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    The Imp's Magic[Updated Please Check]

    The Imp
    The Imp

    Player 
    Lineage : Power of Apocalypse
    Position : None
    Posts : 91
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 150

    Completed The Imp's Magic[Updated Please Check]

    Post by The Imp 6th June 2015, 11:20 am

    Magic

    Primary Magic: Imp Magic
    Secondary Magic:
    Caster or Holder: Caster
    Description: As an imp The Imp has a handful of powers at it's disposal. As an imp carved from the wood of the Tenrou Tree The Imp has exceptional powers at it's disposal. The basics of imp magic involved manipulation of trees and plant life along with mild voodoo(as imps themselves are animate voodoo dolls). The Imp's connection to the Tenrou Tree adds magic energy manipulation to it's arsenal giving abilities of the same nature as the great fairy magics even if not of the same scale. Most notable of it's abilities is that when near the Tenrou Tree, the Fairy Tail Guildhall or other members of Fairy Tail the magic of The Imp increases in power.

    The Imp's favorite trick is teleporation a vital aspect of keeping itself alive due to its fragile body. The Imp uses this power to dance around a battle field while pelting its foes with various powers. These include but are not limited too, wood manipulation, telekinesis, fairy energy and voodoo. Being obsessed with fun The Imp sees fighting as a game assuming it doesn't run away.
    Strengths:
    Diversity: It's a good thing The Imp has a hat because it needs one to pull all these powers out from. While they are all related they cover a lot of bases.
    Unity: The Imp can become ever more powerful when surrounded with allies, this likely compensates its lack of teamwork skills.
    Battlefield Control: The Imp has the means to attack from a distance and stay at a distance. A combo that can allow him to turn any fight one sided.
    Weaknesses:
    Cowardice: The Imp is a wuss and as such is liable to run from fights all the time even agaisnt foes weaker then him.
    Panic: When under stress The Imp's cognitive process slows dramatically. Good ideas are replaced with panic. When it needs to be at its best The Imp is at its dullest. It is not common for The Imp to completely forget it has magic altogether.
    The Trickster Tricked: The Imp's fighting style resembles that of a trickster character, however The Imp is bonehead stupid. Its powers could combine into a deadly arsenal that cannot be trumped but The Imp never thinks of these things. It posses a mental handicap in battle that stops it from being effective at all.
    Fire: The Imp is highly susceptible to fire damage, it also is a sure fire panic lever.

    Lineage:

    Unique Abilities:
    Teleporation: To compensate it's general weakness The Imp can teleport around indefinitely. While this may seem an invincible power The Imp is a bit slow on the draw and doesn't always react fast enough to avoid danger. Also despite being The Imp's favorite power, it is the first one it forgets. Trapped in a burning building? No problem it can just teleport out. But don't be surprised when you find The Imp escaping on foot because it forgot it could teleport.
    Telekinesis: First thing to know The Imp has little control of its telekinesis. The telekinesis seems to function with a will of its own. While it serves The Imp and general does what The Imp wants it to, The Imp does not cognitively direct it. Not being in direct control just makes him all the more prone to forget its there. That aside its rather powerful and well makes up for The Imp's lack of strength, if it could be used effectively. It's power becomes greater when surrounded by members of Fairy Tail, in the guild hall or on Tenrou Island.
    Forest Command: The Imp is able to mentally tell plant life to do what he wants. While he does not have sway over magic plants created by other mages, The Imp's command is otherwise impressive. With The Imp calling the shots every tree becomes a womping willow. However The Imp cannot make any plant do anything self-destructive. So no up rooting trees to throw them or anything of that sort.

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    D-Rank:

    C-Rank:


    Last edited by The Imp on 7th June 2016, 9:35 pm; edited 5 times in total
    Thorn
    Thorn

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Arm of Destiny
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    Guild : Savage Skull
    Cosmic Coins : 6
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    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Thorn 7th June 2015, 3:44 am

    The Imp wrote:Magic

    Primary Magic: Imp Magic
    Secondary Magic:
    Caster or Holder: Caster
    Description: As an imp The Imp has a handful of powers at it's disposal. As an imp carved from the wood of the Tenrou Tree The Imp has exceptional powers at it's disposal. The basics of imp magic involved manipulation of trees and plant life along with mild voodoo(as imps themselves are animate voodoo dolls). The Imp's connection to the Tenrou Tree adds magic energy manipulation to it's arsenal giving abilities of the same nature as the great fairy magics even if not of the same scale. Most notable of it's abilities is that when near the Tenrou Tree, the Fairy Tail Guildhall or other members of Fairy Tail the magic of The Imp increases in power.

    The Imp's favorite trick is teleporation a vital aspect of keeping itself alive due to its fragile body. The Imp uses this power to dance around a battle field while pelting its foes with various powers. These include but are not limited too, wood manipulation, telekinesis, fairy energy and voodoo. Being obsessed with fun The Imp sees fighting as a game assuming it doesn't run away.
    Strengths:
    Diversity: It's a good thing The Imp has a hat because it needs one to pull all these powers out from. While they are all related they cover a lot of bases.
    Unity: The Imp can become ever more powerful when surrounded with allies, this likely compensates its lack of teamwork skills.
    Battlefield Control: The Imp has the means to attack from a distance and stay at a distance. A combo that can allow him to turn any fight one sided.
    Weaknesses:
    Cowardice: The Imp is a wuss and as such is liable to run from fights all the time even agaisnt foes weaker then him.
    Panic: When under stress The Imp's cognitive process slows dramatically. Good ideas are replaced with panic. When it needs to be at its best The Imp is at its dullest. It is not common for The Imp to completely forget it has magic altogether.
    The Trickster Tricked: The Imp's fighting style resembles that of a trickster character, however The Imp is bonehead stupid. Its powers could combine into a deadly arsenal that cannot be trumped but The Imp never thinks of these things. It posses a mental handicap in battle that stops it from being effective at all.
    Fire: The Imp is highly susceptible to fire damage, it also is a sure fire panic lever.

    Lineage:

    Unique Abilities:
    Teleporation: To compensate it's general weakness The Imp can teleport around indefinitely. While this may seem an invincible power The Imp is a bit slow on the draw and doesn't always react fast enough to avoid danger. Also despite being The Imp's favorite power, it is the first one it forgets. Trapped in a burning building? No problem it can just teleport out. But don't be surprised when you find The Imp escaping on foot because it forgot it could teleport.
    Telekinesis: First thing to know The Imp has little control of its telekinesis. The telekinesis seems to function with a will of its own. While it serves The Imp and general does what The Imp wants it to, The Imp does not cognitively direct it. Not being in direct control just makes him all the more prone to forget its there. That aside its rather powerful and well makes up for The Imp's lack of strength, if it could be used effectively. It's power becomes greater when surrounded by members of Fairy Tail, in the guild hall or on Tenrou Island.
    Forest Command: The Imp is able to mentally tell plant life to do what he wants. While he does not have sway over magic plants created by other mages, The Imp's command is otherwise impressive. With The Imp calling the shots every tree becomes a womping willow. However The Imp cannot make any plant do anything self-destructive. So no up rooting trees to throw them or anything of that sort.

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Fairy Dance
    Rank: D-Rank
    Type: Offensive
    Duration: Until interrupted sorry but it will have to have to have a duration please
    Cooldown: Duration + 2 posts
    Description: The Fairy Dance is a simple dance of skipping and hopping and humming that The Imp can do. While doing it three fairies made of magic appear around The Imp. While it is dancing around in circles the fairies will fly at foes seeking them out in an effort to collide into them unleashing a surge of magic power to deal damage. Once they hit the fairies must fly back to The Imp and touch him to recharge and attack again. This will continue until something interrupts the dance. For every Fairy Tail mage nearby the power of the magic attacks of the fairies increase by 5% as a D rank this would not effect B ranks and abouth also would only be half of 5% for C ranks
    Strengths:
    Infinite Potential: This spell has no upper limit.
    Three Pronged Attack: The fairies are much smarter then The Imp and take advantage of their numbers to fight a tactically smart battle. They are also small, fast, and a pain in the butt to avoid.
    Hail Hydra: Cut off a head three more take its place... Is how the saying goes but in this case its just "cut off one head and it just gets up and keeps going." Bottom line the fairies themselves cannot be harmed or defeated, it just doesn't work. But they can be: evaded, dodged, trapped, thrown, blocked and all that good stuff. I am sorry but they would be able to somehow be able to get rid of
    Weaknesses:
    Ooh Shiny: While normally an outside force will do the job, The Imp sometimes interrupts its own spell with its impulsive nature. So while yes in theory it could go forever that isn't likely.
    A gentle touch: Really anything will do the trick. A proper hit, a loud noise or a gentle poke. anything to make The Imp miss a beat.
    What's done is done: Once The Imp stops dancing that is it, it cannot be resumed or continued until the cooldown is completed. No matter how quickly it was cut off.
    Busy Bee: The dance takes a surprising amount of focus so The Imp can't pay attention to anything else. Not the approaching monster, the meteor coming down or the cliff it is dancing towards.
    you need one more weakness

    Name: Dummy Doll
    Rank: D-Rank
    Type: Supportive
    Duration: Until Destroyed sorry but it will have to have to have a duration please
    Cooldown: Duration +3 posts
    Description: With a little voodoo chanting and a silly jig another imp appears in a puff of smoke. This dummy imp appears to look just like The Imp and behaves like him too. However it is a non-sentient creature. The dummy doll has no powers of its own but any time The Imp teleports the dummy doll teleports at the same time, if not to the same place. Its job is to imitate The Imp and trick the enemy into thinking it is the legitimate article. Why? Reasons two-fold, one its a distraction and two when struck by ample force the Dummy Doll explodes in a blast of fairy magic right in the face of its aggressor. The explosive blast's power increases by 10% for ever mage of Fairy Tail near The Imp. ok One- how much damage will the dummy be able to take before exploding and two- the 10% would only effect D ranks
    Strengths:
    Intelligence: The dummy doll may very well be smarter then The Imp. While it cannot use the same powers as The Imp it does an excellent job of mirroring The Imp whenever it uses magic. This is done so that it is hard to tell which one is really doing the magic.
    Boom!: Dynamite with legs. What more can you ask for?
    Persistent Bugger: The dummy doll sticks around until The Imp sends it away or until it blows up in someone's face.
    Weaknesses:
    Imperfect Clone: The dummy doll is a mirror image of The Imp. While The Imp may appear symmetrical at first glance but being made of wood and having ragged clothes differences aren't hard to spot. A tear being on the wrong sleeve, a knot in the wood on his right arm is suddenly on his left.
    Magic-less: Just force one of the imps into a situation where they need to use magic, if they can't they're the doll.
    Range attack: The self-destruct thing isn't useful if hit by a projectile at a distance.
    The big reveal!: Being not too bright on the battlefield The Imp doesn't think much to help the dummy doll from blowing it's cover. Using magic will be a dead give away which is doll and which is real? He'll probably use magic right away.
    you need one more weakness

    Name: Friends
    Rank: D-Rank
    Type: All of the Above
    Duration: 3 posts
    Cooldown: 5 posts
    Description:
    Spoiler:
     With a little jig and a cry for help The Imp summons his friends. A trio of animate puppets that can pop into existence whenever needed. The puppets make awkward mechanical movements but do so with surprising speed and strength. They fight for The Imp as minions and guards attacking his foes and attacking for him. However they are rather fragile and break easy, in fact their own attacks are so powerful they damage themselves while attacking. But that's alright they can regenerate damage rather quickly. Their strength, speed and regenation speed(but not their durability) increase by 2% for every Fairy Tail member near The Imp.
    Strengths:
    I'll be back: Break em, burn em, smash em, tear em, anyway you bust these guys up they always manage to pull themselves together. Unlike other spells so far which only end with interruption this spell can only be endured.
    Shattering Strength: The puppets are so strong punching an enemy destroys their own arm. Scary.
    Surprise: When summoned the puppets can appear anywhere in twenty meters of The Imp. This can make for some nasty ambushes, should The Imp have a rare stroke of genius.
    Weaknesses:
    Why is moon moon driving the train?: Unlike the fairies or the dummy doll who are smarter then The Imp, the puppets are even dumber. They act of their own free will but are single minded to a fault.
    Teamwork?: They have no concept of it. The puppets can be rather self destructive as they think only to protect The Imp and not themselves, or each other. It's not uncommon for them to attack each other to achieve conflicting objectives.
    Worst meat shields ever: Their job is to protect The Imp but they are so fragile any decent attack destroys them. At least they get up and keep trying...
    Rate of Fire: They destroy their own limbs as they attack, sure they grow back, but that dramatically reduces their attack speed.

    Name: Protection Tree
    Rank: D-Rank
    Type: Support
    Duration: 5 posts
    Cooldown: One use per thread
    Description: You know how people have spirit animals? Imps have spirit trees. The Imp carries with him a golden seed in a tiny pouch. When planted it instantly grows into a mighty oak tree. For every member of Fairy Tail within 30 meters of the tree the physical stats and magic power of all who bear the mark of Fairy Tail increases by 10%
    Strengths:
    Power of Friendship!: Now no longer a psychological power boost, with the Protection Tree your friends can literally give you strength.
    Big Tree...: The Protection Tree is a massive and strong tree. As it is a tree The Imp can manipulate it like any other and use it as a large weapon.
    Criteria: The Imp's tree is similar to but is not the Tenrou Tree. While the Tenrou Tree can tell apart a member of Fairy Tail from any old bloke with the mark on them, the Protection Tree cannot. This may sound like a bad thing but really it means The Imp can artificially increase the power of the spell by painting the guild seal on things. Except The Imp doesn't know how it works but coincidentally he has painted the guild seal on his puppets and dummy doll and since the fairies of Fairy Dance have the appearance of the mark the protection tree counts them all towards the number of members. If only The Imp was smart enough to exploit this...
    Weaknesses:
    Backfire: An obvious draw back to the strength above, if a smart foe recognizes that the tree will accept any old bozo with the Fairy Tail guild seal on them they can take the power for itself by drawing the mark on them.
    Fire: If set on fire the tree will not burn away but it's effects will be cut off until the fire can be put out. Which can waste precious duration time.
    Seed Troubles: When time expires and the tree has exhausted its power it shrinks back down into a seed to recharge. However it does not return to The Imp, they must go and retrieve the seed by hand. Until the seed returns to The Imp's possession it does not start it's cool down.
    Immobile: Once planted the tree cannot be moved until its time expires.

    do these and i will continue with enything else If needed but as you are new I will do little bits at a time eddits in red and bump it when your done


    _____________________________________________________________________________________

    The Imp's Magic[Updated Please Check] S6Eaz9K
    The Imp
    The Imp

    Player 
    Lineage : Power of Apocalypse
    Position : None
    Posts : 91
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 150

    Completed Re: The Imp's Magic[Updated Please Check]

    Post by The Imp 7th June 2015, 6:15 am

    The Imp wrote:Magic

    Primary Magic: Imp Magic
    Secondary Magic:
    Caster or Holder: Caster
    Description: As an imp The Imp has a handful of powers at it's disposal. As an imp carved from the wood of the Tenrou Tree The Imp has exceptional powers at it's disposal. The basics of imp magic involved manipulation of trees and plant life along with mild voodoo(as imps themselves are animate voodoo dolls). The Imp's connection to the Tenrou Tree adds magic energy manipulation to it's arsenal giving abilities of the same nature as the great fairy magics even if not of the same scale. Most notable of it's abilities is that when near the Tenrou Tree, the Fairy Tail Guildhall or other members of Fairy Tail the magic of The Imp increases in power.

    The Imp's favorite trick is teleporation a vital aspect of keeping itself alive due to its fragile body. The Imp uses this power to dance around a battle field while pelting its foes with various powers. These include but are not limited too, wood manipulation, telekinesis, fairy energy and voodoo. Being obsessed with fun The Imp sees fighting as a game assuming it doesn't run away.
    Strengths:
    Diversity: It's a good thing The Imp has a hat because it needs one to pull all these powers out from. While they are all related they cover a lot of bases.
    Unity: The Imp can become ever more powerful when surrounded with allies, this likely compensates its lack of teamwork skills.
    Battlefield Control: The Imp has the means to attack from a distance and stay at a distance. A combo that can allow him to turn any fight one sided.
    Weaknesses:
    Cowardice: The Imp is a wuss and as such is liable to run from fights all the time even agaisnt foes weaker then him.
    Panic: When under stress The Imp's cognitive process slows dramatically. Good ideas are replaced with panic. When it needs to be at its best The Imp is at its dullest. It is not common for The Imp to completely forget it has magic altogether.
    The Trickster Tricked: The Imp's fighting style resembles that of a trickster character, however The Imp is bonehead stupid. Its powers could combine into a deadly arsenal that cannot be trumped but The Imp never thinks of these things. It posses a mental handicap in battle that stops it from being effective at all.
    Fire: The Imp is highly susceptible to fire damage, it also is a sure fire panic lever.

    Lineage:

    Unique Abilities:
    Teleporation: To compensate it's general weakness The Imp can teleport around indefinitely. While this may seem an invincible power The Imp is a bit slow on the draw and doesn't always react fast enough to avoid danger. Also despite being The Imp's favorite power, it is the first one it forgets. Trapped in a burning building? No problem it can just teleport out. But don't be surprised when you find The Imp escaping on foot because it forgot it could teleport.
    Telekinesis: First thing to know The Imp has little control of its telekinesis. The telekinesis seems to function with a will of its own. While it serves The Imp and general does what The Imp wants it to, The Imp does not cognitively direct it. Not being in direct control just makes him all the more prone to forget its there. That aside its rather powerful and well makes up for The Imp's lack of strength, if it could be used effectively. It's power becomes greater when surrounded by members of Fairy Tail, in the guild hall or on Tenrou Island.
    Forest Command: The Imp is able to mentally tell plant life to do what he wants. While he does not have sway over magic plants created by other mages, The Imp's command is otherwise impressive. With The Imp calling the shots every tree becomes a womping willow. However The Imp cannot make any plant do anything self-destructive. So no up rooting trees to throw them or anything of that sort.

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Fairy Dance
    Rank: D-Rank
    Type: Offensive
    Duration: 4 posts or until interrupted
    Cooldown: Duration + 2 posts
    Description: The Fairy Dance is a simple dance of skipping and hopping and humming that The Imp can do. While doing it three fairies made of magic appear around The Imp. While it is dancing around in circles the fairies will fly at foes seeking them out in an effort to collide into them unleashing a surge of magic power to deal damage. Once they hit the fairies must fly back to The Imp and touch him to recharge and attack again. If a fairy is struck before it delivers it's magic payload it loses it's magic and has to fly back to the imp to recharge again. This will continue until something interrupts the dance. For every Fairy Tail mage nearby the power of the magic attacks of the fairies increase by 5% of their base power
    Strengths:
    Infinite Potential: This spell has no upper limit.
    Three Pronged Attack: The fairies are much smarter then The Imp and take advantage of their numbers to fight a tactically smart battle. They are also small, fast, and a pain in the butt to avoid.
    Hail Hydra: Cut off a head three more take its place... Is how the saying goes but in this case its just "cut off one head and it just gets up and keeps going." Bottom line the fairies themselves cannot be harmed or defeated, it just doesn't work. But they can be: evaded, dodged, trapped, thrown, blocked and all that good stuff. Does the highlighted addition come close enough? The idea is it is a spell that can only be stopped by hitting The Imp directly. If they can destroy the faries what's the point? So I made it so the fairies can lose their magic attack if they are hit and must then go back and recharge without attacking.I think this is a happy medium.
    Weaknesses:
    Ooh Shiny: While normally an outside force will do the job, The Imp sometimes interrupts its own spell with its impulsive nature. So while yes in theory it could go forever that isn't likely.

    A gentle touch: Really anything will do the trick. A proper hit, a loud noise or a gentle poke. anything to make The Imp miss a beat.

    What's done is done: Once The Imp stops dancing that is it, it cannot be resumed or continued until the cooldown is completed. No matter how quickly it was cut off.

    Busy Bee: The dance takes a surprising amount of focus so The Imp can't pay attention to anything else. Not the approaching monster, the meteor coming down or the cliff it is dancing towards.
    The minimum 4 weaknesses have been met. I don't know why I would need one more. "Ooh Shiny" "A gentle touch" "What's done is done" "Busy Bee"

    Name: Dummy Doll
    Rank: D-Rank
    Type: Supportive
    Duration: 5 posts or Until Destroyed
    Cooldown: Duration +3 posts
    Description: With a little voodoo chanting and a silly jig another imp appears in a puff of smoke. This dummy imp appears to look just like The Imp and behaves like him too. However it is a non-sentient creature. The dummy doll has no powers of its own but any time The Imp teleports the dummy doll teleports at the same time, if not to the same place. Its job is to imitate The Imp and trick the enemy into thinking it is the legitimate article. Why? Reasons two-fold, one its a distraction and two when struck by ample force the Dummy Doll explodes in a blast of fairy magic right in the face of its aggressor. The explosive blast's power increases by 10% of it's base power for ever mage of Fairy Tail near The Imp.
    Strengths:
    Intelligence: The dummy doll may very well be smarter then The Imp. While it cannot use the same powers as The Imp it does an excellent job of mirroring The Imp whenever it uses magic. This is done so that it is hard to tell which one is really doing the magic.
    Boom!: Dynamite with legs. What more can you ask for?
    Persistent Bugger: The dummy doll sticks around until The Imp sends it away or until it blows up in someone's face.
    Weaknesses:

    Imperfect Clone: The dummy doll is a mirror image of The Imp. While The Imp may appear symmetrical at first glance but being made of wood and having ragged clothes differences aren't hard to spot. A tear being on the wrong sleeve, a knot in the wood on his right arm is suddenly on his left.

    Magic-less: Just force one of the imps into a situation where they need to use magic, if they can't they're the doll.

    Range attack: The self-destruct thing isn't useful if hit by a projectile at a distance.

    The big reveal!: Being not too bright on the battlefield The Imp doesn't think much to help the dummy doll from blowing it's cover. Using magic will be a dead give away which is doll and which is real? He'll probably use magic right away.
    This also has the minimum four weaknesses. So I don't believe I need to add anymore.
    Name: Friends
    Rank: D-Rank
    Type: All of the Above
    Duration: 3 posts
    Cooldown: 5 posts
    Description:
    Spoiler:
     With a little jig and a cry for help The Imp summons his friends. A trio of animate puppets that can pop into existence whenever needed. The puppets make awkward mechanical movements but do so with surprising speed and strength. They fight for The Imp as minions and guards attacking his foes and attacking for him. However they are rather fragile and break easy, in fact their own attacks are so powerful they damage themselves while attacking. But that's alright they can regenerate damage rather quickly. Their strength, speed and regenation speed(but not their durability) increase by 2% for every Fairy Tail member near The Imp.
    Strengths:
    I'll be back: Break em, burn em, smash em, tear em, anyway you bust these guys up they always manage to pull themselves together. Unlike other spells so far which only end with interruption this spell can only be endured.
    Shattering Strength: The puppets are so strong punching an enemy destroys their own arm. Scary.
    Surprise: When summoned the puppets can appear anywhere in twenty meters of The Imp. This can make for some nasty ambushes, should The Imp have a rare stroke of genius.
    Weaknesses:
    Why is moon moon driving the train?: Unlike the fairies or the dummy doll who are smarter then The Imp, the puppets are even dumber. They act of their own free will but are single minded to a fault.
    Teamwork?: They have no concept of it. The puppets can be rather self destructive as they think only to protect The Imp and not themselves, or each other. It's not uncommon for them to attack each other to achieve conflicting objectives.
    Worst meat shields ever: Their job is to protect The Imp but they are so fragile any decent attack destroys them. At least they get up and keep trying...
    Rate of Fire: They destroy their own limbs as they attack, sure they grow back, but that dramatically reduces their attack speed.

    Name: Protection Tree
    Rank: D-Rank
    Type: Support
    Duration: 5 posts
    Cooldown: One use per thread
    Description: You know how people have spirit animals? Imps have spirit trees. The Imp carries with him a golden seed in a tiny pouch. When planted it instantly grows into a mighty oak tree. For every member of Fairy Tail within 30 meters of the tree the physical stats and magic power of all who bear the mark of Fairy Tail increases by 10%
    Strengths:
    Power of Friendship!: Now no longer a psychological power boost, with the Protection Tree your friends can literally give you strength.
    Big Tree...: The Protection Tree is a massive and strong tree. As it is a tree The Imp can manipulate it like any other and use it as a large weapon.
    Criteria: The Imp's tree is similar to but is not the Tenrou Tree. While the Tenrou Tree can tell apart a member of Fairy Tail from any old bloke with the mark on them, the Protection Tree cannot. This may sound like a bad thing but really it means The Imp can artificially increase the power of the spell by painting the guild seal on things. Except The Imp doesn't know how it works but coincidentally he has painted the guild seal on his puppets and dummy doll and since the fairies of Fairy Dance have the appearance of the mark the protection tree counts them all towards the number of members. If only The Imp was smart enough to exploit this...
    Weaknesses:
    Backfire: An obvious draw back to the strength above, if a smart foe recognizes that the tree will accept any old bozo with the Fairy Tail guild seal on them they can take the power for itself by drawing the mark on them.
    Fire: If set on fire the tree will not burn away but it's effects will be cut off until the fire can be put out. Which can waste precious duration time.
    Seed Troubles: When time expires and the tree has exhausted its power it shrinks back down into a seed to recharge. However it does not return to The Imp, they must go and retrieve the seed by hand. Until the seed returns to The Imp's possession it does not start it's cool down.
    Immobile: Once planted the tree cannot be moved until its time expires.

    Now I think you were confused on a couple of edits. Specifically the ones pertaining to a 5% or 10% increase in damage. I understand you probably thought I meant that it would reduce the target's HP by that amount and in which case the edit you requested would be totally warranted and make sense. But that isn't what I mean, I altered my phrasing for clarity and I'm going to explain in length down here.

    The rules include a list of power levels. D-Rank spells were given the value of 100. When I say "For every Fairy Tail mage nearby the power of the magic attacks of the fairies increase by 5% of their base power." I mean for every Fairy Tail mage nearby the power of the spell goes from 100 to 105. Two members it becomes 110 and so on. This is also the case with the Dummy Doll. I can still make the edit if you want but I don't understand how just by being B-Rank transform an incoming spell with a power of 110 into a spell with a power of 100. Sure they will take less damage then say a D-Rank but the power of the spell is still 110. Thank you for grading my app and being understanding.
    Thorn
    Thorn

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Arm of Destiny
    Position : None
    Posts : 1405
    Guild : Savage Skull
    Cosmic Coins : 6
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Thorn 7th June 2015, 3:15 pm

    1 when reading it first time the weaknesses where all close together with nothing dividing them so I could not see there was 4 there.

    2 I was not confused I know it was increases in the fairy tail mages damage or the fairys damage defin that bit please it it is the mage - look at it this way it a D rank increased a A rank damage by 10% that is a lot more than what a D rank could ever do it is to powerful

    3 I now the rules I have them up as I grad the app I now where you are coming from and as I said in number two you can not incress a mage of B rank by 10% that's like 4 D-rank spell worths the spectrum I put was so you could still help a higher rank without it being over overpowered

    so for a 10% increes to damage
    10% for D rank
    5% for C rank
    2.5% for B rank anyone abouth would not be effected

    for the 5% incress
    5% for D ranks
    2.5% for C ranks
    anyone aboth would not be effected.


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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by The Imp 7th June 2015, 7:10 pm

    It's only an increase of my own damage. I the D-Rank am not buffing the A-Rank for 10% of an A-Rank, the A-Rank is buffing me 10% of a d-rank. That should be possible yes?

    Protection tree is a different story but we aren't there yet. There I will be open to that edit.

    Sorry for being difficult.
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Thorn 8th June 2015, 4:19 am

    so for every fairytail member within range you are buffed by 10% an i understanding correct?


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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by The Imp 8th June 2015, 5:05 am

    For Fairy Dance it's 5% for Dummy Doll 10%. But yes.
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Thorn 8th June 2015, 6:14 am

    it needs a limit then as if you have 10 people in range these a 100% incress or a 50% incress both fare to high.


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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by The Imp 8th June 2015, 3:58 pm

    Jobs cap out at 5 people so for most practical purposes it caps out at 20/40%(depending on which one  we are looking at) since it doesn't count the user. I'll set those values as the maximum increases  for the spells for instances beyond jobs.
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Thorn 9th June 2015, 3:50 am

    I will exspet the 20/40% just add that to the spells thanks


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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by The Imp 9th June 2015, 4:46 am

    I put it in at the same time as my last post. I've also gone ahead and made similar adjustments to the second two spells.
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by The Imp 10th June 2015, 4:19 pm

    Bump
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Thorn 12th June 2015, 11:11 am

    looks fine Approved


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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Guest 20th June 2015, 2:31 am

    Unlocked for C-rank edits.
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Edward Von Aurence 7th June 2016, 8:35 pm

    For The Next Mod:

    Unlocked per User's request


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    Jobs: D : 6 | C : 0 | B : 0 | A : 0 | S : 0 | SS : 0 | 10y : 0 | 100y : 0

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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by The Imp 7th June 2016, 9:52 pm

    Edits:

    D-Rank Spells "Friends," and "Protection Tree," ranked up to C-Rank.

    D-Rank Spells "Hero Bush," and "The Piper Puppet," added.

    C-Rank Spell "Hero Vines," added.

    Signature Spell "Fairy Pistol," Added.
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Guest 9th June 2016, 5:32 pm

    You're allowed a D rank signature spell if you would like one.
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by The Imp 9th June 2016, 5:45 pm

    I'm fine. I'm not aiming to be PvP master of the year. I honestly just can't think of anything more simple and weak then Fairy Pistol.
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by Guest 9th June 2016, 5:49 pm

    The Imp's Magic[Updated Please Check] AESz729
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    Completed Re: The Imp's Magic[Updated Please Check]

    Post by The Imp 9th June 2016, 5:49 pm

    Much appreciated

      Current date/time is 9th May 2024, 11:20 pm