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    Ambrosia's Magic

    Ambrosia Shropshass
    Ambrosia Shropshass

    Player 
    Lineage : Arm Of Destiny
    Position : None
    Posts : 27
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 31
    Experience : 0

    Character Sheet
    First Skill: Water Magic
    Second Skill:
    Third Skill:

    Update Ambrosia's Magic

    Post by Ambrosia Shropshass 5th January 2015, 10:06 pm

    Primary Magic: Water Magic

    Caster or Holder: Caster

    Description: In many practices of water magics, there is an emphasis on healing and support rather than actual fighting. In Ambrosia's case, more care is given to the sheer power and versatility of water, rather than it just taking a backseat to all the rest.


    Strengths:

    - Quite effective for mid-ranged and long-distance combat.

    - At full-strength, it is strong enough to cut through steel.

    - Can be very useful in situations where crowd control is needed.

    - Quite effective against fire magic.




    Weaknesses:

    - Not the best for close-range combat.

    - Since she focuses more on the offensive power of water, she is provided less defense.

    - Can be deflected by wind, earth, or similar magic.

    - With certain spells, allies could get caught in the backwash.

    - Most spells do their damage in one go, so it's really hit or miss.

    Lineage: Arm of Destiny

    Unique Abilities: The user can call forth a powerful laser of light energy to decimate whatever lies ahead of them. 100 meter range.
    In her dark state, the effect is the same, except it calls upon the eddies of darkness for power.

    Spells:
    Spell Template


    Name: Hydro Blade

    Rank: D

    Type: Water, Offensive

    Description: This is her most basic move. Ambrosia thrusts her arms back, chanting the name of the spell. Light blue magic circles appear on both of her hands, and two long streams of water flow forward along her arms, which she then uses to whip at her opponent(s). Duration of 3 posts, cooldown of 4 posts. Max. range of 3 meters.

    Strengths:

    - Can be used for close-ranged to mid-range combat.

    - Powerful and precise enough to cut through D-rank steel if she cranks the spell out at full power.

    - Instant casting.

    Weaknesses:

    - Used alongside physical fighting, so if she's weak physically or her opponent is more skilled at fighting hand-to-hand than her (which wouldn't be too hard) this move won't be too useful.

    - It is very possible to hit an ally with this spell, so much so that it has in fact happened. On multiple occasions.

    - Can be dodged by someone fast with quick anticipation of melee moves.

    - Does not offer any buffs or boosts.




    Name: Hawaiian Punch

    Rank: D

    Type: Water, Offensive

    Description: Ambrosia rears back her left hand, chanting the name of the spell then punching out towards her opponent. A light blue magic circle as large as her body appears, and a wave arches up before rushing forward. Duration of one post, cooldown of 4 posts. Max. range of 10 meters, speed of 2 meters per second.

    Strengths:

    - Leaves the enemy(ies) (up to C-rank) affected dazed for one post.

    - Can take down multiple enemies and is effective for crowd control.

    - Good for putting out flames.

    Weaknesses:

    - Also capable of sweeping Ambrosia's allies into the fray.

    - Has a casting time of five seconds.

    - Does not offer any buffs to Ambrosia or allies.

    - Not very effective against earth, steel, or similar solid magics.

    Name: Malestrom

    Rank: D

    Type: Water, Healing, Defensive

    Description: Ambrosia clasps her palms together, focusing her magic energy as she spreads her arms out to her sides, a ring of water and bubbles springing up around she and her allies. Two light blue magic circles appear at her palms when the spell is complete. The water swirls around them, providing knockback from enemies as it heals. Duration of two posts, cooldown of six posts. Max. range of 5 meters.

    Strengths:

    - Buffs Ambrosia and her allies' health by 5%.

    - Knocks back D and C-rank enemies.

    - Protects Ambrosia's allies from 2 D-rank spells.


    Weaknesses:

    - Casting time is 5 seconds.

    - Drains Ambrosia's MP by 10% per use.

    - Can be broken after fully cast by a strong enemy.

    - If she is hit at any time before the spell finishes, it will cancel.

    - Does not do any damage.

    Name: Avestrucera Stage Out!

    Rank: D

    Type: Water, Offensive

    Description: Ambrosia chants the spell name, a small light blue magic circle appearing in her hand as she forms a bolas out of water. She then whips it at her opponent, tangling them up. Duration of one post, cooldown of three posts. Bolas is about 2 feet long, range of 7 meters.

    Strengths:

    - Binds a D to C-rank enemy for one post.

    - Very effective against fire magic.

    - Casts instantly.

    Weaknesses:

    - Can be blocked/negated with solid magic like earth, steel, etc.

    - Can be dodged.

    - Usable against only one enemy at a time, leaving her open to attack if against multiple enemies.

    - Though Ambrosia is skilled with the bolas, she is not above tangling up an ally instead...or in case of a boomerang effect, herself.


    Last edited by Ambrosia on 21st February 2015, 2:19 am; edited 2 times in total
    Ambrosia Shropshass
    Ambrosia Shropshass

    Player 
    Lineage : Arm Of Destiny
    Position : None
    Posts : 27
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 31
    Experience : 0

    Character Sheet
    First Skill: Water Magic
    Second Skill:
    Third Skill:

    Update Re: Ambrosia's Magic

    Post by Ambrosia Shropshass 24th January 2015, 10:45 pm

    Bump for completion!
    Ambrosia Shropshass
    Ambrosia Shropshass

    Player 
    Lineage : Arm Of Destiny
    Position : None
    Posts : 27
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 31
    Experience : 0

    Character Sheet
    First Skill: Water Magic
    Second Skill:
    Third Skill:

    Update Re: Ambrosia's Magic

    Post by Ambrosia Shropshass 1st February 2015, 12:43 am

    Bump~
    Ambrosia Shropshass
    Ambrosia Shropshass

    Player 
    Lineage : Arm Of Destiny
    Position : None
    Posts : 27
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 31
    Experience : 0

    Character Sheet
    First Skill: Water Magic
    Second Skill:
    Third Skill:

    Update Re: Ambrosia's Magic

    Post by Ambrosia Shropshass 9th February 2015, 10:01 pm

    Bump
    Akryn
    Akryn

    Quality Badge Level 1- X-Mas Event Participant- 1 Year Anniversary- Player 
    Lineage : Lucifer's Aura
    Position : None
    Posts : 821
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 32
    Mentor : Thorsfell, Gamara, Vishnu, Cytorakk, Botosai
    Experience : 1625

    Character Sheet
    First Skill: Wind Magic
    Second Skill: None
    Third Skill:

    Update Re: Ambrosia's Magic

    Post by Akryn 12th February 2015, 9:13 pm

    Ambrosia wrote:Primary Magic: Water Magic

    Caster or Holder: Caster

    Description: In many practices of water magics, there is an emphasis on healing and support rather than actual fighting. In Ambrosia's case, more care is given to the sheer power and versatility of water, rather than it just taking a backseat to all the rest.


    Strengths:

    - Quite effective for mid-ranged and long-distance combat.

    - At full-strength, it is strong enough to cut through steel.

    - Can be very useful in situations where crowd control is needed.

    - Quite effective against fire magic.




    Weaknesses:

    - Not the best for close-range combat.

    - Since she focuses more on the offensive power of water, she is provided less defense.

    - Can be deflected by wind, earth, or similar magic.

    - With certain spells, allies could get caught in the backwash.

    - Most spells do their damage in one go, so it's really hit or miss.

    Lineage: Arm of Destiny

    Unique Abilities: The user can call forth a powerful laser of light energy to decimate whatever lies ahead of them. 100 meter range.
    In her dark state, the effect is the same, except it calls upon the eddies of darkness for power.

    Spells:
    Spell Template


    Name: Hydro Blade

    Rank: D

    Type: Water, Offensive

    Description: This is her most basic move. Ambrosia thrusts her arms back, chanting the name of the spell. Light blue magic circles appear on both of her hands, and two long streams of water flow forward along her arms, which she then uses to whip at her opponent(s).

    Strengths:

    - Can be used for close-ranged to mid-range combat.

    - Powerful and precise enough to cut through steel if she cranks the spell out at full power.

    - Instant casting.

    Weaknesses:

    - Duration of 3 posts, cooldown of 4 posts.This should be in spell description, not weaknesses. Please move it and add another weakness.

    - It is very possible to hit an ally with this spell, so much so that it has in fact happened. On multiple occasions.

    - Can be dodged by someone fast with quick anticipation of melee moves.

    - Does not offer any buffs or boosts.




    Name: Hawaiian Punch

    Rank: D

    Type: Water, Offensive

    Description: Ambrosia rears back her left hand, chanting the name of the spell then punching out towards her opponent. A light blue magic circle as large as her body appears, and a wave arches up before rushing forward.

    Strengths:

    - Drains the enemy of stamina at D-rank level and leaves them dazed for one post.Define drained of stamina. I don't see a wave of water doing that. Knocking them prone and stunning them I can see though.

    - Can take down multiple enemies and is effective for crowd control.

    - Effective within a 5 meter radius around Ambrosia.Range is not a strength in this instance. Nonlethal might be. Or good for extinguishing flames.

    Weaknesses:

    - Also capable of sweeping Ambrosia's allies into the fray.

    - Has a casting time of five seconds.

    - Does not offer any buffs to Ambrosia or allies.

    - Lasts for 2 posts and has a cooldown of 4 posts. Again, cd and duration is not a weakness. Please move it and think of another. Also, this sounds more like an instant knockback spell than one with any duration, at least for a D rank spell.

    Name: Malestrom

    Rank: D

    Type: Water, Supportive

    Description: Ambrosia clasps her palms together, a light blue magic circle appearing between them on contact. Her concentrated magic energy spreads  outwards as she spreads her arms out to her sides, a ring of water springing up around her. After buffing her allies, she sweeps her hands out, casting the spell at her opponent(s).

    Strengths:

    - Buffs Ambrosia and her allies' health by 15%.Is this a healing spell of some sort? It sounds like it could be. Either way, this at D rank will have a cap of 5%

    - When the spell is first cast, it encases her body, providing an extra measure of defense.Please redefine this as a knockback of sorts, should work just as well and make more sense

    - Ambrosia's allies are immune to any damage from this spell.

    - Is effective for healing and attack within a 10 meter radius. It does damage? Please explain how in description. Also, at D rank, it can not both buff and hurt.

    Weaknesses:

    - Full casting time, including buff to allies, is 10 seconds.

    - Drains Ambrosia's stamina by 15% for 3 posts.Again please define stamina. MP I am guessing, in which case this is an unnecessary, and risky, weakness for this spell and rank. Lower it to a single 10% drain of MP per useage

    - Due to longer casting time, it is only effective if the enemy has successfully been knocked back, making it a solely long-distance attack.

    - If an attack breaches Ambrosia's defenses before the spell spreads to buff her allies, the spell will cancel.

    - Duration of 3 posts, cooldown of 6 posts. Cooldowns and durations are not a weakness. Please move these to description and think of a new weakness. I recommend removing any damage other than the initial knockback and making no damage a weakness.

    Name: Avestrucera Stage Out!

    Rank: D

    Type: Water, Offensive

    Description: Ambrosia's finishing move. Gripping her trusty weapon, the bolas, she chants the spell name, a small light blue magic circle activating an elemental placed within and set to detonate on contact. She then whips the weapon at her opponent.A caster magic focused on an item is risky. I wont disallow this but I do recommend you instead try making a chain or bolas from water. With magic, it could work. If you insist upon using your bolas however I will not stop you

    Strengths:

    - After knocking down the foe and tangling them up, the elemental will detonate and freeze them, rendering them immobile for 3 posts.With a D rank spell, it would only freeze a small portion, such as the feet, and only for one post

    - After the ice melts, the foe remains weakened for another 3 posts.I can not allow this for a D rank spell

    - Casts instantly.

    Weaknesses:

    - Duration of 3 posts, cooldown of 6 posts.very high cd. I recommend a one post duration, three post cd.

    - Can be dodged.

    - Usable against only one enemy at a time, leaving her open to attack if against multiple enemies.

    - Though Ambrosia is skilled with the bolas, she is not above tangling up an ally instead...or in case of a boomerang effect, herself.


    _____________________________________________________________________________________

    Prayne de crabug ahm keike rinedere be-yogt iglo kes gron!


    Akryns battle theme

    Spoiler:


    Dramatic moments

    Spoiler:



    "I came into this world, kicking, screaming, and covered in someone elses blood. I have little issue going out the same way."
    Ambrosia Shropshass
    Ambrosia Shropshass

    Player 
    Lineage : Arm Of Destiny
    Position : None
    Posts : 27
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 31
    Experience : 0

    Character Sheet
    First Skill: Water Magic
    Second Skill:
    Third Skill:

    Update Re: Ambrosia's Magic

    Post by Ambrosia Shropshass 13th February 2015, 2:36 am

    Finished with corrections!
    Yvonne
    Yvonne

    Holy Darkness


    Holy Darkness

    Administrator- Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Player 
    Lineage : Infinity Crown
    Position : None
    Posts : 1161
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 0

    Character Sheet
    First Skill: Celestial Crown
    Second Skill:
    Third Skill:

    Update Re: Ambrosia's Magic

    Post by Yvonne 20th February 2015, 7:37 pm

    Ambrosia wrote:Primary Magic: Water Magic

    Caster or Holder: Caster

    Description: In many practices of water magics, there is an emphasis on healing and support rather than actual fighting. In Ambrosia's case, more care is given to the sheer power and versatility of water, rather than it just taking a backseat to all the rest.


    Strengths:

    - Quite effective for mid-ranged and long-distance combat.

    - At full-strength, it is strong enough to cut through steel.

    - Can be very useful in situations where crowd control is needed.

    - Quite effective against fire magic.




    Weaknesses:

    - Not the best for close-range combat.

    - Since she focuses more on the offensive power of water, she is provided less defense.

    - Can be deflected by wind, earth, or similar magic.

    - With certain spells, allies could get caught in the backwash.

    - Most spells do their damage in one go, so it's really hit or miss.

    Lineage: Arm of Destiny

    Unique Abilities: The user can call forth a powerful laser of light energy to decimate whatever lies ahead of them. 100 meter range.
    In her dark state, the effect is the same, except it calls upon the eddies of darkness for power.

    Spells:
    Spell Template


    Name: Hydro Blade

    Rank: D

    Type: Water, Offensive

    Description: This is her most basic move. Ambrosia thrusts her arms back, chanting the name of the spell. Light blue magic circles appear on both of her hands, and two long streams of water flow forward along her arms, which she then uses to whip at her opponent(s). Duration of 3 posts, cooldown of 4 posts. Give me the size of these whips...like what's their max reach?

    Strengths:

    - Can be used for close-ranged to mid-range combat.

    - Powerful and precise enough to cut through steel if she cranks the spell out at full power. D rank steel

    - Instant casting.

    Weaknesses:

    - Used alongside physical fighting, so if she's weak physically or her opponent is more skilled at fighting hand-to-hand than her (which wouldn't be too hard) this move won't be too useful.

    - It is very possible to hit an ally with this spell, so much so that it has in fact happened. On multiple occasions.

    - Can be dodged by someone fast with quick anticipation of melee moves.

    - Does not offer any buffs or boosts.




    Name: Hawaiian Punch

    Rank: D

    Type: Water, Offensive

    Description: Ambrosia rears back her left hand, chanting the name of the spell then punching out towards her opponent. A light blue magic circle as large as her body appears, and a wave arches up before rushing forward. Duration of one post, cooldown of 4 posts. Give me max range and speed for this

    Strengths:

    - Leaves the enemy(ies) affected dazed for one post. D and C ranked ones. Remember B and above ranked won't be affected.

    - Can take down multiple enemies and is effective for crowd control.

    - Good for putting out flames.

    Weaknesses:

    - Also capable of sweeping Ambrosia's allies into the fray.

    - Has a casting time of five seconds.

    - Does not offer any buffs to Ambrosia or allies.

    - Not very effective against earth, steel, or similar solid magics.

    Name: Malestrom

    Rank: D

    Type: Water, Healing

    Description: Ambrosia clasps her palms together, focusing her magic energy as she spreads her arms out to her sides, a ring of water and bubbles springing up around she and her allies. Two light blue magic circles appear at her palms when the spell is complete. The water swirls around them, providing knockback from enemies as it heals. Duration of two posts, cooldown of six posts. So defensive and healing...Give me a size for this.

    Strengths:

    - Buffs Ambrosia and her allies' health by 5%.

    - Knocks back enemies. D and C ranked ones. B and above rank won't be affected.

    - Ambrosia's allies are immune to damage. Not immune...the sphere will protect them against 2 D rank spells.


    Weaknesses:

    - Casting time is 5 seconds.

    - Drains Ambrosia's MP by 10% per use.

    - Can be broken after fully cast by a strong enemy.

    - If she is hit at any time before the spell finishes, it will cancel.

    - Does not do any damage.

    Name: Avestrucera Stage Out!

    Rank: D

    Type: Water, Offensive

    Description: Ambrosia's finishing move. She chants the spell name, a small light blue magic circle appearing in her hand as she forms a bolas out of water. She then whips it at her opponent. Upon hitting the enemy, it will detonate into ice. Duration of one post, cooldown of three posts. Again, I need to know what this bloas' max range is. How long is it? And how can a water mage use ice?

    Strengths:

    - After knocking down the foe and tangling them up, the elemental will detonate and freeze the part of the body it hits...ideally the feet, but nonetheless amusing wherever it ends up.

    - Very effective against fire magic.

    - Casts instantly.

    Weaknesses:

    - Can be blocked/negated with solid magic like earth, steel, etc.

    - Can be dodged.

    - Usable against only one enemy at a time, leaving her open to attack if against multiple enemies.

    - Though Ambrosia is skilled with the bolas, she is not above tangling up an ally instead...or in case of a boomerang effect, herself.


    _____________________________________________________________________________________


    Ambrosia's Magic QoRmBvD
    Ambrosia Shropshass
    Ambrosia Shropshass

    Player 
    Lineage : Arm Of Destiny
    Position : None
    Posts : 27
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 31
    Experience : 0

    Character Sheet
    First Skill: Water Magic
    Second Skill:
    Third Skill:

    Update Re: Ambrosia's Magic

    Post by Ambrosia Shropshass 21st February 2015, 2:20 am

    Finished editing all items that were addressed ouo
    Yvonne
    Yvonne

    Holy Darkness


    Holy Darkness

    Administrator- Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Player 
    Lineage : Infinity Crown
    Position : None
    Posts : 1161
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 0

    Character Sheet
    First Skill: Celestial Crown
    Second Skill:
    Third Skill:

    Update Re: Ambrosia's Magic

    Post by Yvonne 25th February 2015, 7:50 pm

    Approved. Good Job. (Sorry for the wait)


    _____________________________________________________________________________________


    Ambrosia's Magic QoRmBvD

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