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    Magic Shop of My Imagination (Open)

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    Lilim
     
     

    Knight VIP Status- Regular VIP Status- Player -
    Lineage : Warrior's Heart
    Position : None
    Posts : 473
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 19
    Experience : 1,175

    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Magic Shop of My Imagination (Open)

    Post by Lilim on 19th October 2016, 1:23 pm

    Hello buyers! The name's Aera Tylidae.
    I am a travelling magic consultant and salesperson willing to sell you magic that's interesting and hopefully will suit your tastes! For newbie Magicians and Mages, I have free D-Rank Magics that will hopefully catch your interest! Looking for an Idea for Secondary magic? I'll have several!
    Have an idea for a Magic and can't be bothered to do it yourself?  Send it to me! I'll whip that magic into shape so hard, it'll be going through BootCamp!
    Hey Customers! We're now selling Concept Magic Items, Weapons, and Armor! Check Back every other few days to see what we have in stock!
    Price List:

    Newbie Magic-Free
    D-Rank-2K Jewel
    C-Rank-4K Jewel
    B-Rank- 10K Jewel
    A-Rank- 20K Jewel
    S-Rank-30K Jewel
    SS-Rank- 45K Jewel
    Requests- +1K Jewel per rank jewel unless otherwise stated
    Newbie Magic:

    Here's a place for free Magic for those players who're just starting out! It's FREE!!
    If you're going to take a magic, just post in the shop!
    Sonata of Sin:

    Main Info:

    Primary Magic: Sonata of Sin: the Devil's music
    Secondary Magic: N/A
    Caster or Holder: Holder-castor (You hold an Equipment: Weapon - Instrument, and play the magic off of it.)
    Description:

    This magic is music for the most devious of magicians! Its' uses are innumerable!
    You use it by plating an instrument of your choosing. (Violin, Flute, Harp, Lyre, Piano, etc...) and can force your enemies and opponents to dance, fall asleep, and even rip themselves apart! When used, the magic will personify your notes, causing them appear mid air!
    Strengths:

    Hearing: If any enemy has the ability to hear, even if muffled, you can control them!
    Low Magic Use: This type of magic only costs 2/3s the normal amount of magic for a spell!
    Area of Effect: This has a 50ft range, or within hearing distance shorter than fifty!
    Weaknesses:

    Deaf: If your enemy cannot hear, well then, you are perpetually screwed!
    Range: This magic is strongest when in close proximity to the user, it has a max strength range between 1-15ft, and has half effectiveness from 15-50ft.
    Instrumental: If you don't have an Instrument, you can't use this. If you cannot sing, for any reason, (muteness, damage to the esophagus, and consequently the vocal cords, et cetera...) you will not be able to use this magic!
    Lineage:
    N/A (Your Lineage)

    Unique Abilities:

    Devil's Ear: You can be the ultimate musical critic, being able to change, hear and listen to the even the most subtle of changes in volume, pitch, scale, tone, et cetera... Allowing you know how to enrapture an audience. ~Passive~
    Devil's Voice: You are charismatic, being able to charm the opposite and same sex as you, just by talking to people. ~Passive~
    Devious Talent: You're able to play any instrument with ease, clarity, and mastery, on the first try. ~Passive~

    Spells:

    Spell-1:


    Spell Info:

    Rank: (D-Rank)
    Type: ( Manipulative Defense/Manipulative Offense, Dark, Music)
    Duration:(2-Posts)
    Cooldown:(3-posts)
    Description:( Playing an instrument, The user plays a sad, slow song, causing a sense of lethargy to wash over your opponents, causing their speed to go down to 2/3s of their normal speeds.)

    Strengths:

    Lethargy: Reduces an opponents' speed by 1/3
    Area of Effect: Has a max Area of effect of 50ft.
    Auditory: Can be heard by anything with the ability to hear.
    Weaknesses:

    Deaf: Cannot affect anything/anyone who cannot hear.
    Strength AoE: The max strength of this magic is between 1-15 feet of the castor's location.
    Blockable: Is blocked by magic that causes the disruption of sound waves, or causes a louder noise.
    Instrumental: Must be played or sung.
    Spell-2:

    Spell info:

    Rank: (D-Rank)
    Type: ( Defensive, Supportive, Dark, Music)
    Duration:(3 Posts)
    Cooldown:( 4 posts)
    Description: ( This song must be sung, and it causes any enemy to view you as an ally and start attacking its'/their brethren. It also can cause an enemy to accompany you if you wish it. If not, It will kill itself.)
    Strengths:

    Traitor!: Causes enemies to fight amongst themselves.
    Auditory: Can be used against anything with hearing.
    Self-destruction: They will attempt to destroy themselves, dealing 2X D-C Rank Damage
    Weaknesses:

    AoE: Must be within 20ft of the castor
    Deaf: Cannot be used against something with no hearing.
    Instrumental: Can only be sung.
    Low Rank: It cannot be used against a creature or enemy 2 ranks higher than spell cost.
    Sonata of Sin:

    Spell info:

    Rank (D-Rank)
    Type: (Defensive, Manipulative offensive, dark, music)
    Duration: (2 posts)
    Cooldown: (3 posts)
    Description: Using this spell will cause enemies allies to hallucinate, making them see gold, riches, anything they want and covet.
    Strengths:

    Greed: It easily consumes enemies like Bandits, Thieves, and those who are just sinful.
    Auditory: Can be used against anything with hearing.
    Weaknesses:

    Angelic: 50% resistance to this spell are those who have an angelic nature and/or heritage.
    AoE: Can only be effective within 15ft of the castor.
    Resistible: Can be resisted if a player caught in it is firm, or resolute of will.

    Spell-4:


    [Spell Info]
    Rank: (D-Rank)
    Type: (Manipulative offense, Manipulative defense, dark, music)
    Duration: (2-Posts)
    Cooldown: (3-Posts)
    Description:  Must be played on an instrument, cannot be sung, you pluck the strings, or blow single notes, you pull an enemy into a sense of prideful attacking, causing the attacker to deal 1.5X damage, but be 1/3 as likely to hit.
    Strengths:

    Wild: The enemy, being stricken into a sense of pride, attacks randomly, 2/3s less likely to hit.
    Instrumental: Played on a wide variety of instruments.
    Weakneses:

    Wild: The hits that the attacker deals out, though less likely to hit, will deal 1.5x damage.
    AoE:  Is only effective within 20ft.
    Dexterity: This requires precision of mind and hands. If hit, the duration falls to 0.
    [/color]
    The store is open to those who wish to input their requests!
    If I hadn't finished your rrequest and PMed it, it was probably cancelled.


    Last edited by Aera Tylidae on 18th February 2017, 12:12 am; edited 9 times in total

    Prince Tendo

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    Lineage : Elemental Wrath
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    Age : 25
    Experience : 25

    Character Sheet
    Character Name:
    Primary Magic:
    Secondary Magic:

    Re: Magic Shop of My Imagination (Open)

    Post by Prince Tendo on 20th October 2016, 12:42 pm

    Ello, Prince of Chocolate coming through with a request since I am a lazy bastard who cannot make up his mind regarding his magic. I would like a technology based takeover magic like becoming a giant robot and such.


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    Lilim
     
     

    Knight VIP Status- Regular VIP Status- Player -
    Lineage : Warrior's Heart
    Position : None
    Posts : 473
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 19
    Experience : 1,175

    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Re: Magic Shop of My Imagination (Open)

    Post by Lilim on 20th October 2016, 12:43 pm

    Request received, and accepted!


    Mechanized Takeover-D-Rank Primary Magic:


    Caster or Holder: (Takeover Magic)(Mechanized Humanoid Artillery and Close Combat Weapon Soul, or the MHACCW Soul.)
    Description: After rigorous training, the mages of Fiore petitioned another kingdom for one of their penultimate Prototype Weapons: They sent over the Designated Giant Mecha : MHACCW.
    Era then asked the User to takeover this mechanized weapon, and did so. After the rather strenuous completion, the user has
    Strengths::

    >Mecha-Mind: The User now has the mental processing power of a super processor, analyzing enemy movements, spells, and overall mannerisms, allowing 15% dodging capabilities in one on one combat, and a 5% in a fight including two or more.
    Metal Skin: Any physical damage, or damages that deal physical elemental damage, (Earth Wind, Water, Metal, etc...) will be reduced in damage by 15% for each rank below, and 15% Base D-Rank.
    If at D-Rank, user has 5% resistance to these at a C-Rank user damage capabilities.
    Weaknesses::

    >Extreme Electromagnetic Stimuli: user will be stunned for 1 post if introduced to extreme electromagnetic stimuli, in cases like Electricity Overload, E.M.P, et cetera... will stun. (equal to 1.25 D-rank damage.)
    >Major Defrosting Error: In environs such as tundras, or major Ice plains, or just a regular snowstorm, the user will be stunned for 1 post. (this cumulates at a negative 30 degrees Farenheit.)
    >Major Overheat Issue: If the temperature around the user is over 150 degrees farenheit, the user will be stunned for one post.
    Real-Time Error: In response to Mecha-Mind, the movements of the user may be lagged due to real time errors, causing a 1 post stun if hit by an enemy.
    Lineage: Elemental Wrath:

    Elemental Wrath:
    Description: There was once a powerful old wizard capable of using all the four basic elements of the land: Fire, Water, Wind, and Earth. He was extremely powerful and feared by all of Earthland. He once took on 5 dragons at once. The mighty magus defeated them, but ended up losing his arms in the process. Having no children, he passed his knowledge of controlling multiple elements at once to a wandering mage, who passed it down and kept it within his family for generations
    Ability: Allows the user the ability to cast 1 spell of each element. 1 D rank earth, one C rank wind, one B rank water, and one A rank fire. The user can also combine all four elements into one S rank meteor type spell, capable of causing severe damage.
    Each spell is made in the magic app as normal spells of the respective elements. The meteor cannot be a signature and can deals 1.5 S-rank damage but is usable once per thread.
    Usage: The spells are made in addition to the user’s spell based on their own rank. Spells dependant on their own CD/Durations besides the S-rank meteor spell which has to be a once per thread use.
    Lineage Spells:

    Lineage Spell-1:

    Name: (Pharaoh of the Sands)
    Rank: (D-Rank)
    Type: Earth, supportive
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: Calling up the earth around him, The user builds  up vast quantities of Sand by grinding the earth collected, then moves in a tidal wave. This tidal wave traps enemies in the sand, stunning them for a single post
    Strengths:
    Cone: The Sand Moves in a cone, of about 25 ft
    Sand: Sand is easily manipulated, allowing for ease of movement.
    Weaknesses: 
    Non-damaging: This doesn't damage foes, rather it stuns them for 1 post
    Sand: Sand, though easy to control, has no sense of Friend or foe, and cannot be directed away from allies or enemies.
    Knockback: This spell will move enemies and allies not caught in it back about 15 feet.
    Lineage Spell-2:

    Name: [Asfal Riih]
    Rank: (C-Rank)
    Type: ( Wind, Offensive.)
    Duration: 1 Post
    Cooldown: 3 posts
    Description: Chanting "Asfal Riih" allows the user to summon a massive tornado, dealing C-Rank Damage to any enemy caught in the path of the wind.
    Strengths:
    AoE: has a AoE of 75ft across.
    Tornado: the Tornado causes a lake in gravity, allowing for those not caught in it to float for 1 post.
    Weaknesses: 
    Indiscriminate: This spell will hit allies and foes, so watch out!
    Indiscriminate-2: This spell also might catch you up in it's path.
    Vortex: anything within 15ft of the vortex will be drawn in.
    Lineage Spell-3:

    Name: Invisibility within the Mist
    Rank: B-Rank
    Type: (Water, Supportive, Offensive)
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Shooting three water projectiles, on contact, they super-heat, and become a cloud of mist, covering the battle field. The projectiles deal 150% damage over three hits. Everyone is still easily visible, but you use the mist to refract the light around you, making you invisible.
    Strengths:
    Invisible: The mist created from the projectiles refracts light upon your command, allowing invisibility.
    Triple: Three projectiles are shot out, dealing at most 150% B-Rank Damage.
    Weaknesses: 
    Erring Aim: Any of the three projectiles can miss, dealing less damage.
    Invisibility: The invisibility is not complete, you are still able to be seen, if only by your outline. this spell works on B-Rank Mages or lower.
    Heat: Heat magic can locate you, through dispelling the mists, and revealing you.
    Lineage Spell-4:

    Name: ( HahrHarl Inflagare )
    Rank: (A-Rank)
    Type: ( Fire, Offensive.)
    Duration: 1 post:
    Cooldown: 3 posts
    Description: Chanting the Name of the spell will summon a sphere of flame, which can be cast 150ft in any direction. On impact, the sphere will explode, causing a jet of flame to rise up into the sky, in a radius of 50ft.
    Strengths: 
    >Range: 150ft in any direction
    >Explosion: on impact, it will explode in a radius of 50ft
    >Flame: These flames are so hot, it will incinerate anything it comes in contact, exempting other mages. (environmental destruction)
    Weaknesses: 
    >Erring Aim: The spell can miss, having 1/3 less likely to hit.
    >Flame: A mass amount of water, a strong enough wind, or stalwart enough earth can block this spell.
    >Slayers: This flame can be eaten by any slayer type.
    >Impact: If impacting anything in mid-air, it will explode instantly.

    Unique Abilities::

    >Graviton Support Systems: Allowing the User to fly, Engaging this system allows the user to suspend the gravitational force enacted upon them, and in fact reverse it, allowing them flight.
    ~Active~
    Duration: 2 Posts
    Cooldown: 3-Posts
    > Electromagnetic Super-Stimulus: Using electricity, the user super-conducts electricity in the metals of the earth, and causes a reverse-magnetic effect, suspending them 3 inches in the air.
    this gives a speed boost of 20%
    ~Active~
    >Metal Will: Metal will is user's will, enacted in metal over their body. 10% bonus to health

    Spells::



    Spell 1- Full Take Over- MHACCW Soul.:

    Rank: D-Rank
    Type: Offensive, Metal, Electric
    Duration: 3 Posts
    Cooldown:5 Posts
    Description: the User, obviously using this spell, grows 10 feet taller, his arms and legs are still human, but now have the Hydraulic power of a 100ft Mecha. He  a 15% bonus to speed and strength passively, and a 10% bonus to health.
    Strengths::

    >Partial Take Over Weapon Bonus: Since this form combines all of the weapons from the partial takeovers, the user can use any of the spells from the partial takeover, with 1.25x bonus to damage.
    >Passive bonus: Passive bonus to Health (10%), and also Speed and Strength. (15%)
    > Height Bonus: grown 10ft.
    >Graviton support System: Now in Mechanized form, the Graviton support systems act as a motion stabilizer, and allows for easy motion, passively.


    Weaknesses::
     
    > Weight: Even though the Graviton Support System allows for easy motion, the mechanized form still has weight, so any basic attack, punches, kicks, will throw the user off-balance, stunning for a post.
    > Electrical Stimuli Overload: Electrical stimuli, equal to 1.75 D-Rank electrical damage, will then stun the user.
    > Metal Slayers: If attacked by any Metal slayer, the user can take 1.5x damage from their attacks, even though not technically in their category (Dragon, God, et cetera...)
    >Over-Balanced: Since most of the weight is focused higher on the mech, it will be easier to trip you, allowing for a 1-post stun on the user.
    >OverHeat: If introduced to temperatures of 250 degrees Farenheit, the user will be stunned for 2 posts.

    ( Partial Takeover-Arm- MHACCW"TC" (Tesla Cannon) ):

    Rank: (D)
    Type: ( Electric, Offense.)
    Duration: (1-Post*)
    Cooldown: (3-Posts)
    Description: (Sticking their arm out (either one) they allow one of the weapons, the Tesla Cannon, to appear on their right arm. It looks like a giant 50mm turret, and shoots a round of pure electricity out, damaging the terrain and stunning any wizard/mage caught in the path.
    The wizard gains a passive 15% strength bonus, in order to wield this heavy, unwieldy device.
    Strengths::

    > Electricity: This weapon deals Pure electric damage, dealing 1.25x D-Rank Damage.
    >Range: This has a max Range of 50ft
    > Environmental Destruction: This has the capability to destroy and reshape the environment the user is in.
    Weaknesses::

    >Heavy: It takes time to aim, since it's very heavy, making it hard to aim. -15% aim
    >Unwieldy: Trying to move this is absurdly difficult, and enemies can strike you if they know where you are.
    > One-Shot: You have only one shot from this weapon before it dissipates.
    >Slayers: Lightning Slayers take 1/2 damage from this attack, and it can be eaten by said slayers.

     (Partial Takeover- MHACCWCC"LW" (Laser Weapon)):

    Rank: (D)
    Type: ( Electrical, Offense,)
    Duration: (2-Posts)
    Cooldown: ( 3-posts
    Description: (Sticking out their right arm, the MHACCW will inhabit the arm, allowing the use of it's Close Combat Laser Weapon, a giant Knuckle, with bands of lasers surrounding it. Alternatively, it can be a laser knife, which has a blade length of 15ft. The User gets a 10% Bonus to Strength. The CCLW Knuckle looks like a Giant fist, and the CCLW looks like a giant hand holding a knife.)

    Strengths::
     
    > Close Quarters: any Combat between Mages in close quarters, such as a reequip mage, or the like who have to fight in close quarters are at a major dis-advantage if they cannot attack from afar.
    >Versatile: Has Two modes, able to choose which one, when the situation calls for it.
    >Strength: this weapon deals 1.25x D-Rank electrical damage, plus .75x physical D-Rank damage
    Weaknesses::
     
    >Reaction Time: The user has a .75x likeliness to dodge incoming physical attacks, due to the severe weight of the weapon.
    >Slayers: Metal slayers can eat the Knife form.
    >Height: Enemies who can fly are harder to hit, being only 2/3s as likely to be hit.
    > Rotational motion: This weapon cannot hit anything underneath of the user, making them vulnerable.


    (Partial Takeover- MHACCW"AW" (Automated Wing set):

    Rank:  (D)
    Type: ( Metal, Supportive, Defensive.)
    Duration: (3-Posts
    Cooldown: ( 4-posts)
    Description: (The MHACCW takes over the back region of the user, and forms a pair of wings like that of a fighter Jet, which can allow you to fly and/or defend against enemy attacks.
    Strengths::

    >Flight: This mode of the wing set allows flight of up to 50ft in the air.
    >Defense: This form allows for the defense of 2 D-Rank damage before dissipating

    Weaknesses::

    >Damage-Flight: If either Wing becomes damaged in mid-flight, your wings will glide you down to earth.
    >Damage-Defense: If dealt more than 2 D-Rank Damage in one post, all of the damage will be attributed to the Mage.
    >Mana-Expensive: Flight mode takes 1.5x more mana than normal D-Rank spells.

    Finished! Look it over, and if you have any problems with it, then bring it back, and I'll re-do it!


    Last edited by Aera Tylidae on 21st October 2016, 10:56 am; edited 1 time in total


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    Dandanni

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    Re: Magic Shop of My Imagination (Open)

    Post by Dandanni on 20th October 2016, 2:30 pm

    Okay, after a PM conversation, I am all manner of curious now. ^.^ I would like to request a newbie magic for Drew Stacy, and I would like to request it be handled by Seven / Kissos / the Shipping Goddess if it is alright. * Yes, he did copy and paste that last bit, why do you ask? *
    avatar
    Lilim
     
     

    Knight VIP Status- Regular VIP Status- Player -
    Lineage : Warrior's Heart
    Position : None
    Posts : 473
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 19
    Experience : 1,175

    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Re: Magic Shop of My Imagination (Open)

    Post by Lilim on 21st October 2016, 8:18 am

    Accepted and Handed off to Seven!


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    Strawberry

    Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Veteran Level 2- Veteran Level 1- Novice [250]- Vendetta-
    Player -
    Lineage : None
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    Posts : 559
    Guild : Grim Heresy
    Cosmic Coins : 0
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    Age : 17
    Experience : 206.25

    Character Sheet
    Character Name: Strawberry
    Primary Magic: ReQuip: The Maid
    Secondary Magic:

    Re: Magic Shop of My Imagination (Open)

    Post by Strawberry on 22nd October 2016, 7:13 am

    Greek God ReQuip - For Dandanni:
    Magic

    Primary Magic: Greek God ReQuip
    Secondary Magic: -
    Caster or Holder: Caster
    Description: ReQuip is a type of magic that utilizes pocket dimensions to access a variety of different tools. Such tools could be either clothes, armors, weapons, or even basic household appliances. This allows the user to save time and space by not physically carrying the items around, and, in the case of armors and clothes, saves a lot of time from changing.  Items and other things relating ReQuip do not break, permanently, that is. Instead, when an armor or weapon or item "breaks" it is returned to the pocket dimension of its origin, only to be mended by the user's magic power. As such the user is never without utility, allowing them to not worry of the generally thought of items breaking in battle.

    In the case of this magic, the user ReQuips into the various different items and personas of the ancient gods of a foreign land called "Greece." These "Greek" gods each control an element or aspect of everyday life, working in harmony to control the world. This can range from controlling lightning, in the case of Zeus, death, in the case of Thanatos, or water, in the case of Poseidon. All of these abilities are captured into the items and armors that this magic utilizes, essentially making the user able to control every aspect of the world, albeit not at the same time.
    Strengths:
    *Multi-Elemental, allowing the user to better fit themselves to the situation
    *Utility, as the items in the magic can each hold either offense, support, or defense, and in most cases 2/3 at the same time
    *This type of magic dominates in melee-combat, as most spells are melee-based
    Weaknesses:
    *Breaking the ReQuip always sends it straight to cooldown
    *Doesn't fare as well against ranged combatants
    *ReQuips suffer double damage from God Slayers (the user does not, however)
    *Unless the spell specifically states so, the user is not allowed to use multiple ReQuips at once (does not limit spells designed to buff ReQuips)
    Lineage:
    ENTER YOUR LINEAGE HERE:
    BLAH BLAH BLAH BLAH BLAH
    Unique Abilities:
    *Ares' Arsenal: The user is allowed to keep any Magic Item, Armor, or Weapon in a pocket dimension, and can ReQuip into and out of any of them without expending mana. The problem is, unlike the Spell Items, if these real items break, they still break PERMANENTLY like normal, and don't simply return to the pocket dimension.

    *Athena's Sight: The user can "size up" an enemy at first glance. This allows the user to see the enemy's weapon / armor / item ranks, type of magic, and rank. The only thing they can not see is the enemy's spells, abilities, etc. The user can not also see what guild, affiliation, or anything else of the like the enemy is from / apart of.

    *Tyche's Luck: When the user casts a spell, they can roll two Normal Dice. If the user scores 2 sixes, the spell they cast costs half the normal mana cost. Does not do anything else for the user other than reduce mana costs, and can be used whenever the user casts a spell.

    Spells:

    Weaker Gods (D Rank):
    Hermes Armor:
    Name: Hermes Armor
    Rank: D Rank
    Type: Spell Armor / Defensive / Supportive
    Duration: 3 posts
    Cooldown: 4 posts
    Description:
    Image:

    Passive Ability - Thieve's Speed - The user gains a 50% speed boost for the duration of the spell

    Active Ability - Messenger - If an ally is using a support spell or a healing spell on the user, the user can also share that ability to one other ally within 1 post of the effect being active on the user. However, it must be done through physical contact. For example, if player A uses a healing spell on the user, the user must get to player B the post directly after AND make physical contact to pass the effects.

    Strengths:
    *Allows for bonus support to allies
    *Bonus speed allows for easier dodging abilities
    Weaknesses:
    *Has no offensive abilities
    *Must make physical contact to pass effects
    *Unlike other armors, the damage mitigation from this armor doesn't count towards melee / physical damage. Any physical attack isn't mitigated

    Apollo's Bow:
    Name: Apollo's Bow
    Rank: D
    Type: Fire / Spell Weapon / Offensive / Supportive
    Duration: 3 posts
    Cooldown: 4 posts
    Description:
    Image:

    Passive Ability - Sun's Flame - Every arrow this bow shoots is flaming, and deals 1.5x damage towards beings weak to fire such as plants, wood, or anyone that says explicitly in their magic that they are weak to fire.

    Active Ability - Medicine Arrow - The user can fire an arrow at an ally, which will heal them equal to one full spell of D rank HP. This can only be done once during the spell's duration.
    Strengths:
    *Can be used for offense or support
    *Medicine Arrow only works on those the user has deemed an ally
    Weaknesses:
    *Offers no defensive abilities
    *Slayers or others resistant to fire takes less damage
    *Arrows fly in a straight line

    Nemesis Armor:
    Name: Nemesis Armor and Dagger
    Rank: D
    Type: Defensive / Offensive / Special ReQuip
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Image:



    Passive Ability - Balance - 1/2 of all spell damage dealt to the user while in this armor from D rank spells are dealt back to the enemy. This does not account for Pet spells, Weapon /Armor / Item spells, or physical attacks.

    Active Ability - Vengeance - When activated, the user adds on half of the damage they've accumulated total to the knife, and the very next attack with the knife deals that amount extra damage. This additional damage may not add on more than 50% D rank spell damage, and must be used with the knife, nothing else.
    Strengths:
    *Reflects damage back on opponents
    *Useful for plain defense, offense, or both
    *Good use when low-HP
    Weaknesses:
    *The user still takes the full force of all attacks
    *High risk, high reward spell
    *Restricted to melee range for active ability
    *Active can't exceed 50% spell damage

    Kratus Armor:
    Name: Kratus Armor
    Rank: D
    Type: Supplemental / Spell Armor
    Duration: 3 posts
    Cooldown: 4 posts
    Description:
    Image:

    (Sword isn't included)

    Passive - Kratus' Strength - The user has double physical strength, which includes force of physical attacks, lifting power, etc. In terms of actual damage, the user gains a 50% passive damage boost for every physical attack that doesn't involve a weapon.

    Active - Blow of Power - The user can, once during the duration, surround one of their limbs with magic, and perform a single attack that has the force to completely shatter stone. This blow has a damage equal to 1 spell rank damage, and doesn't activate when the user is using a weapon.
    Strengths:
    *Physical strength boost
    *Higher physical melee damage
    Weaknesses:
    *Can't use weapons during the duration, lest you want the effects
    *Limited to direct physical melee range
    *Armor actually DOESN'T mitigate damage in this specific spell, and is moreso there for aesthetics

    List of Spell Fusions (B rank):
    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:

    I'll send you the code via PM.


    ___________________________________________________________________
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    weretiger5411
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    Quality Badge Level 1- Quality Badge Level 2- Lineage Making Contest Participant- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- Novice [250]- Player -
    Position : None
    Posts : 637
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    Experience : 150

    Character Sheet
    Character Name: Zecarayus trevelean
    Primary Magic: SOTL
    Secondary Magic: NA

    Re: Magic Shop of My Imagination (Open)

    Post by weretiger5411 on 12th November 2016, 11:53 am

    Hello to ya, got a request that should be interesting. I am looking for ideas on a B-rank magic revolving around two ideas but using the manipulation of spirits/their energy. I want a magic based off of one of the ideas below. It would be really cool if you can make magics for both ideas and I would be willing to pay you for both, but I am only expecting one.

    Idea 1: Pure mage type; can pull off types any type of spell so as long it can be accomplished with the energy of spirits, and benefits from deaths around them. As a drawback, the magic does not enhance physical stats of the user or others, and the user is not a physical fighter.

    Idea 2: Hunter style magic; main goals are keeping tract of others and finding others, suppression, and being able to grow stronger from landing spells on enemies and causing death.


    ___________________________________________________________________
    "Those who do not fear power, are too easily destroyed by it."

    "Humans are the biggest monsters. How else can you explain a dragon's need to burn down their homes, a demon's need to slaughter them, or a god's attempt at brainwashing them to devote loyalty? It is because we have the greatest chance to destroy them with whatever else gets in our way, and slayers are not the only method how."-Zecarayus Trevelean

    Note: Until I get this in his character sheet, his name is changed to nevarran. Same soul though!

    info on apps:
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    Celest Auxivista

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    Re: Magic Shop of My Imagination (Open)

    Post by Celest Auxivista on 12th November 2016, 1:40 pm

    Hiya, I'm kind of on a phone and I HATE doing coding and a lot of typing on my phone, and im also a lazy rat. My main is Kirara, so that's where you can get the jewels from.

    For Celest's magic, I wish for it to be black water magic. It's like regular water magic, but black instead of blue. The magic allows her to manupulate water, meaning she can alter it's state (solid liquid or gas), break it off into sections, etc. Idk of my explanation of it is too vague, but yeah this is the type of magic I would like. OH and instead of healing, like some qater mages are able to do, I want hers to have a decaying effect.
    avatar
    Lilim
     
     

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    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Re: Magic Shop of My Imagination (Open)

    Post by Lilim on 12th November 2016, 1:51 pm

    Request accepted! Work Completed.
    Aera Tylidae.
    Cost: 2.5 K Jewel

    Primary Magic: Waters of the Otherworld
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Castor
    Description: The user holds within them, the key to an extra-planar type of magic that acidifies water around them, and allows for control of water's state counterparts (Gas, Solid, plasma, etc...), and the use of this magic allows control over water, making versatility in control only limited by innovativeness, or imagination.
    Strengths
    -Toxic - In addition to their normal damage, the acidic waters will impart .5 D-Rank damage in necrosis onto a living target, or .5 D-Rank Damage to nonliving things in form of acid erosion.
    -Environmental Hazard - This magic will cut through most natural metals, silts (like dirt), or plant life, up to 1 D-Rank Damage. Magic metals, etc... take .5 D-Rank damage from this magic once. (No DoT)
    -State-Change: The user can change the state of the acidic water they control, from plasmatic gases, to super-frozen solids (Sub-zero and above, no Absolute zero.)
    -Toxic-Immunity - The user doesn't take poison or acid damage, from up to 1 rank above, and below that.
    Weaknesses:
    -Difficulty: Since this controls and acidifies water in the region, the difficulty of control grows as the amount grows. After 2 Spell casts, the spells cost 1.25x of the normal amount of mana used, until 2+ spells lose cooldown state.
    -Acid Drip: The acid, though under control of the user, will drip from control, and will warp the environ underneath the user.
    -Difficulty 2: This magic also may hit allies, in addition to foes.
    --Slayers: Poison slayers can eat this type of magic.
    -Soluble: This can be defended against by normal water (Acid into Water soluble) and magic water attacks.

    Lineage: (Input Lineage here)

    Unique Abilities:
    -Toxic Flesh- The user is enveloped in a semi-permanent toxic solution running over their body, allowing for 1.25x damage from physical attack (Giving), and .75 damage from other sourced attacks (Physical) ~Passive~
    - Toxic Vision- The user can use toxic fumes to extend their vision out by 10ft extra in all directions.  ~Active~
    Duration: 3 Posts
    Cooldown:4 Posts
    - Hallucinogenic- any state of the water (Gas, liquid, solid) causes hallucinations in foes the same rank, or people without magical protection.


    Spells

    Name: ( Toxic Water-Control )
    Rank: (D)
    Type: ( Water,  Offensive/Defensive,  Acid/Poison)
    Duration: ( 3 Posts)
    Cooldown: ( 4 Posts)
    Description: 
    The user raises both hands in the air, like a marionette puppeteer, and summons out all the water in the area, within 25ft, and acidifies and controls it. It can be lashed out with, create toxic puddles, etc...
    Strengths: 
    - Versatile: This spell allows for multiple uses of the spell, only limited by imagination.
    -Drawing strength: This spell draws its' strength from draining any water sources within 25 feet.
    - Acid Evisceration: The acid properties of the water collected, allow for the destruction of environs around them, albeit metal, wood, stone , or dirt.
    Weaknesses: 
    -Range : Though it has the drawing range of 25ft, The water cannot travel out of line of sight, to the max extent of 25ft.
    - Non-Friendly: It can hit allies as well as enemies.
    - Eldritch: Though it is made of water from the area, it is foreign to this planet, and so other water sources cannot take back to liquid. Once taken, it cannot be given back to the world, completely draining the water in its' entirety.
    -Slayers: Slayers can eat this magic.

    Name: (Toxic Water- Gas Control )
    Rank: (D)
    Type: (Water, Offensive, Acid/Poison.)
    Duration: (2 Posts)
    Cooldown: (3 Posts)
    Description:  Gaseous fumes evaporate from the toxic water, until it's all gone, leaving a grey haze in the air around
    Strengths: 
    -Unavoidable: If within the range of 35ft, anyone who is caught within this zone takes .75 D-Rank Poison damage over the two posts this is active.
    -Directable: The user can forcibly direct this spell into the body of a mammal, etc... and cause toxic poisoning, dealing .5x D-Rank Damage over 3 posts and .5x D-Rank damage at contact.
    Weaknesses:
    -Gust: A strong wind can blow any of the gas away, which goes back to the user.
    -Flammable: This toxic gas is flammable, igniting it deals 1.25x D-Rank Damage to the user.
    -Slayer: Poison slayers can each this magic and gain the effects/bonuses of their slayer type.

    Name: (Acid Spears- Solid Water Control)
    Rank: (D)
    Type: (Water, Poison/Acid, Offensive.)
    Duration: (1 Post)
    Cooldown: (2 Posts)
    Description: ( Standing in an area, the user drops a drop of sweat into the ground, and from that sweat, controls all of the water in the ground, causing acidification, and super-freezing. From that, Massive spears of ice erupt from the ground, and anyone who is not the user gets caught in this attack, takes .5x D-Rank Ice damage, and 1 D-Rank Acid damage to their opponents' skin.
    [b]Strengths:
     
    - Frozen Acid: The acid water deals both Ice and Acid damage
    -Plethora: Any and all water in the ground is under the control of the user.
    Weaknesses:
    -Underground: because of the nature of the spell, the water must be underground to super-freeze.
    -Heat: Any heat will cause this spell to be .5x as damaging as normal.
    -Slayers: Ice and Poison Slayers can eat this without adverse effects.

    Name: (True Water Control)
    Rank: ( D)
    Type: ( Water, Offensive, Supportive.)
    Duration (3 Posts)
    Cooldown: ( 4 Posts)
    Description: (The user now can control any water without causing acidification, and that includes gases, liquids, and solids. Doing so requires the user to act as if their hands are controlling the water's actual movement.)
    Strengths:
    -Versatile: Allows control over all states of water. (Same Rank or below if encountering a water mage.)
    - Motion: Motion of the water gives the user 25% more ability to dodge.
    Weaknesses:
    -Motions: The user must control the water with their bodies, causing them to be unable to move.
    -Slayers: Air, and Ice Slayers are able to eat the waters without adverse effects.
    -Difficult: Controlling water must be done with finesse, so you are not able to move form the spot you (the user) were in. [/spoiler] [/spoiler]


    Last edited by Aera Tylidae on 21st November 2016, 11:29 am; edited 7 times in total
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    Celest Auxivista

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    Re: Magic Shop of My Imagination (Open)

    Post by Celest Auxivista on 12th November 2016, 2:07 pm

    Yes, its D-Rank magic
    avatar
    Lilim
     
     

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    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Re: Magic Shop of My Imagination (Open)

    Post by Lilim on 14th November 2016, 9:08 am

    weretiger canceled request.
    Aera Tylidae


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    michaelkeha

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    Re: Magic Shop of My Imagination (Open)

    Post by michaelkeha on 22nd January 2017, 10:51 pm

    Greetings and Salutations

    Looking for a secondary magic that recreates the forces and elements found in a forge ie fire, force, metal, smoke etc which may or may not become my primary later down the line.
    avatar
    Lilim
     
     

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    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Re: Magic Shop of My Imagination (Open)

    Post by Lilim on 22nd January 2017, 10:54 pm

    3K Cost upon Completion. Work started.
    Request Accepted.
    Aera Tylidae


    ___________________________________________________________________
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    Mammon

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    Character Sheet
    Character Name: Mammon
    Primary Magic: Demonic Hellfire Magic
    Secondary Magic:

    Re: Magic Shop of My Imagination (Open)

    Post by Mammon on 24th January 2017, 11:11 pm

    Since Marshy naturally agreed to help me with my Magic Primary and Secondary Once I rank up and due to recent events, I don't think she will help me. I am requesting Assistance with Primary and Secondary Magic.

    https://www.fairytail-rp.com/t19871-demonic-hellfire-magic?nid=27#228881/url <--- I'd like to keep everything written by Marshy here. And the rest of it being finished as I rank up. From C and Up.

    For abilities we can discuss over Discord.

    For Secondary I'd like for Aera to Make me Blood Magic Please. I leave complete Creative freedom to her.


    ___________________________________________________________________
    Mammon
    Demonic Hellfire Magic
    Mammon's Bank


    Exp:
    Spoiler:
    0/150
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    Lilim
     
     

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    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Re: Magic Shop of My Imagination (Open)

    Post by Lilim on 15th July 2017, 5:08 pm

    I'm open again for requests!
    Thanks for your patience,
    Aera Tylidae


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    Strawberry

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    Character Sheet
    Character Name: Strawberry
    Primary Magic: ReQuip: The Maid
    Secondary Magic:

    Re: Magic Shop of My Imagination (Open)

    Post by Strawberry on 15th July 2017, 10:57 pm

    DOES THAT MEAN I CAN COME BACK TO HELPING YOU???


    ___________________________________________________________________
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    Lilim
     
     

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    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Re: Magic Shop of My Imagination (Open)

    Post by Lilim on 15th July 2017, 11:48 pm

    Hi! Yes you can. That's up to you though, really >.<
    Aera Tylidae


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    Lance Knighthunter
     
     

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    Character Sheet
    Character Name: Lucia
    Primary Magic: Burning Ember Magic
    Secondary Magic: N/A

    Re: Magic Shop of My Imagination (Open)

    Post by Lance Knighthunter on 18th August 2017, 11:46 pm

    Hello, if this shop is still open I would like to make a request for a D-Rank Magic

    my idea is something that has to do with Egypt like solar/sun/fire magic



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    Lilim
     
     

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    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Re: Magic Shop of My Imagination (Open)

    Post by Lilim on 19th August 2017, 12:50 am

    Request accepted!
    Aera Tylidae


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    Grey Masar

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    Character Sheet
    Character Name: Ebisawa Ukikono
    Primary Magic: The Goddess Of The Moon
    Secondary Magic: None

    Re: Magic Shop of My Imagination (Open)

    Post by Grey Masar on 19th August 2017, 1:17 am

    hey,i'm requesting a D-Rank Magic

    I'd like something that would fit my character,here's the link: Grey Masar
    If this is a bit too much for you,maybe something that had to do with light,Being a knight,or a weapon based magic?


    ___________________________________________________________________


    Character Info
    Magic Info
    Weapon

    Speech Colors
    #9966ff= Ebisawa #990000=Jeanne

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    Lilim
     
     

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    Character Sheet
    Character Name: Lilim Aurchanin "Isabella" Saema Levaes Inditi
    Primary Magic: Takeover: Heaven's Traitor & Hell's Exile (W.I.P.)
    Secondary Magic: 2nd Gen Shadow Dragon Slayer (W.I.P,)

    Re: Magic Shop of My Imagination (Open)

    Post by Lilim on 19th August 2017, 1:55 am

    Request Accepted!
    Aera Tylidae


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    Vagrant

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    Character Sheet
    Character Name: Artemis N. Aurora
    Primary Magic: 10 Bonds of Artemis
    Secondary Magic:

    Re: Magic Shop of My Imagination (Open)

    Post by Vagrant on 6th September 2017, 11:03 am

    Hey Aera, I'm looking for a D-Rank Magika based around the aspect of death/decay if possible ^ or perhaps a magic around ReQuip based on mythical creatures ? Whatever let's your creative juices flow!


    ___________________________________________________________________

      Current date/time is 23rd July 2018, 8:47 am