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    Flowing Light Migic

    Casey Nightwind
    Casey Nightwind

    Player 
    Lineage : None
    Position : None
    Posts : 138
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 75

    Character Sheet
    First Skill: Flowing Light
    Second Skill:
    Third Skill:

    Completed Flowing Light Migic

    Post by Casey Nightwind 5th March 2016, 3:02 pm

    Primary Magic: Flowing light

    Secondary Magic: N/A

    Caster or Holder: Caster

    Description: Magic taught to Casey by his mother before she died. It allows the caster to create and manipulate a golden white light formed from the caster's magic energy strengthening and giving haste. With enough time, imagination and magical ability it could become more like maker magic creating more lively spells. For the most part the limits of creativity are to strenuous to achieve till the caster gets stronger, the caster must rely on simple forms like beams, spheres or auras rather then complex shapes.

    Casey uses Flowing light mostly to boost his strength and speed dew to his lack of magical capability. Swiftly rushing enemies punching and trying to dodge the enemy's attack. Contently training to grow in his abilities he's only just begone to tap into his potential.      

    Strengths:

    Darkness spells of lower same rank wither away in the intensity of the light

    Being light it can be vary bight causing an attack to passably cause moderate to severe temporary blindness.

    Given enough time and training it can act like maker magic leading to limitless creative possibilities.

    Weaknesses:

    During the night or in a place with out light, magic damage is reduced by 50%  

    Spells can cause moderate to severe temporary blindness to allies if not careful.

    Spells of the darkness element that are of a higher rank the user's engulf the user's spell and continue on its path.

    Light being an element can be eaten by Slayers of the respective element.

    Being similar to maker magic it has a disadvantage to time magic users.



    Lineage:




    Unique Abilities: Gift of the light:  During the day provided there's Sunlight Magic energy restores 1%.

    Shining swiftness:   During the day provided there's Sunlight increases speed by 25%

    Sightless disruptor: Users of this magic are immune to blindness.


    Spells:
    Spells:


    Last edited by Casey Nightwind on 27th September 2016, 7:57 pm; edited 3 times in total
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    Completed Re: Flowing Light Migic

    Post by Guest 6th March 2016, 7:11 pm

    Anything in this color is advised to be changed.
    Original:
    Casey Nightwind
    Casey Nightwind

    Player 
    Lineage : None
    Position : None
    Posts : 138
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 75

    Character Sheet
    First Skill: Flowing Light
    Second Skill:
    Third Skill:

    Completed Re: Flowing Light Migic

    Post by Casey Nightwind 6th March 2016, 7:40 pm

    Ok I changed almost everything however the rules on the Duration states:
    THIS IS JUST A GUIDE! So there is some leeway to some extent. However, the cooldown must always be greater than the duration by at least one post, sometimes more depending on the spell.

    I am willing to change it if deemed necessary that's just why it's at 4.


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    Flowing Light Migic ViI0500
    CaseyNightwind:  Magic:
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    Guest

    Completed Re: Flowing Light Migic

    Post by Guest 6th March 2016, 7:56 pm

    Approved!
    avatar
    Guest
    Guest

    Completed Re: Flowing Light Migic

    Post by Guest 21st August 2016, 3:56 am

    Unlocked at user's request.
    Casey Nightwind wrote:Primary Magic: Flowing light

    Secondary Magic: N/A

    Caster or Holder: Caster

    Description: Magic taught to Casey by his mother before she died. It allows the caster to create and manipulate a golden white light formed from the caster's magic energy strengthening and giving haste. With enough time, imagination and magical ability it could become more like maker magic creating more lively spells. For the most part the limits of creativity are to strenuous to achieve till the caster gets stronger, the caster must rely on simple forms like beams, spheres or auras rather then complex shapes.

    Casey uses Flowing light mostly to boost his strength and speed dew to his lack of magical capability. Swiftly rushing enemies punching and trying to dodge the enemy's attack. Contently training to grow in his abilities he's only just begone to tap into his potential.      

    Strengths:

    Darkness spells of lower same rank wither away in the intensity of the light

    Being light it can be vary bight causing an attack to passably cause moderate to severe temporary blindness.

    Given enough time and training it can act like maker magic leading to limitless creative possibilities.

    Weaknesses:

    During the night or in a place with out light, magic damage is reduced by 50%  

    Spells can cause moderate to severe temporary blindness to allies if not careful.

    Spells of the darkness element that are of a higher rank the user's engulf the user's spell and continue on its path.

    Light being an element can be eaten by Slayers of the respective element.

    Being similar to maker magic it has a disadvantage to time magic users.




    Lineage: Backed by Prophecy
    Description: A long time ago, someone consulted an ancient Oracle, who was said to have never failed in his prophecies before. After the exchange of many gifts, the passing of many favours and a good deal of ka-ching in the mix, the Oracle gave him a prophecy: that the forty-second generation mage of that someone's bloodline would become a true hero, worthy of ballads and plays, loved by both the sky, the ocean and the earth, the gods and the people, that would wipe out any enemy or overcome all hurdles to achieve transcendence on par with the heavens. And you know what, that forty-second generation mage is you! Yes, throughout your entire childhood, this prophecy has been relayed to you over and over again and it has instilled within you a rare and powerful confidence or expectation, depending on how you took it. Of course, no one ever told you that the same prophecy has been passed down to sixty other long-distance descendants in the same generation as you, but you won't supposed to know that now, won't you?
    Ability: The confidence that your journey is backed by omnipotent gods has never been more self-assured and indomitable. Whenever you make an attack, sometimes this confidence can really get to your head, pushing you to pour in everything you got in that attack, safe in the knowledge that the gods, who will surely be backing a Main Character like you, will make it strike true. Or will they? If you fail to hit, your resolve falters by a lot, you stumble(for close-combat) or freeze(for ranged) and in the shock of your failure, you are vulnerable to a single attack. But don't worry, you will get over it.
    A single attack or magic will be given double the damage of its original as well as having a 50% increase in speed(projectile or melee) but it will not overcome a spell of a higher rank no matter what. The amount of magical energy used, if the attack is a spell, would be doubled. If an opponent blocks successfully, he gets one free hit in of any of his spells(if multi-projectile, only one projectile) and the user gets hit for double damage due to the shock weakening his defense. Note: Charge-up spells will not be viable for the free hit by the opponent.

    Usage: Instant/single use for 1 spell or attack with a 6 post cooldown before this effect can be done again.   10 posts if failed to hit.



    Unique Abilities: Gift of the light:  During the day provided there's Sunlight Magic energy restores 1%.

    Shining swiftness:   During the day provided there's Sunlight increases speed by 25%

    Sightless disruptor: Users of this magic are immune to blindness.


    Spells:

         
                                                                        D Rank:
    Name: Shining light
    Rank: D
    Type: AoE/Instant, Light, Offensive
    Duration: 1
    Cooldown: 2

    Description: The caster opens a hand keeping his palm straight up. Small streams of golden white light flow from the caster's palm forming into a ball of light the size of the users hand. The ball then can increase in size erupting into a flash of white light doing half D ranked damage. Those looking at the flash are temporary blinded for one post. The ball expands at a speed of ¼ mph reaching a mass of two cubic yards. The caster can increase this again capping at five cubic yards using +100% more magic power. Alternatively the caster can decide not to expand the ball instead using it as light source lighting up a three yard radius. Exerting 5% MP per post duration as long as the caster wants this can not then be used for the attack and must be extinguished before casting any more magic. Letting it cool down before using Shining light again.            

    Strengths:

    Having two different uses an offensive and a passive use depending on how far the spell is progressed.        

    Could be used offensively blinding {possibly damaging} a foe then quickly rushing in for an attack, or defensively, covering the user's body in the light, blinding foe to dodge.  

    Weaknesses:

    Can easily blind allies if they or the user isn't paying attention.

    The full potential of this spell is costly in terms of magic power.

    While using Shining light the user may not use another spell.

    Can be eaten by Slayers of the respective element.




    Name: Illumining strike
    Rank: D
    Type: Instant, Light
    Duration: 2
    Cooldown: 4

    Description: Swirling golden white light forms from the caster's fist spiraling up the users arm to the elbow almost instantly. Once connecting the light is absorbed into the opponent's body inflicting D ranked damage. The caster at this time can not cast any other magic. If the caster can't land a hit the spell dissipates after two posts.  

    Strengths:

    Adding Ranked damage to the users physical attack it can deal a fair amount of damage.

    The spell takes almost no time to cast allowing for quick counter strikes of other such maneuvers.


    Weaknesses:

    The spell is totally dependent on the caster's ability to hit his opponent with a low duration there is room for error but not much.

    The spell only works in close ranges { close enough to hit} if the spell if naturalized or canceled by another spell the caster could be defenseless being so close to his opponent.

    The caster is unable to cast any other magic while using this spell.  

    Will not affect Slayers of the respective element instead it will be absorbed like they ate the spell.

    Can be eaten by Slayers of the respective element.




    Name: Shining shot
    Rank D
    Type: Instant, Light
    Duration: 1
    Cooldown: 3

    Description: The caster stretches his arm gathering magic energy into his hand then opens his hand and fires a golden white beam of light 6'' in diameter and 6'' in height that travels 10mph in a straight line dealing D ranked damage. Can cause blinding for one post if hit in the face. This spell uses a vast amount of magic energy costing 150% more to use.

    Strengths:

    Can cause temporary blinding.

    As a long ranged spell it can hit opponents that the used may not be able to reach.



    Weaknesses:

    The beam is moderately slow making dodging easier.

    Uses a lot of magic energy.

    Can be easily manipulated.

    Can be eaten by Slayers of the respective element.



    Name: Illuminating swiftness.
    Rank: D
    Type: Buff/Supportive, Charge up, light.
    Duration: 4
    Cooldown: 6

    Description: The caster stands still with one hand open focusing and charging his magic energy for one post releasing a aura of golden white light flowing and shimmering around himself with the closing of his fist. The aura allows the caster to travel 25% faster in the sunlight using the sun's light and the caster's magic energy. The caster may also cast the spell on another by focusing on the target and keeping his hand outstretched towards the target closing his fist and bringing his arm straight up. The user will expend 5% mp for every post the spell is in affect for regardless of whom the spell is cast upon.


    Strengths:

    Increases speed allowing whom the spell is cast upon the chance to keep up with speedier opponents or to dodge fast accurate attacks,




    The caster is able to cast the spell on others.



    Weaknesses:

    The caster must stand sill for one post to cast this spell allowing an opponent to get an attack in.

    The spell takes a massive amount of magic energy to maintain.

    No matter on whom the spell is cast the caster consumes his one magic energy.  

    Having the spell canceled can result in the person with the effects to trip.

    Can be eaten by Slayers of the respective element.
    desirée
    desirée

    Crystals


    Crystals

    Player 
    Faction : The Luminous Covenant
    Posts : 1555
    Guild : ☽ luminous rose guild mistress ☾
    Dungeon Tokens : 0
    Age : 335
    Mentor : ☽ diamandis stellavera ☾
    Experience : 915,017

    Character Sheet
    First Skill: ☽ blooms of chrysalis: crystal rose demon slayer ☾
    Second Skill: ☽ pink dominion ☾
    Third Skill: ☽ gemstone serpentine ☾

    Completed Re: Flowing Light Migic

    Post by desirée 16th December 2017, 5:39 pm

    Flowing Light Migic XEibTrW


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    Flowing Light Migic IY2eFxu


      Current date/time is 18th April 2024, 8:05 pm