rare as well. This works great in a fight since there is a big change that the user won’t even know what kind of magic this is.



    Weaknesses:


    • Oversensitive: Since the user has stronger senses than normal humans plus his aura awareness, he is really oversensitive. Rookie aura users are always overwhelmed by all the information and it is really hard to filter all the knowledge they get at once. It requires a lot of mental training and meditation. The users can only really process it when they are absolutely calm. When they get stressed or scared, the information gets too much and they will enter a mental breakdown. This can lead to many horrible things.
    • Needing the Aura force: The user needs next to their magic power also his aura force. The aura force holds grand power but the connection between the user and his force can be cut off by certain spells, like draining curses and mind spells. The user is not cut off from his magical power, only from his aura force. That means that the user can still cast other spells, but not aura spells. When the user loses his connection, he can regain it by meditating for one post or waiting 5 posts.
    • Weakness against darkness: This magic is very weak against all types of dark magic. The aura force is all about calmness and peace, while darkness is all about chaos. This includes god slayers, because they use dark forms of their elements.
    • Weakness against draining: Aura force magic relies a lot on the power stored inside the user’s aura force. Spells which can drain magic power can enter the force and drain it's grand power. To stop this from happening, the force automatically cuts off from his users.
    • Weakness against mind spells: Although aura mages are naturally mentally strong, when a mind control spells enters their mind, the aura force cuts off from the user to prevent it’s use for dark deeds.



    Abilities:
    Innate Abilities:
    Innate Abilities:

    • The aura of memories: An aura mage can see glimpses of ones past and memories once they touched their aura. This can only be done in very close contact and by people who allow to mage to enter their memories or if they are knocked out.(Again no)
    • Aura reading: An aura mage can sense other people’s aura like other mages, that's called sensory. But an aura mage can also see the colours of the auras and recognize certain aura’s from people close to them. This can be done within thw limits of sensory and will kick in once sensory is unlocked.(and this helps you how)


    Unique Abilities:
    Unique Abilities:

    • The more, the merrier: If the user is in an area with lots of powerful magic aura's, his power increases. By every D-rank mage around him, his aura spell power increases by 2%. C-rank is 5%, B-rank is 7%, A-rank is 10%, S-rank is 12% and H-rank is 15%. The mages have to be in an area from ten meters around the user.


    Spells:
    D-rank:
    Aura Sphere:
    Name: Aura sphere
    Rank: D
    Type: Energy/offensive/instant/mid-range projectile
    Description: The user fires off a ball of pure aura energy. This spells needs to be cast from the hands. This spell can be fired off in an instant or can be charged up by using both hands. Charging takes one post. When fully charged, the power is doubled. The ball can travel up to five meters before disappearing. When fully charged, it becomes seven meters. The balls travels with the speed of two m/s(meters per second). When it hits a target, it explodes on impact. The explosion is small and only hurts the target it hits or someone within one meter away from the explosion. When fully charged, the area becomes 1,5 meters.

    Strengths:


    • Simple yet effective projectile.
    • The power can be used in different ways, the sphere doesn’t need to be fired off. The user can keep it into his hand and force it upon the opponent. This move is also simple to combine with other attacks
    • Quick attack.


    Weaknesses:


    • The ball can be dodged with ease by people with high reflexes
    • The ball can’t be controlled once fired off
    • The user needs two hands when charging.
    • When the user forces the ball upon someone, he is hit by the explosion as well.
    • Cooldown: four posts. After a fully charged shot, five posts.


    Aura Barrier:
    Name: Aura barrier
    Rank: D
    Type: Solid energy/support/close-range
    Description: The user creates a barrier of solid energy to protect him from attacks. The barrier is always two meters by three meters and a half meter thick. The barrier can be places however the user wants(for ex. Flat on the ground or right above his head). The barrier can float be not controlled. The barrier can be broken by instant C-spells or two instant D-spells. The barrier needs to be cast in an area of one and half meters around the user.

    Strengths:

    • The barrier can block one instant D-spell.
    • The barrier can also be used as a platform.
    • The barrier can be cast right under the user’s feet to put him on top of the barrier.


    Weaknesses:

    • The barrier can’t block C-spells or higher.
    • The user needs two hands or his staff the cast the barrier.
    • The barrier can’t be moved and there can only be one active at the time.
    • The barrier can stay up for two posts. Can be canceled earlier.
    • Four post cooldown.



    Aura Flash:
    Name: Aura flash
    Rank: D
    Type: Movement
    Description: The user concentrates for a few seconds and then moves with high speed to another place. The user can shoot himself into all directions, even upwards for a quick jump. The user travels 5 meters in one second before exiting this state.

    Strenghts:

    • The users moves really fast.
    • When someone else is hit by the moving user, he is hit by the user’s body for dmg.
    • After this state, the next move of the user will have a 5% speed buff.


    Weaknesses:

    • The user can be attack while moving by people with high reflexes. Every attack he is hit with during the second he is moving gets a 50% dmg buff.
    • The user can’t cast other aura spells while moving or for the rest of the post.
    • The user always travels five meters, not more nor less.
    • Cooldown is four posts



    Flaming Aura:
    Name: Flaming aura
    Rank: D
    Type: Buff
    Description: The hands, feet or tip of the staff of the user will catch on yellow magical aura fire and the attacks of the flaming body parts are buffed. The melee attacks are buffed by 20% and speed is buffed by 5%.

    Strengths:

    • Melee attacks are buffed and stronger.
    • The next dmg spell cast during the fire, is buffed with 10% more power.
    • The hands will quickly catch on fire, no charging time needed.


    Weaknesses:

    • After this effect is over, the user can’t cast any spells for two posts.
    • When a spell is cast during the fire, the fire and buff will stop and the cooldown will kick in after the spell cooldown stated above is over.
    • The mana cost for this spell is 25% more then normal D-spells.
    • Duration: Up to three posts. Can be canceled sooner.
    • Cooldown: 7 posts. 2 where the user can’t cast any spells and 5 for the spell itself.

    Stardust
    Stardust

    Player 
    Lineage : Feeling Empty
    Position : None
    Posts : 49
    Guild : Cor Draco
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Stardust 26th November 2014, 3:12 am

    Bump


    _____________________________________________________________________________________

    Aura Force Umineko-no_00375834_zpsa6b79b4a
    Tōwa Lazmira
    Tōwa Lazmira

    Judge and jury


    Judge and jury

    Moderator- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Weapon of Apocalypse Wielder- Player 
    Lineage : Godchild
    Position : None
    Posts : 782
    Guild : Rune Knights
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Magic: Cosmic Mind
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Tōwa Lazmira 27th November 2014, 2:20 am

    @Stardust wrote:Magic

    Primary Magic: Aura Force
    Secondary Magic: N/A
    Caster or Holder: Caster/Lost magic
    Description: The Aura Force allows the user to channel and manipulate the energy of his aura and combined it with his magical power, giving him/her not only enhance mental abilities but also energy based attacks and control over more solid constructs(of own creation) as well. Unlike other magic, Aura Force doesn’t only rely on the magic power of the user but also the strength of their willpower which makes the aura stronger. All the spells are in the color of the user's aura. For Jian that is dark yellow and light orange.
    Picture:
    Aura Force 458772-screen_shot_2011_08_28_at_7.09.53_pm
    Lineage: Feeling empty
    Lineage Information:


    • Description: A thousand years or two ago, a small little village was struck with a horrible curse by a power-hungry demon, each inhabitant losing half of their soul to the demon. No one saved them. The Magic Council, the freelance mages, the guilds and even the dark guilds did not dare to go near them, for with their half of their souls gone, the forbidden Container of magic power known as the Second Origin within each of them was left wide open like a black hole and whenever they got close to magic, magic was drawn towards them, absorbed by the empty half of their soul. As a result, ostracized by the magic-dominated world, they were cordoned off from the world like a disease, left in their shell of a village to rot. However, they strove to live despite this predicament and they did. Eventually, history forgot their 'crimes' and the descendants of these villagers were let out into the world, still holding the diluted version of the curse within them.
    • Ability:The user's missing half of their soul has resulted in the opening of their Second Origin, the secret container of magic that very few mages get the chance to access. However, unlike its original purpose, having being opened since the user's birth, the Second Origin is empty, and hungry. It is like a black hole for magic energy, though not as potent as its original, but still useful in your fights, for if your opponent manages to smack you with a spell, don't worry about the injuries, you can catch some of their magic energy away for your own usage.
    • Usage: This is a passive lineage that is open all the time and possesses no other weakness other than that it will only work when you get damaged by a spell. When its effect is activated, the Second Origin vessel will retain the magic energy smacked into you, converting it into energy that you can use for your own spells. The amount of energy gained depends on the Slayer Recovery Magic Power system.

    Strengths:


    • Stronger sensory: Next to sensing mage's power level by their aura, aura mages are able to sense the location of the aura’s more exact and they are able to recognize aura’s too. These effects kick in when sensory is unlocked.
    • Utility: This magic can be used in many ways and they are all powerful. The user can use energy attacks, make solid constructs and even boost their own power.
    • Rare: Since this magic is very rare and almost lost, the knowledge of this magic is rare as well. This works great in a fight since there is a big change that the user won’t even know what kind of magic this is.



    Weaknesses:


    • Oversensitive: Since the user has stronger senses than normal humans plus his aura awareness, he is really oversensitive. Rookie aura users are always overwhelmed by all the information and it is really hard to filter all the knowledge they get at once. It requires a lot of mental training and meditation. The users can only really process it when they are absolutely calm. When they get stressed or scared, the information gets too much and they will enter a mental breakdown. This can lead to many horrible things.
    • Needing the Aura force: The user needs next to their magic power also his aura force. The aura force holds grand power but the connection between the user and his force can be cut off by certain spells, like draining curses and mind spells. The user is not cut off from his magical power, only from his aura force. That means that the user can still cast other spells, but not aura spells. When the user loses his connection, he can regain it by meditating for one post or waiting 5 posts.
    • Weakness against darkness: This magic is very weak against all types of dark magic. The aura force is all about calmness and peace, while darkness is all about chaos. This includes god slayers, because they use dark forms of their elements.
    • Weakness against draining: Aura force magic relies a lot on the power stored inside the user’s aura force. Spells which can drain magic power can enter the force and drain it's grand power. To stop this from happening, the force automatically cuts off from his users.
    • Weakness against mind spells: Although aura mages are naturally mentally strong, when a mind control spells enters their mind, the aura force cuts off from the user to prevent it’s use for dark deeds.



    Abilities:
    Innate Abilities:
    Innate Abilities:

    • Hovering: An aura mage can hover over the ground by using his aura force and all the ones around him. The aura mage can move while hovering. He can go max 2 meters above the ground. This is not flight. The hovering goes just as fast as walking.
    • Healing aura: The aura of an aura mage heal his owner with 5% every 5 posts. When the user is cut off from his aura force, this healing effect stops untill the connection is restored.


    Unique Abilities:
    Unique Abilities:

    • The more, the merrier: If the user is in an area with lots of powerful magic aura's, his power increases. By every D-rank mage around him, his aura spell power increases by 2%. C-rank is 5%, B-rank is 7%, A-rank is 10%, S-rank is 12% and H-rank is 15%. The mages have to be in an area from ten meters around the user.(after further thought on this i wont allow the power increase... What i will allow is a decrease in spell cost per mage around you.)


    Spells:
    D-rank:
    Aura Sphere:
    Name: Aura sphere
    Rank: D
    Type: Energy/offensive/instant/mid-range projectile
    Description: The user fires off a ball of pure aura energy. This spells needs to be cast from the hands. This spell can be fired off in an instant or can be charged up by using both hands. Charging takes one post. When fully charged, the power is doubled. The ball can travel up to five meters before disappearing. When fully charged, it becomes seven meters. The balls travels with the speed of two m/s(meters per second). When it hits a target, it explodes on impact. The explosion is small and only hurts the target it hits or someone within one meter away from the explosion. When fully charged, the area becomes 1,5 meters.

    Strengths:


    • Simple yet effective projectile.
    • The power can be used in different ways, the sphere doesn’t need to be fired off. The user can keep it into his hand and force it upon the opponent. This move is also simple to combine with other attacks
    • Quick attack.


    Weaknesses:


    • The ball can be dodged with ease by people with high reflexes
    • The ball can’t be controlled once fired off
    • The user needs two hands when charging.
    • When the user forces the ball upon someone, he is hit by the explosion as well.
    • Cooldown: four posts. After a fully charged shot, five posts.


    Aura Barrier:
    Name: Aura barrier
    Rank: D
    Type: Solid energy/support/close-range
    Description: The user creates a barrier of solid energy to protect him from attacks. The barrier is always two meters by three meters and a half meter thick. The barrier can be places however the user wants(for ex. Flat on the ground or right above his head). The barrier can float be not controlled. The barrier can be broken by instant C-spells or two instant D-spells. The barrier needs to be cast in an area of one and half meters around the user.

    Strengths:

    • The barrier can block one instant D-spell.
    • The barrier can also be used as a platform.
    • The barrier can be cast right under the user’s feet to put him on top of the barrier.


    Weaknesses:

    • The barrier can’t block C-spells or higher.
    • The user needs two hands or his staff the cast the barrier.
    • The barrier can’t be moved and there can only be one active at the time.
    • The barrier can stay up for two posts. Can be canceled earlier.
    • Four post cooldown.



    Aura Flash:
    Name: Aura flash
    Rank: D
    Type: Movement
    Description: The user concentrates for a few seconds and then moves with high speed to another place. The user can shoot himself into all directions, even upwards for a quick jump. The user travels 5 meters in one second before exiting this state.

    Strenghts:

    • The users moves really fast.
    • When someone else is hit by the moving user, he is hit by the user’s body for dmg.
    • After this state, the next move of the user will have a 5% speed buff.


    Weaknesses:

    • The user can be attack while moving by people with high reflexes. Every attack he is hit with during the second he is moving gets a 50% dmg buff.
    • The user can’t cast other aura spells while moving or for the rest of the post.
    • The user always travels five meters, not more nor less.
    • Cooldown is four posts



    Flaming Aura:
    Name: Flaming aura
    Rank: D
    Type: Buff
    Description: The hands, feet or tip of the staff of the user will catch on yellow magical aura fire and the attacks of the flaming body parts are buffed. The melee attacks are buffed by 20% and speed is buffed by 5%.

    Strengths:

    • Melee attacks are buffed and stronger.
    • The next dmg spell cast during the fire, is buffed with 10% more power.
    • The hands will quickly catch on fire, no charging time needed.


    Weaknesses:

    • After this effect is over, the user can’t cast any spells for two posts.
    • When a spell is cast during the fire, the fire and buff will stop and the cooldown will kick in after the spell cooldown stated above is over.
    • The mana cost for this spell is 25% more then normal D-spells.
    • Duration: Up to three posts. Can be canceled sooner.
    • Cooldown: 7 posts. 2 where the user can’t cast any spells and 5 for the spell itself.

    [/list]


    _____________________________________________________________________________________

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    Ume's Theme:
    The Blade of War - Unmade Primary Magic - Unmade Secondary Magic
    Unmade Armor - Unmade items.
    Stardust
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    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Stardust 27th November 2014, 2:24 am

    Bump


    _____________________________________________________________________________________

    Aura Force Umineko-no_00375834_zpsa6b79b4a
    Stardust
    Stardust

    Player 
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    Character Sheet
    First Magic: Aura Force
    Second Magic:
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    Aura Force Empty Re: Aura Force

    Post by Stardust 27th November 2014, 2:28 am

    again bump


    _____________________________________________________________________________________

    Aura Force Umineko-no_00375834_zpsa6b79b4a
    Stardust
    Stardust

    Player 
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    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Stardust 2nd December 2014, 8:30 am

    Bump?


    _____________________________________________________________________________________

    Aura Force Umineko-no_00375834_zpsa6b79b4a
    Tōwa Lazmira
    Tōwa Lazmira

    Judge and jury


    Judge and jury

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    First Magic: Cosmic Mind
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    Aura Force Empty Re: Aura Force

    Post by Tōwa Lazmira 3rd December 2014, 1:25 am

    @Stardust wrote:Magic

    Primary Magic: Aura Force
    Secondary Magic: N/A
    Caster or Holder: Caster/Lost magic
    Description: The Aura Force allows the user to channel and manipulate the energy of his aura and combined it with his magical power, giving him/her not only enhance mental abilities but also energy based attacks and control over more solid constructs(of own creation) as well. Unlike other magic, Aura Force doesn’t only rely on the magic power of the user but also the strength of their willpower which makes the aura stronger. All the spells are in the color of the user's aura. For Jian that is dark yellow and light orange.
    Picture:
    Aura Force 458772-screen_shot_2011_08_28_at_7.09.53_pm
    Lineage: Feeling empty
    Lineage Information:


    • Description: A thousand years or two ago, a small little village was struck with a horrible curse by a power-hungry demon, each inhabitant losing half of their soul to the demon. No one saved them. The Magic Council, the freelance mages, the guilds and even the dark guilds did not dare to go near them, for with their half of their souls gone, the forbidden Container of magic power known as the Second Origin within each of them was left wide open like a black hole and whenever they got close to magic, magic was drawn towards them, absorbed by the empty half of their soul. As a result, ostracized by the magic-dominated world, they were cordoned off from the world like a disease, left in their shell of a village to rot. However, they strove to live despite this predicament and they did. Eventually, history forgot their 'crimes' and the descendants of these villagers were let out into the world, still holding the diluted version of the curse within them.
    • Ability:The user's missing half of their soul has resulted in the opening of their Second Origin, the secret container of magic that very few mages get the chance to access. However, unlike its original purpose, having being opened since the user's birth, the Second Origin is empty, and hungry. It is like a black hole for magic energy, though not as potent as its original, but still useful in your fights, for if your opponent manages to smack you with a spell, don't worry about the injuries, you can catch some of their magic energy away for your own usage.
    • Usage: This is a passive lineage that is open all the time and possesses no other weakness other than that it will only work when you get damaged by a spell. When its effect is activated, the Second Origin vessel will retain the magic energy smacked into you, converting it into energy that you can use for your own spells. The amount of energy gained depends on the Slayer Recovery Magic Power system.

    Strengths:


    • Stronger sensory: Next to sensing mage's power level by their aura, aura mages are able to sense the location of the aura’s more exact and they are able to recognize aura’s too. These effects kick in when sensory is unlocked.(this will have to be a ability, as well as the fact it will only improve you Sensory by a little.)
    • Utility: This magic can be used in many ways and they are all powerful. The user can use energy attacks, make solid constructs and even boost their own power.
    • Rare: Since this magic is very rare and almost lost, the knowledge of this magic is rare as well. This works great in a fight since there is a big change that the user won’t even know what kind of magic this is.



    Weaknesses:


    • Oversensitive: Since the user has stronger senses than normal humans plus his aura awareness, he is really oversensitive. Rookie aura users are always overwhelmed by all the information and it is really hard to filter all the knowledge they get at once. It requires a lot of mental training and meditation. The users can only really process it when they are absolutely calm. When they get stressed or scared, the information gets too much and they will enter a mental breakdown. This can lead to many horrible things.
    • Needing the Aura force: The user needs next to their magic power also his aura force. The aura force holds grand power but the connection between the user and his force can be cut off by certain spells, like draining curses and mind spells. The user is not cut off from his magical power, only from his aura force. That means that the user can still cast other spells, but not aura spells. When the user loses his connection, he can regain it by meditating for one post or waiting 5 posts.
    • Weakness against darkness: This magic is very weak against all types of dark magic. The aura force is all about calmness and peace, while darkness is all about chaos. This includes god slayers, because they use dark forms of their elements.
    • Weakness against draining: Aura force magic relies a lot on the power stored inside the user’s aura force. Spells which can drain magic power can enter the force and drain it's grand power. To stop this from happening, the force automatically cuts off from his users.
    • Weakness against mind spells: Although aura mages are naturally mentally strong, when a mind control spells enters their mind, the aura force cuts off from the user to prevent it’s use for dark deeds.



    Abilities:
    Innate Abilities:
    Innate Abilities:

    • Hovering: An aura mage can hover over the ground by using his aura force and all the ones around him. The aura mage can move while hovering. He can go max 2 meters above the ground. This is not flight. The hovering goes just as fast as walking.
    • Healing aura: The aura of an aura mage heal his owner with 5% every 5 posts. When the user is cut off from his aura force, this healing effect stops untill the connection is restored.


    Unique Abilities:
    Unique Abilities:

    • The more, the merrier: If the user is in an area with lots of powerful magic aura's, his spell costs decreases. By every mage around him, his aura spell cost decreases by 1%. This decreae can stack up with every mage entering the area. The mages have to be in an area from ten meters around the user.


    Spells:
    D-rank:
    Aura Sphere:
    Name: Aura sphere
    Rank: D
    Type: Energy/offensive/instant/mid-range projectile
    Description: The user fires off a ball of pure aura energy. This spells needs to be cast from the hands. This spell can be fired off in an instant or can be charged up by using both hands. Charging takes one post. When fully charged, the power is doubled. The ball can travel up to five meters before disappearing. When fully charged, it becomes seven meters. The balls travels with the speed of two m/s(meters per second). When it hits a target, it explodes on impact. The explosion is small and only hurts the target it hits or someone within one meter away from the explosion. When fully charged, the area becomes 1,5 meters.

    Strengths:


    • Simple yet effective projectile.
    • The power can be used in different ways, the sphere doesn’t need to be fired off. The user can keep it into his hand and force it upon the opponent. This move is also simple to combine with other attacks
    • Quick attack.


    Weaknesses:


    • The ball can be dodged with ease by people with high reflexes
    • The ball can’t be controlled once fired off
    • The user needs two hands when charging.
    • When the user forces the ball upon someone, he is hit by the explosion as well.
    • Cooldown: four posts. After a fully charged shot, five posts.


    Aura Barrier:
    Name: Aura barrier
    Rank: D
    Type: Solid energy/support/close-range
    Description: The user creates a barrier of solid energy to protect him from attacks. The barrier is always two meters by three meters and a half meter thick. The barrier can be places however the user wants(for ex. Flat on the ground or right above his head). The barrier can float be not controlled. The barrier can be broken by instant C-spells or two instant D-spells. The barrier needs to be cast in an area of one and half meters around the user.

    Strengths:

    • The barrier can block one instant D-spell.
    • The barrier can also be used as a platform.
    • The barrier can be cast right under the user’s feet to put him on top of the barrier.


    Weaknesses:

    • The barrier can’t block C-spells or higher.
    • The user needs two hands or his staff the cast the barrier.
    • The barrier can’t be moved and there can only be one active at the time.
    • The barrier can stay up for two posts. Can be canceled earlier.
    • Four post cooldown.



    Aura Flash:
    Name: Aura flash
    Rank: D
    Type: Movement
    Description: The user concentrates for a few seconds and then moves with high speed to another place. The user can shoot himself into all directions, even upwards for a quick jump. The user travels 5 meters in one second before exiting this state.

    Strenghts:

    • The users moves really fast.
    • When someone else is hit by the moving user, he is hit by the user’s body for dmg.
    • After this state, the next move of the user will have a 5% speed buff.


    Weaknesses:

    • The user can be attack while moving by people with high reflexes. Every attack he is hit with during the second he is moving gets a 50% dmg buff.
    • The user can’t cast other aura spells while moving or for the rest of the post.
    • The user always travels five meters, not more nor less.
    • Cooldown is four posts



    Flaming Aura:
    Name: Flaming aura
    Rank: D
    Type: Buff
    Description: The hands, feet or tip of the staff of the user will catch on yellow magical aura fire and the attacks of the flaming body parts are buffed. The melee attacks are buffed by 20% and speed is buffed by 5%.

    Strengths:

    • Melee attacks are buffed and stronger.
    • The next dmg spell cast during the fire, is buffed with 10% more power.
    • The hands will quickly catch on fire, no charging time needed.


    Weaknesses:

    • After this effect is over, the user can’t cast any spells for two posts.
    • When a spell is cast during the fire, the fire and buff will stop and the cooldown will kick in after the spell cooldown stated above is over.
    • The mana cost for this spell is 25% more then normal D-spells.
    • Duration: Up to three posts. Can be canceled sooner.
    • Cooldown: 7 posts. 2 where the user can’t cast any spells and 5 for the spell itself.



    _____________________________________________________________________________________

    Towa's Theme:

    Ume's Theme:
    The Blade of War - Unmade Primary Magic - Unmade Secondary Magic
    Unmade Armor - Unmade items.
    Stardust
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    Player 
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    Character Sheet
    First Magic: Aura Force
    Second Magic:
    Third Magic:

    Aura Force Empty Re: Aura Force

    Post by Stardust 4th December 2014, 2:53 am

    BUMP


    _____________________________________________________________________________________

    Aura Force Umineko-no_00375834_zpsa6b79b4a
    Tōwa Lazmira
    Tōwa Lazmira

    Judge and jury


    Judge and jury

    Moderator- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Weapon of Apocalypse Wielder- Player 
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    Aura Force Empty Re: Aura Force

    Post by Tōwa Lazmira 6th December 2014, 3:02 am

    Approval Sauce all over this Magic*pulls out A1 Steak sauce and emptys bottle on the magic*. Have fun!


    _____________________________________________________________________________________

    Towa's Theme:

    Ume's Theme:
    The Blade of War - Unmade Primary Magic - Unmade Secondary Magic
    Unmade Armor - Unmade items.

      Current date/time is 30th July 2021, 7:27 pm