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 •

    Hellfire Ghost's Magic

    Hellfire Ghost
    Hellfire Ghost

    1 Year Anniversary- Player 
    Lineage : Comet
    Position : None
    Posts : 49
    Guild : None
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : None (Lucifer indirectly)
    Experience : 0

    Character Sheet
    First Skill: Sinner's Magic
    Second Skill:
    Third Skill:

    Hellfire Ghost's Magic Empty Hellfire Ghost's Magic

    Post by Hellfire Ghost 9th November 2012, 12:55 am

    Primary Magic: Sinner’s Magic
    Secondary Magic: N/a
    Caster or Holder: caster
    Description:
    Sinner’s Magic is only granted to those who have been to hell and back. It allows the user to control a mysterious dark substance that materializes from darkness or shadows. This substance appears I three ways: a shroud, a viscous mass and solid, yet flexible. Normally it appears in its solid form and is known to possess a multitude of eyes and a large mouth with sharp teeth. If enough magic is used, attacks from this substance may have certain aftereffects. This dark substance can take on any shape or form the user desires and as long as it is very basic, it requires near nothing in terms of magic.
    What is this dark substance made of you may ask? The answer is: the souls of the truly sinful; the souls of those who have been consumed by one or more of the seven deadly sins (Greed, Pride, Sloth, Wrath, Envy, Gluttony and Lust); its unofficial official name is “Despair”. Each Sin has its own effects:
    -(D-rank) Wrath clouds the judgment of a victim, making them act rashly and without though resulting in wasting valuable magic and making tactical mistakes.
    -(D-rank) Greed shows the enemy their greatest desires and thus causes hallucinations.
    -(D-rank) Sloth utterly paralyzes its victims become too lazy to do anything.
    -(C-rank)Gluttony causes great hunger in the victim; the hunger is so great that the victim becomes easily distracted by anything edible
    -(B-rank) Envy can cause betrayal between two or more enemies, making them envy each other and then turn on one another.
    -(B-rank) Pride is a sin that affects the user. It gives the user great stamina and durability and so he cannot be knocked back by anything... a stubborn Pride indeed.
    -(A-rank) Lust entrances the victims so that they may obey the users command for a short period of time.
    Only one Sin can be active against one opponent at any time.
    However this is not the origin of the name. Its true origin is the fact that only one who has been intensely surrounded or consumed by sin for at least 50 years can use it, which would result in the soul of the individual to have become engraved with sin.
    A passive ability is called Sinner’s eyes. It is of no real value in combat, but it allows the user to see the sins/scars that others carry.

    Strengths:
    This magic’s greatest strength lies in its ability to take on any form and having the ability to cause status problems to its victims (e.g. paralysis, hallucinations). This allows great versatility in terms of combat.
    It is also possible to restore magic by consuming completely evil human souls (of which there is no natural occurrence/occurrence without a body).
    The power also increases in areas of great despair, suffering and/or sin. Magic of the element darkness/shadow/unholy do greatly diminished damage.

    Weaknesses:
    Being an unholy magic, it is quite vulnerable against holy magic. In areas of large holy value, this magic’s power diminishes; the holier an area, the greater the power is diminished.
    If there is no shadow or source of darkness available, Sinner’s Magic can’t even materialize.
    The reach of the “Despair” increases as the user does:
    D: 100m; C: 125m; B: 175m; A: 250m; S: 400m; H: 600m
    The farthrthe distance the more uncontrollable the despair gets. Full control in the first 1/3 of the range, half the amount of control in the second 1/3 of the range and it becomes almost uncontrollable and irratic in the third 1/3.

    Abilities/Powers:
    Free control over “Despair”
    Sinner’s eyes: Allows the user to see the sins/scars that each individual carries.

    Name: Shrouded
    Rank: D
    Type: Sin: Despair
    Description:
    The user releases a large amount of “Despair” in its shroud form and engulfs a 50 m² area and is 3 meters high from the base to the top. It blocks the vision of others and releases sounds of the groaning damned to confuse the enemy. This effects every living being that is not the user.
    Strengths: Blocks the enemies vision and deceives the enemy’s hearing, whilst leaving the user unaffected. The shroud is so dense and dark that even intense light has a hard time illuminating much.
    Weaknesses: This spell also affects allies and holy magic dispels the shroud.
    Duration: 4
    Cooldown: 2

    Name: Bind of Despair
    Rank: D
    Type: Sin: Despair
    Description:
    The “Despair” takes on its solid form in strips and emerges from the shadow of the victim. These strips of despair wind around the victim’s arms and legs and bind them. As a result the victim is rendered unable to move.
    Strengths: Disables enemies movement.
    Weaknesses: Holy magic completely dispels the bind. If the binds are hit with higher rank spells they will also disintegrate but this may cause a small amount of damage to be inflicted to the excapee because this is done at very close proximity.
    Duration: 1
    Cooldown: 2


    Name: Fangs of the Abyss
    Rank: D
    Type: Sin: Greed
    Description:
    The user creates numerous smaller fangs out of “Despair” and launches them at the enemy.
    Strengths: It deals some damage to the opponent (severly dmaging D-rank defensive spells, but not destroying them) and causes the victim to see hallucinations of what they desire most; distracting them from reality.
    Weaknesses: It is completely dispelled by holy magic. The spell can only alter its course by 10°.
    Status Duration: 2
    Cooldown: 2

    Name: Sloth’s Claws
    Rank: D
    Type: Sin: Sloth
    Description:
    “Despair” engulfs the user’s arms and instead of fingers it creates 20cm long claws. These are very sharp. The attachment of the sin of sloth causes the enemies body to go limp when the claws scratch the enemy.
    Strengths: Capable of slicing through light armor/defense spells (D-rank, and after a 2 post barrage) and through the weak jointed parts of medium armor/Defences (C-rank, same applies here like D--rank); ordinary, non-magic objects do not stand a chance. They have an extra 20 cm reach.
    Weaknesses: Cannot penetrate holy armor or magical equipment (Armor excluded).
    Status Duration: 1
    Spell Duration: 3
    Cooldown: 4


    Last edited by Hellfire Ghost on 10th November 2012, 11:46 pm; edited 4 times in total
    Zeno
    Zeno

    Emotional Tempest 1


    Emotional Tempest 1

    Administrator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- H-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Hero- Villain- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
    Lineage : Spirit Link
    Position : None
    Posts : 1060
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 40
    Experience : 337,500

    Character Sheet
    First Skill: Major Arcana
    Second Skill: Minor Arcana
    Third Skill:

    Hellfire Ghost's Magic Empty Re: Hellfire Ghost's Magic

    Post by Zeno 9th November 2012, 9:56 pm

    This looks like a very cool concept.
    First of all I'd like you to define strength and weakness in terms of rank.
    ( Example: Can destroy other D Ranks spells, cannot destroy C Rank spells or higher ) Also, we do not have an F Rank. The ranks are: D,C,B,A,S,H
    But I'm sure that was just a typo haha.

    Second, I would like you to consider some of my input here: You could go with using "Despair" as a base substance, then for a different spell you can give it a different type, aka sin, but a more specific one. For example: "Sin: Wrath". Each one of the different sins would have a different specific status effect. All Wrath sins could have some sort of hallucinating effect, Sloth could be exhaustion, etcetera.

    Just an idea, see whether you like it or not.
    Once you're done defining the power of your spells in terms of rank, I'll see whether or not they are balanced out with the cooldowns and durations.


    _____________________________________________________________________________________

    Hellfire Ghost's Magic Zeno1_by_gramcrackers-d7l4bjh
    Hellfire Ghost
    Hellfire Ghost

    1 Year Anniversary- Player 
    Lineage : Comet
    Position : None
    Posts : 49
    Guild : None
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : None (Lucifer indirectly)
    Experience : 0

    Character Sheet
    First Skill: Sinner's Magic
    Second Skill:
    Third Skill:

    Hellfire Ghost's Magic Empty Re: Hellfire Ghost's Magic

    Post by Hellfire Ghost 9th November 2012, 10:54 pm

    edited
    Zeno
    Zeno

    Emotional Tempest 1


    Emotional Tempest 1

    Administrator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- H-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Hero- Villain- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
    Lineage : Spirit Link
    Position : None
    Posts : 1060
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 40
    Experience : 337,500

    Character Sheet
    First Skill: Major Arcana
    Second Skill: Minor Arcana
    Third Skill:

    Hellfire Ghost's Magic Empty Re: Hellfire Ghost's Magic

    Post by Zeno 9th November 2012, 11:44 pm

    I think you might want to go over gluttony again... The status effects should also be like "distractions", at least the lower ranked ones. The opponent should still be able to fight.

    You should also distinguish between the duration and cooldown of your complete spell, and the duration of the status effect. I would suggest to add in the rule that there can only be one sin active at a time. To keep things balanced.

    Another thing is that you want to stick with one type of magic, even though it is varying on its own. Otherwise you're putting secondary and primary magic together into your primary magic. I would suggest using the type "Sin" as magic. And then use the Seven Sins as variables for the status effects, and Despair for physically damaging spells.

    ( Example: "Sin: Despair", "Sin: Lust", etc. )

    I would also like you to add a range or radius to where you can control despair. Because the way you describe your control of despair, it seems as though you can go anywhere with it for an undefined distance. Unless you will always specify this range in your spells.

    500 square meters is waaay too much for a D Rank Spell. That's almost S Rank material. Light should be able to shine through but the shroud would make it very faint. Otherwise it would be completely dark inside and people would not even know where they are. So all in all, it is too powerful the way it is. A D rank obscuring spell like that should be like a dark mist covering a 30 m² area.

    Before I go further, take care of this, and I would like to remember you that these are D Rank Spells. Anything that limits the opponents magic or physical capacities in any way, like immobilizing, it should have a duration. A hint I would like to give you is that usually, people use D Rank Spells as a reinforcement for their magic instead of real attacks. Of course you would need one or two offense/defense spells, but they wouldn't be as strong. You're getting close to having it balanced though, but there's still some OP elements in there.


    _____________________________________________________________________________________

    Hellfire Ghost's Magic Zeno1_by_gramcrackers-d7l4bjh
    Hellfire Ghost
    Hellfire Ghost

    1 Year Anniversary- Player 
    Lineage : Comet
    Position : None
    Posts : 49
    Guild : None
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : None (Lucifer indirectly)
    Experience : 0

    Character Sheet
    First Skill: Sinner's Magic
    Second Skill:
    Third Skill:

    Hellfire Ghost's Magic Empty Re: Hellfire Ghost's Magic

    Post by Hellfire Ghost 10th November 2012, 12:04 am

    I admit the area of the shroud was too big ^^
    I hope the range system is ok though...
    Zeno
    Zeno

    Emotional Tempest 1


    Emotional Tempest 1

    Administrator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- H-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Hero- Villain- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
    Lineage : Spirit Link
    Position : None
    Posts : 1060
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 40
    Experience : 337,500

    Character Sheet
    First Skill: Major Arcana
    Second Skill: Minor Arcana
    Third Skill:

    Hellfire Ghost's Magic Empty Re: Hellfire Ghost's Magic

    Post by Zeno 10th November 2012, 11:33 pm

    "D: 100m; C: 125m; B: 175m; A: 250m; S: 400m; H: 600m"

    I will allow this but only if we agree that Hellfire's control over Despair becomes less and less accurate and free the further away it goes. So it would be balanced if you would have full control in the first 1/4 of the range, half the amount of control in the second 1/4 of the range, a third the amount of control in the third 1/4 of the range, and Despair would become wild and almost uncontrollable in the last 1/4 of the range.

    Shrouded: Make it 50m², also specify the height of the mist.

    Bind of Despair: This should be a 1 turn duration, movement immobilizing spells are powerful and every post of immobility counts. There should also be a different way for the user to get out of the binds than holy magic. ( I'm thinking a higher ranked spell )

    Fangs of Abyss: Looks good enough but if it deals physical damage then define it in terms of rank. From what I read it is not focused on dealing physical damage so defined in rank it would be that it can severely damage another D Rank defensive spell but not fully destroy it.

    Sloth's Claws: Spells should never really affect other Spell that are 2 or more ranks higher than them. Even a Spell that is 1 rank higher can only be affected in a minor way. Another thing is that most people will have D Ranked Defensive Spells that can block other D Rank Offensive Spells, and D Ranked Offensive Spells that can break through other D Rank Defensive Spells. So it is a bit of a paradox. SO I will allow the claws to be able to destroy another D Rank Defensive Spell after a 2 post barrage. And to weaken the joints and weaker parts of C Rank Defensive Spells after the same 2 post barrage.

    And I will allow a 3 post duration and a 4 post cooldown on that one since it deals physical and status damage.

    Another thing I would like for you to add in the weaknesses is that there can only be one status effect active at a time.




    _____________________________________________________________________________________

    Hellfire Ghost's Magic Zeno1_by_gramcrackers-d7l4bjh
    Zeno
    Zeno

    Emotional Tempest 1


    Emotional Tempest 1

    Administrator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- H-Rank- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Hero- Villain- Have Seijin On Your Friends List- 1 Year Anniversary- Player 
    Lineage : Spirit Link
    Position : None
    Posts : 1060
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 40
    Experience : 337,500

    Character Sheet
    First Skill: Major Arcana
    Second Skill: Minor Arcana
    Third Skill:

    Hellfire Ghost's Magic Empty Re: Hellfire Ghost's Magic

    Post by Zeno 11th November 2012, 1:18 am

    Approved!


    _____________________________________________________________________________________

    Hellfire Ghost's Magic Zeno1_by_gramcrackers-d7l4bjh

      Current date/time is 12th May 2024, 7:41 am