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    Requip Magic: The Shadows

    Dynamo
    Dynamo

    Player 
    Lineage : Glory of the Slayer
    Position : None
    Posts : 26
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Skill: Requip: The Shadows
    Second Skill: N/A
    Third Skill:

    Completed Requip Magic: The Shadows

    Post by Dynamo 4th December 2016, 8:58 pm


    Requip Magic: The Shadows C296a94d774f221b95a21fbde5d53d86

    Requip Magic: The Shadows

    Primary Magic: Requip: The Shadows

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description: Based on the parent magic "Requip Magic", this particular variation is a special blend of Shadow Magic and that of the recently mentioned Requip Magic. Unlike other similar abilities in which utilize a pocket dimension, this unique version stores items, weapons, and armor inside a Shadow Realm. Retrieving anything stored within the Shadow Realm requires the user to bask within the shadows; having to be stepping on or covered by a shadow in order to perform a summon. Compromising for the limitations placed on this magic, the user is capable of assembling a sole hand of shadows in which allows the user to control another weapon up to a certain distance. Hands conjured are not simply limited to weapons, they may wield mundane weapons and can also equip armors and essentially become the user's shield. Hands own a set amount of damage they can take before returning to the Shadow Realm. Ascending in ranks and increasing your character's overall strength will also increase the amount of damage the hand can receive before vanishing into the Shadow Realm. Besides the hand aspects of this magic, the main objective of this style is to provide immense battlefield versatility and an array of battle tactics for the user. Gifting the user with the ability to cloak his weapons and mundane items pulled from the Shadow Realm to become invisible when blanketed by a cast shadow, this ability enables the user with lots of flexibility in combat and simply everyday life.

    Strengths

    • All Weapons, Armors, and Items retrieved from the Shadow Realm are able to undergo invisibility as long as they are blanketed by a shadow or the night itself.

    • Summoning of dark hand figures in which are capable of equipping Weapons, Armors, and Items. These are only dispelled once they receive a certain amount of damage.

    • Manipulation of limited close-range shadow magic, including coating weapons in shadows that are used to execute various kinds of attacks.

    • Resistance to an arrangement of elements based on the certain Armors, Weapons, and Items that the user retrieves from the Shadow Realm.

    Weaknesses

    • Required to be standing or covered by a shadow in order to access the Shadow Realm.

    • Limited Range and Health on the shadow hand summoned from the Shadow Realm.

    • Cannot utilize any other elements than the shadow element only within these magic spells. (Does not apply to summons of elemental Weapons, Armors, and Items.)

    • Invisibility is restricted due to the weapon and or item having to be from the Shadow Realm and requiring to be blanketed by a cast shadow.

    • Restrictions on the range of the shadow magic that the user is able to combine with his weapons.


    Lineage
    Glory of the Slayer:
    Unique Abilities

    • The Witch's Curse: Properties of the Shadow magic and access to the Shadow Realm allows the user to disguise weapons and items being held when shadows of darkness are cast upon them. Everything from a shadow cast by a house and or simply the night's darkness will present the user with the option to add pure invisibility and silence to the weapons he or "The Hand" ability wields. Whenever this ability is not active, it is replaced by a 25% Damage Resistance that will last for four posts, user can activate it once per battle.

    • The Dark Hand: Upon entrance to the Shadow Realm, the user is capable of conjuring a dark hand of shadows in which can equip any Item, Weapon, and or Armor from the Shadow Realm. Health of the hand is half of whatever the user's current health is when summoned while speed and strength simulates the user's regular attributes whom called upon "The Dark Hand". It requires 10% of the user's MP to summon upon the hand. Maximum range that the ability can travel is 20 Meters away from the user. For each rank up, the range on the ability is increased by 5 extra meters.

    • The Shadow Slayer: By activating this ability, the user is able to increase their Speed and Physical Strength by 25% for one single post per battle. On activation of this ability, dark shadows viciously flow around the user's body for that one single post.


    Requip Armory
    D-Rank Spells:


     


    Last edited by Dynamo on 9th December 2016, 6:28 pm; edited 1 time in total
    Dynamo
    Dynamo

    Player 
    Lineage : Glory of the Slayer
    Position : None
    Posts : 26
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Skill: Requip: The Shadows
    Second Skill: N/A
    Third Skill:

    Completed Re: Requip Magic: The Shadows

    Post by Dynamo 8th December 2016, 9:38 am

    Finished Primary Magic
    avatar
    Guest
    Guest

    Completed Re: Requip Magic: The Shadows

    Post by Guest 9th December 2016, 11:52 am

    Hey there, Dynamo! I'll be grading your magic application, and you can find my requested edits in this color.
    Dynamo wrote:

    Requip Magic: The Shadows C296a94d774f221b95a21fbde5d53d86

    Requip Magic: The Shadows

    Primary Magic: Requip: The Shadows

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description: Based on the parent magic "Requip Magic", this particular variation is a special blend of Shadow Magic and that of the recently mentioned Requip Magic. Unlike other similar abilities in which utilize a pocket dimension, this unique version stores items, weapons, and armor inside a Shadow Realm. Retrieving anything stored within the Shadow Realm requires the user to bask within the shadows; having to be stepping on or covered by a shadow in order to perform a summon. Compromising for the limitations placed on this magic, the user is capable of assembling a sole hand of shadows in which allows the user to control another weapon up to a certain distance. Hands conjured are not simply limited to weapons, they may wield mundane weapons and can also equip armors and essentially become the user's shield. Hands own a set amount of damage they can take before returning to the Shadow Realm. Ascending in ranks and increasing your character's overall strength will also increase the amount of damage the hand can receive before vanishing into the Shadow Realm. Besides the hand aspects of this magic, the main objective of this style is to provide immense battlefield versatility and an array of battle tactics for the user. Gifting the user with the ability to cloak his weapons and mundane items pulled from the Shadow Realm to become invisible when blanketed by a cast shadow, this ability enables the user with lots of flexibility in combat and simply everyday life.

    Strengths

    • All Weapons, Armors, and Items retrieved from the Shadow Realm are able to undergo invisibility as long as they are blanketed by a shadow or the night itself.

    • Summoning of dark hand figures in which are capable of equipping Weapons, Armors, and Items. These are only dispelled once they receive a certain amount of damage.

    • Manipulation of limited close-range shadow magic, including coating weapons in shadows that are used to execute various kinds of attacks.

    • Resistance to an arrangement of elements based on the certain Armors, Weapons, and Items that the user retrieves from the Shadow Realm.

    Weaknesses

    • Required to be standing or covered by a shadow in order to access the Shadow Realm.

    • Limited Range and Health on the shadow hand summoned from the Shadow Realm.

    • Cannot utilize any other elements than the shadow element only within these magic spells. (Does not apply to summons of elemental Weapons, Armors, and Items.)

    • Invisibility is restricted due to the weapon and or item having to be from the Shadow Realm and requiring to be blanketed by a cast shadow.

    • Restrictions on the range of the shadow magic that the user is able to combine with his weapons.


    Lineage
    Glory of the Slayer:
    Unique Abilities

    • The Witch's Curse: Properties of the Shadow magic and access to the Shadow Realm allows the user to disguise weapons and items being held when shadows of darkness are cast upon them. Everything from a shadow cast by a house and or simply the night's darkness will present the user with the option to add pure invisibility and silence to the weapons he or "The Hand" ability wields. Whenever this ability is not active, it is replaced by a 25% Damage Resistance that will last for four posts, user can activate it once per battle.

    • The Dark Hand: Upon entrance to the Shadow Realm, the user is capable of conjuring a dark hand of shadows in which can equip any Item, Weapon, and or Armor from the Shadow Realm. Health of the hand is half of whatever the user's current health is when summoned while speed and strength simulates the user's regular attributes whom called upon "The Dark Hand". It requires 10% of the user's MP to summon upon the hand. Maximum range that the ability can travel is 50 Meters away from the user. Fifty meters is a considerably long range for someone of your rank. I would like this lowered to, at the most, twenty meters. You're allowed to state how much the meters increase by per rank, up to H-rank.

    • The Shadow Slayer: By activating this ability, the user is able to increase their Speed and Physical Strength by 50% for one single post per battle. On activation of this ability, dark shadows viciously flow around the user's body for that one single post. A 50% increase to physical strength and speed is quite the hefty buff for someone of your rank. Normally, 50% increases are found on S-rank characters, so I suggest lowering each buff to 25% each, this equals to 50% in total.


    Requip Armory
    D-Rank Spells:


     
    Dynamo
    Dynamo

    Player 
    Lineage : Glory of the Slayer
    Position : None
    Posts : 26
    Guild : Blue Pegasus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Skill: Requip: The Shadows
    Second Skill: N/A
    Third Skill:

    Completed Re: Requip Magic: The Shadows

    Post by Dynamo 9th December 2016, 6:36 pm

    Appropriate Edits Done
    avatar
    Guest
    Guest

    Completed Re: Requip Magic: The Shadows

    Post by Guest 9th December 2016, 7:14 pm

    Requip Magic: The Shadows S1SnyFE

      Current date/time is 1st May 2024, 11:27 pm