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    Silver Alchemy

    Carter
    Carter

    Player 
    Lineage : Dragon's Spirit
    Position : None
    Posts : 19
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Silver Alchemy Empty Silver Alchemy

    Post by Carter on Sat 25 Feb - 13:17

    Silver Alchemy

    Type: Caster (Solitary)
    Description:
        Silver Alchemy isn't magic in a the traditional sense of the word. It's a study in which the user creates compounds like potions, powders, and poisons from alchemical ingredients as well as utilizing other tools and magical items. The ultimate goal for a Silver Alchemist is to create a philosopher's stone and understand how to utilize its properties in their other formulas. The stone is said to have extraordinary capabilities, able to augment the alchemist's creations and if used properly could lead to eternal life. The usual reason for learning Silver Alchemy is the inability for the user to cast magic under their own ability. In Carter's case, he was born without an internal container to hold ethernano. His parents and ancestral line on his mother's side all had the same condition lacking the ability to store magic power in their bodies.
        Carter utilizes Silver Alchemy in a unique way. Most individuals who once practiced this stayed within their laboratories toiling away at their research. However, Carter has taken to the field utilizing his alchemical creations on missions and in combat. While, novices only learn basic compounds like low level healing and gunpowder, more advanced Silver Alchemy tends to take a supportive role aiming to buff allies and the user while debuffing enemies through varying potions and providing utility where raw offense is only sparingly present.

    Lineage:
    Lineage: Dragon’s Spirit
    Description: In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.
    Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future. Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
    For 1 post, they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything.  The very skilled can react to the user's reactions however and cause splits in these echoes. If the enemy predict your own actions or has a similar ability this may cause multiple echoes to the point that they are useless.
    Usage: The ability lasts 1 post with a 10-post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see into the future as a passive.

    Unique Abilities:

    Components: Carter was born without a container for ethernano in his body and therefore cannot have magic power nor cast spells. This also makes it hard for others to sense him due to his lack of magic power. Components(CP) represents Carter's inventory of alchemic compounds and tools from Silver Alchemy that he has brought with to use on missions. {CP functions exactly like MP with relation to casting spells. CP does not passively regenerate, Carter must take time to create new items and raise his CP (1 hour of alchemical work regenerates 10% of Carter's CP) Carter's default maximum CP is equal to the amount of MP for his rank. When Carter reaches 0 CP, he cannot cast spells but does not incur the other normal penalties for reaching 0 MP. (Speed is not reduced, Carter retains clear senses) Carter cannot be detected by Magic Sensory until he casts a spell with the Magical type}


    Spells:

    Name: Smoke Bomb
    Rank: D
    Type: Explosive, Area of Effect
    Range: 20m Radius, 60m Throw Range
    Speed: 15 m/s
    Duration: 3 posts
    Description: This is a small metal tube about 6 inches tall which spews smoke from one end. This is thrown by Carter to cover an area within the Radius with smoke. This smoke is thick and difficult to see through providing visual cover.

    Name: Throwing Needle
    Rank: D
    Type: Metal Weapon, Single Target
    Damage: 20
    Range: 60 m
    Speed: 120 m/s
    Duration: Instant
    Downside: Deals little damage
    Description: A small metal needle with red tailing. Carter throws one of these needles at his opponent.

    Name: Alchemist Fire
    Rank: D
    Type: Chemical, Fire, Area of Effect
    Damage: 20
    Range: 5m Splash Radius, 60m Throw Range
    Speed:  15 m/s
    Duration: 3 posts
    Description: A glass flask with a orange-red liquid inside. This sticky, adhesive fluid ignites when exposed to air. Carter can throw the flask at a target and if they are within the splash radius when it breaks they take damage from the fire for 3 posts or until they put out the fire. (Using water, high speed wind, dirt to smother, etc.)

    Name: Sip of Health
    Rank: D+
    Type: Magical Potion, Burst, Healing
    Heal: 60
    Range: 60m Throw Range
    Speed: 15 m/s
    Duration: Instant
    Description: A dull red liquid held in a small glass vial. Carter or another individual can drink this liquid to heal their injuries. Carter is able to throw the vial to an individual so that they may drink the potion.



    Last edited by Carter on Sat 3 Nov - 15:10; edited 14 times in total
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    Silver Alchemy Empty Re: Silver Alchemy

    Post by Guest on Mon 27 Feb - 0:31

    Requests can be found in this color.
    Sage wrote:Magic

    Primary Magic: Celestial Spirit Slayer
    Secondary Magic:
    Caster or Holder: Caster and Holder
    Description:
        Back when Sage was wandering the land of Fiore, he traveled to many libraries. As he was reading through the many books he learned a good amount about magic but nothing he found really came naturally to him. He would always stumble and fail while trying to learn magic. Eventually he came across celestial spirit magic. At first it seemed as though it may be the solution to his problem of being weak because it didn't rely on his strength directly. However, after reading more into it Sage realized that this type of magic was nothing more than slavery. The wizard would bind a spirit by a contract that can only be broken by the death of the wizard. Sage read a multitude of stories in which the spirits were abused in different contracts and they could do nothing to escape them. The more Sage read, the more this magic reminded him of his father’s work in the mines. It was hard, dangerous, and there was no way out of the contract. As he learned more about the magic, the more he was reminded of his past intertwining the stars, slavery, and pain. Sage decided he wanted to do everything he could to free the spirits from their servitude to the celestial wizards.
        One night as Sage was gazing up at the night sky, he saw a shooting star and wished that he could find a way to help the bound spirits. As he drifted to sleep, his eyes weren't closed for more than a few seconds before he awoke in a strange place. He was surrounded by the starry skies with colorful floating pieces of land everywhere. Sage had never seen any place like this in all his travels so he had no idea where he could be or whether it was real or not. Then all of a sudden, a soft voice called out to Sage and there, standing in front of him was a tall faceless being made of pure light. It said that it knew a way to break the contracts between wizards and their spirits, and it was willing to teach him. The being was talking about Celestial Spirit Slayer magic, and of course at the idea of freeing those who have been bound in chains, Sage agreed to learn. So from then on, Sage would wake up every night in this strange place and meet with the being. Sage could only stay for short amounts of time because his teacher told him that time would leave him behind if he stayed too long. So, having only short study sessions each night, the training drug on for a long time. Eventually, Sage had learned the basics of the magic including a few spells. However, not long after mastering the basics, Sage's teacher stopped appearing at night. Sage would continue to awake in this starry world, yet his master would no longer be waiting for him. Sage was once again alone with nothing but the stars.
        Celestial Spirit Slayer Magic is a long-lost magic that is used to combat the celestial spirits and their wizards. Its main focus is to dispel, seal, and banish celestial spirits through the manipulation of energy from the celestial spirit world. This magic's primary forces consist of using the constellations and the other things spanning the starry skies for combat and utility purposes. While this type of magic uses many powerful spells, they are very magic power intensive as the spells are drawn from the celestial spirit world. As other slayers eat their own element, Celestial Spirit Slayers absorb raw magic power from the celestial spirit world. This has advantages and draw backs. Firstly, as most slayer, even though the slayer uses celestial magic, he/she can’t absorb their own spells. Secondly, during combat with a celestial spirit, a celestial slayer absorbs the energy of the spirit until it is forced back into the spirit world whether it is friendly or not. Thirdly, these slayers can absorb magic power directly from the spirit world so long as a gate is open.
        Sage primarily uses this magic offensively while also trying to manipulate the battlefield to his advantage. Sage tends to shift between to styles while fighting, firstly he will passively dodge and block spells while waiting for the perfect moment to unleash a powerful spell on his opponent. His other main style of fighting is to land the first hit with either a strong spell or debuff trying to disorient the enemy and then wearing away at them with smaller spells. As this magic drains a lot of magic power, Sage tries to conserve his spells which is why more times than not, he will focus on waiting for precise powerful strikes.
    Strengths:
    > Powerful - many of the spells have tremendous might as they were created to fight Celestial Spirits
    > Versatile - as there are many different type of spirits a multitude of spells had to be created to effectively deal with them
    > Elemental diversity - while this magic requires the caster to draw in only raw magic power from spirit world, when the magic is dispelled from the caster's body, it can take different elements (primarily light and darkness spells) as well as expelling the magic in its pure form
    Weaknesses:
    > Magic Power Intensive - as these are very powerful spells, they cost a larger than normal amount of magic power (all spell cost x1.25 rounded up)
    > No element - most slayers have a specific element that they eat, but this magic can only absorb raw celestial spirit magic
    > Lacks Defense - This is a very offensive magic while it is laced with attacks, buffs, debuffs, and utility based spells; there are little to no defensive spells
    > Non-discriminatory - while a normal slayer can choose whether to consume an attack or not, celestial spirit slayers continually sap energy from open gates. This means any summoned spirits will be drained of power without regard to if it is friend or foe
    Lineage:
    Lineage: Dragon’s Spirit
    Description: In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.
    Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future. Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
    For 1 post, they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything.  The very skilled can react to the user's reactions however and cause splits in these echoes. If the enemy predict your own actions or has a similar ability this may cause multiple echoes to the point that they are useless.
    Usage: The ability lasts 1 post with a 10-post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see into the future as a passive.
    Unique Abilities:
    > Personal Gate - using a silver gate key Sage crafted by hand, he is able to open a spirit gate with in him to siphon energy from the celestial spirit world bringing his magic power regen to 5% mp per post for 4 posts cooldown of 6 posts. You can make this a permanent passive regen buff of 5% per post.
    > Spirit Sense - As Sage has been taught to fight celestial spirits he has learned to differentiate between spirits, humans, and other creatures by looking at their souls.
    > Breaking Chains - Celestial spirit slayer magic was primarily used to deal with celestial spirits and their contracts so this carries with it an understanding of most bindings. Sage can destroy and postpone curses, contracts, tethers, or other similar bindings. Sage can destroy such spells 1 rank beneath his rank, and postpone his rank and up to two rank higher spells to the max duration of his rank. The cooldown is x2 the durations of the original spell to a max of 30 posts. All right. So, the first thing I'm going to ask is that this can only affect Celestial Spirits that are equal to or lower in rank to the user; those that are one or more ranks higher cannot be affected at all. Secondly, I would like it stated that it only affects normal summons and none of the Zodiac keys, more specifically, the Golden Zodiac Key positions.
    Slayer Abilities:
    > 10% Buff to physical stats(strength, speed etc)
    > 10% Buff to senses(hearing, smell etc)
    > The ability to absorb their element(celestial spirit magic) to regain MP
    In close (20ft) proximity to a spirit, celestial spirit slayer will siphon 5% magic power from that spirit’s gate for each post they are within proximity.
    > Resistance to celestial spirits’ spells shown by the following chart:
        2 ranks above: 0%
        1 rank above: 10%
        Same rank: 25%
        1 rank below: 30%
        2 ranks below: 50%
    This is only available to first, second, and third gen Dragon, Demon, and God slayers. I'm going to ask that you remove this.


    Spells:
    Spells:

    Name: Shooting Stars
    Rank: D
    Type: Celestial Light/Offensive
    Duration: 1
    Cooldown: 1 Cooldown must be 1 post longer than the duration.
    Description: Swiping with two fingers outstretched together, the caster launches 3 small bolts of light at a very high speed that each deal ½ D-rank damage. These 3 bolts can take individual targets whether they be separate entities or different locations on a single target. Please state the range and speed of the spell. D-rank range is typically 20m or lower and spell speed is typically half of the range in m/s.
    Strengths:
    > Fast - these bolts of light move at high speeds making them harder to avoid What is the speed?
    > Versatility in targeting - capability to target multiple opponents or multiple parts of an enemy making it even harder to dodge.
    Weaknesses:
    > Individually weak - not very viable attacking multiple enemies as each bolt itself is not particularly strong
    > Darkness weakness - these bolts are made of pure light and darkness spells are particularly good at diffusing this spell’s weak light (conflicting darkness spells of the same rank instantly destroy these bolts)
    You need one more weakness.

    Name: Sirius
    Rank: D
    Type: Celestial Light/Area of Effect/Debuff
    Duration: 3
    Cooldown: 5
    Description: The caster calls on the brightest star in the night sky (Sirius of Canis Major). Holding their right hand towards the sky (can be cast indoors), a magic circle about a foot in diameter appears facing upward on top of the caster’s outstretched hand. An orb of light is cast into the air to a distance of 20 ft. or the highest point available before 20ft. This will shed bright light and bathe a 40ft radius cylinder extending approximately 20ft up and down from the orb floating in the air. This light dispels are darkness based spells of D-rank(and lower). Also, anyone who looks towards the star will be blinded so long as they look toward it. The caster, while they can be blinded, are directly under the star when it is cast so it does not instantly blind them as it would others who are looking at the caster at the time of the cast. I'll only allow for the spell to dispel 1 D-rank spell. The blind should only last for a single post and should only affect those equal or lower in rank.
    Strengths:
    > Dispelling field - dispels all darkness spells or darkness mixed spells for the duration of D-rank(and lower). This includes darkness based attacks hallucinations, invisibility, etc. Can only dispel 1 D-rank spell.
    > Blinding rays - this spell blinds all who look at it. Only those of equal or lower rank.
    Weaknesses:
    > Deals no damage - this spell deals no damage
    > Long cool down - this spell has a lengthy cool down
    > Self blinding - this spell will blind the caster if they look at Sirius
    > Protection from light - people who are wearing heavy eye protection such as mirror tinted sunglasses/googles or are immune to blinding aren’t affected by this spells blinding rays

    Name: Chameleon
    Rank: D
    Type: Celestial/Buff
    Duration: 3
    Cooldown: 4
    Description: The caster invokes the power of the Chamaeleon constellation and they take on the color changing properties to hide in their environment and render them invisible. As the spell is being cast for the first few seconds, the caster’s skin cycles through a rainbow of colors before finding a color close to the surrounding environment and the caster fades to invisibility.
    Strengths:
    > Invisibility - while the spell is based off of the chameleon which doesn’t actually turn invisible, this spell renders the casters almost completely transparent
    Weaknesses:
    > Rainbow search - as the spell is first cast, the caster’s skin cycles though a series of colors for a few seconds before the caster becomes invisible
    > Visual only - the caster is only visually invisible, they can still be heard and smelled by those with very keen senses

    Name: Pegasus
    Rank: D
    Type: Celestial/Maker
    Duration: 3
    Cooldown: 4
    Description: Invoking the power of the Pegasus constellation, the caster creates wings of pure starlight that sprout from their back. This increase the casters speed by x1.5 and allows them to fly. I cannot allow for a 1.5x increase to spell speed, especially for D-rank. The most I can allow for is a 25% increase to speed.
    Strengths:
    > Speed Increase - the caster’s speed increases by x1.5 I can only allow for a 25% increase to the base speed.
    Weaknesses:
    > Self-only - this spell can only be used on the caster. So, this spell cannot be used to grant allies flight.
    You need one more weakness.

    List of Spell Fusions:

    Name
    Rank:
    Type:
    Fused Spells
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:
    Carter
    Carter

    Player 
    Lineage : Dragon's Spirit
    Position : None
    Posts : 19
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Silver Alchemy Empty Re: Silver Alchemy

    Post by Carter on Tue 28 Feb - 21:52

    Edits have been made
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    Silver Alchemy Empty Re: Silver Alchemy

    Post by Guest on Tue 28 Feb - 23:39

    Silver Alchemy AESz729
    Johann
    Johann

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    Lineage : Einherjar
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    Posts : 4098
    Guild : Dies Irae - GM
    Cosmic Coins : 50
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,380,550
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Silver Alchemy Empty Re: Silver Alchemy

    Post by Johann on Fri 5 Oct - 11:15

    Moved and unlocked at the user's request

    Spoiler:
    @Carter wrote:Magic

    Primary Magic: Celestial Spirit Slayer
    Secondary Magic:
    Caster or Holder: Caster and Holder
    Description:
        Back when Sage was wandering the land of Fiore, he traveled to many libraries. As he was reading through the many books he learned a good amount about magic but nothing he found really came naturally to him. He would always stumble and fail while trying to learn magic. Eventually he came across celestial spirit magic. At first it seemed as though it may be the solution to his problem of being weak because it didn't rely on his strength directly. However, after reading more into it Sage realized that this type of magic was nothing more than slavery. The wizard would bind a spirit by a contract that can only be broken by the death of the wizard. Sage read a multitude of stories in which the spirits were abused in different contracts and they could do nothing to escape them. The more Sage read, the more this magic reminded him of his father’s work in the mines. It was hard, dangerous, and there was no way out of the contract. As he learned more about the magic, the more he was reminded of his past intertwining the stars, slavery, and pain. Sage decided he wanted to do everything he could to free the spirits from their servitude to the celestial wizards.
        One night as Sage was gazing up at the night sky, he saw a shooting star and wished that he could find a way to help the bound spirits. As he drifted to sleep, his eyes weren't closed for more than a few seconds before he awoke in a strange place. He was surrounded by the starry skies with colorful floating pieces of land everywhere. Sage had never seen any place like this in all his travels so he had no idea where he could be or whether it was real or not. Then all of a sudden, a soft voice called out to Sage and there, standing in front of him was a tall faceless being made of pure light. It said that it knew a way to break the contracts between wizards and their spirits, and it was willing to teach him. The being was talking about Celestial Spirit Slayer magic, and of course at the idea of freeing those who have been bound in chains, Sage agreed to learn. So from then on, Sage would wake up every night in this strange place and meet with the being. Sage could only stay for short amounts of time because his teacher told him that time would leave him behind if he stayed too long. So, having only short study sessions each night, the training drug on for a long time. Eventually, Sage had learned the basics of the magic including a few spells. However, not long after mastering the basics, Sage's teacher stopped appearing at night. Sage would continue to awake in this starry world, yet his master would no longer be waiting for him. Sage was once again alone with nothing but the stars.
        Celestial Spirit Slayer Magic is a long-lost magic that is used to combat the celestial spirits and their wizards. Its main focus is to dispel, seal, and banish celestial spirits through the manipulation of energy from the celestial spirit world. This magic's primary forces consist of using the constellations and the other things spanning the starry skies for combat and utility purposes. While this type of magic uses many powerful spells, they are very magic power intensive as the spells are drawn from the celestial spirit world. As other slayers eat their own element, Celestial Spirit Slayers absorb raw magic power from the celestial spirit world. This has advantages and draw backs. Firstly, as most slayer, even though the slayer uses celestial magic, he/she can’t absorb their own spells. Secondly, during combat with a celestial spirit, a celestial slayer absorbs the energy of the spirit until it is forced back into the spirit world whether it is friendly or not. Thirdly, these slayers can absorb magic power directly from the spirit world so long as a gate is open.
        Sage primarily uses this magic offensively while also trying to manipulate the battlefield to his advantage. Sage tends to shift between to styles while fighting, firstly he will passively dodge and block spells while waiting for the perfect moment to unleash a powerful spell on his opponent. His other main style of fighting is to land the first hit with either a strong spell or debuff trying to disorient the enemy and then wearing away at them with smaller spells. As this magic drains a lot of magic power, Sage tries to conserve his spells which is why more times than not, he will focus on waiting for precise powerful strikes.
    Strengths:
    > Powerful - many of the spells have tremendous might as they were created to fight Celestial Spirits
    > Versatile - as there are many different type of spirits a multitude of spells had to be created to effectively deal with them
    > Elemental diversity - while this magic requires the caster to draw in only raw magic power from spirit world, when the magic is dispelled from the caster's body, it can take different elements (primarily light and darkness spells) as well as expelling the magic in its pure form
    Weaknesses:
    > Magic Power Intensive - as these are very powerful spells, they cost a larger than normal amount of magic power (all spell cost x1.25 rounded up)
    > No element - most slayers have a specific element that they eat, but this magic can only absorb raw celestial spirit magic
    > Lacks Defense - This is a very offensive magic while it is laced with attacks, buffs, debuffs, and utility based spells; there are little to no defensive spells
    > Non-discriminatory - while a normal slayer can choose whether to consume an attack or not, celestial spirit slayers continually sap energy from open gates. This means any summoned spirits will be drained of power without regard to if it is friend or foe
    Lineage:
    Lineage: Dragon’s Spirit
    Description: In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.
    Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future. Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
    For 1 post, they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything.  The very skilled can react to the user's reactions however and cause splits in these echoes. If the enemy predict your own actions or has a similar ability this may cause multiple echoes to the point that they are useless.
    Usage: The ability lasts 1 post with a 10-post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see into the future as a passive.
    Unique Abilities:
    > Celestial Drain - Celestial Spirit Slayers are able to siphon power directly from the celestial spirit world through any open gate nearby. For every open gate, up to a maximum of 5 gates, within 20m of Sage he gains 4%mp per post. This reduces the effectiveness of Celestial Spirits in combat as Sage is drawing from their source of magic power. (10% reduction of damage dealt by celestial spirit within range of the magic drain)
    > Spirit Sense - As Sage has been taught to fight celestial spirits he has learned to differentiate between spirits, humans, and other creatures by looking at their souls.
    > Breaking Chains - Celestial spirit slayer magic was primarily used to deal with celestial spirits and their contracts so this carries with it the ability to break and postpone said contracts. Sage can nullify/destroy contracts between a wizard and their silver key spirits beneath his rank and suspend the contracts between silver key spirits and their wizards of the same rank up to the maximum duration of his rank. The cooldown for this is x2 the duration of the original summons spell.

    Spells:
    Spells:

    Name: Shooting Stars
    Rank: D
    Type: Celestial Light/Offensive
    Duration: 1
    Cooldown: 2
    Description: Swiping with two fingers outstretched together, the caster launches 3 small bolts of light at a very high speed (approximately 15m/s) to a maximum of 20 meters. Each bolt deals ½ D-rank damage. These 3 bolts can take individual targets whether they be separate entities or different locations on a single target.
    Strengths:
    > Fast - these bolts of light move at high speeds (approximately 15m/s) making them harder to avoid
    > Versatility in targeting - capability to target multiple opponents or multiple parts of an enemy making it even harder to dodge.
    Weaknesses:
    > Individually weak - not very viable attacking multiple enemies as each bolt itself is not particularly strong
    > Darkness weakness - these bolts are made of pure light and darkness spells are particularly good at diffusing this spell’s weak light (conflicting darkness spells of the same rank instantly destroy these bolts)
    > Very Bright - the stars themselves are very bright, so there is no possibility of stealth when using this attack

    Name: Sirius
    Rank: D
    Type: Celestial Light/Area of Effect/Debuff
    Duration: 3
    Cooldown: 5
    Description: The caster calls on the brightest star in the night sky (Sirius of Canis Major). Holding their right hand towards the sky (can be cast indoors), a magic circle about a foot in diameter appears facing upward on top of the caster’s outstretched hand. An orb of light is cast into the air to a distance of 20 ft. or the highest point available before 20ft. This will shed bright light and bathe a 40ft radius cylinder extending approximately 20ft up and down from the orb floating in the air. This light dispels one darkness infused spells of D-rank(and lower). Also, anyone of D-rank(and lower) who looks towards the star will be blinded for one post. While the blind only effects a mage for one post, the effect persists for the duration and any mage who was not blinded in the initial cast that looks at the star will be blinded for one post. The caster, while they can be blinded, are directly under the star when it is cast so it does not instantly blind them as it would others who are looking at the caster at the time of the cast.
    Strengths:
    > Dispelling field - dispels 1 darkness spell or darkness mixed spell of D-rank(and lower) for the duration. This includes darkness based attacks hallucinations, invisibility, etc.
    > Blinding rays - this spell blinds D-rank mages and below who look at it for one post.
    Weaknesses:
    > Deals no damage - this spell deals no damage
    > Long cool down - this spell has a lengthy cool down
    > Self blinding - this spell will blind the caster if they look at Sirius
    > Protection from light - people who are wearing heavy eye protection such as mirror tinted sunglasses/googles or are immune to blinding aren’t affected by this spells blinding rays

    Name: Chameleon
    Rank: D
    Type: Celestial/Buff
    Duration: 3
    Cooldown: 4
    Description: The caster invokes the power of the Chamaeleon constellation and they take on the color changing properties to hide in their environment and render them invisible. As the spell is being cast for the first few seconds, the caster’s skin cycles through a rainbow of colors before finding a color close to the surrounding environment and the caster fades to invisibility.
    Strengths:
    > Invisibility - while the spell is based off of the chameleon which doesn’t actually turn invisible, this spell renders the casters almost completely transparent
    Weaknesses:
    > Rainbow search - as the spell is first cast, the caster’s skin cycles though a series of colors for a few seconds before the caster becomes invisible
    > Visual only - the caster is only visually invisible, they can still be heard and smelled by those with very keen senses

    Name: Pegasus
    Rank: D
    Type: Celestial/Maker
    Duration: 3
    Cooldown: 4
    Description: Invoking the power of the Pegasus constellation, the caster creates wings of pure starlight that sprout from their back. This increase the casters speed x1.25 and allows them to fly.
    Strengths:
    > Speed Increase - the caster’s speed increases x1.25
    Weaknesses:
    > Self-only - this spell can only be used on the caster. So, this spell cannot be used to grant allies flight.
    > Wings - this spell requires the wings from the constellation in order to function so if they are targeted by spells and are destroyed the spell will cease to function

    List of Spell Fusions:

    Name
    Rank:
    Type:
    Fused Spells
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:


    _____________________________________________________________________________________

    Silver Alchemy Johannsiggies
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Einherjar
    Position : God of Persistence
    Posts : 4098
    Guild : Dies Irae - GM
    Cosmic Coins : 50
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,380,550
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Silver Alchemy Empty Re: Silver Alchemy

    Post by Johann on Thu 1 Nov - 16:33

    Hey Carter, I'm Johann and I'll be the one grading this magic. Before I start that process though, a few small things - Remove the strengths and weaknesses of the magic and spells since they are now obsolete. Cooldowns have also been made obsolete by rule changes, so you can remove those as well. Once you've made the changes bump and we'll get started.

    Spoiler:
    @Carter wrote:Silver Alchemy

    Type: Caster (Solitary)
    Description:
        Silver Alchemy isn't magic in a the traditional sense of the word. It's a study in which the user creates compounds like potions, powders, and poisons from alchemical ingredients as well as utilizing other tools and magical items. The ultimate goal for a Silver Alchemist is to create a philosopher's stone and understand how to utilize its properties in their other formulas. The stone is said to have extraordinary capabilities, able to augment the alchemist's creations and if used properly could lead to eternal life. The usual reason for learning Silver Alchemy is the inability for the user to cast magic under their own ability. In Carter's case, he was born without an internal container to hold ethernano. His parents and ancestral line on his mother's side all had the same condition lacking the ability to store magic power in their bodies.
        Carter utilizes Silver Alchemy in a unique way. Most individuals who once practiced this stayed within their laboratories toiling away at their research. However, Carter has taken to the field utilizing his alchemical creations on missions and in combat. While, novices only learn basic compounds like low level healing and gunpowder, more advanced Silver Alchemy tends to take a supportive role aiming to buff allies and the user while debuffing enemies through varying potions and providing utility where raw offense is only sparingly present.

    Strengths:

    ○ As this isn't magic, magic negation and counter spell effects have reduced if not nullified effects on many of the actions Carter can take. {Individual spells will describe if they are subject to magic nullification by the type Magical listed}
    ○ Due to this not being magical and that Carter was born without an origin, he is much harder to detect by mages searching for the presence of magic power.
    ○ The wide range of items and potions that can be crafted by a Silver Alchemist makes for a very versatile kit.

    Weaknesses:

    ○ Because Carter is not using magic and instead using items, he has to stock up on items and brew the potions before he can take on a mission.
    ○ Silver Alchemy lacks true defense. While it can utilize healing and buffs to mitigate damage received, there is no damage prevention.
    ○ Due to Silver Alchemy not being magical it lacks methods to counter/negate other magics
    ○ As the items created in Silver Alchemy have to be meticulously crafted, Carter sometimes makes slight mistakes. The repercussions of these mistakes will only be noticed in the midst of use. {When Carter casts a spell of rank equal to his up to S rank, it has a 10% chance to fail}
    ○ The products of Silver Alchemy are impartial in what/who they damage, even hurting the user if they are not careful. {Carter and his allies can be hurt by his own spells}

    Lineage:
    Lineage: Dragon’s Spirit
    Description: In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.
    Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future. Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
    For 1 post, they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything.  The very skilled can react to the user's reactions however and cause splits in these echoes. If the enemy predict your own actions or has a similar ability this may cause multiple echoes to the point that they are useless.
    Usage: The ability lasts 1 post with a 10-post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see into the future as a passive.
    Unique Abilities:

    Components: Carter was born without a container for ethernano in his body and therefore cannot have magic power nor cast spells. This also makes it hard for others to sense him due to his lack of magic power. Components(CP) represents Carter's inventory of alchemic compounds and tools from Silver Alchemy that he has brought with to use on missions. {CP functions exactly like MP with relation to casting spells. CP does not passively regenerate, Carter must take time to create new items and raise his CP (1 hour of alchemical work regenerates 10% of Carter's CP) Carter's default maximum CP is equal to the amount of MP for his rank. When Carter reaches 0 CP, he cannot cast spells but does not incur the other normal penalties for reaching 0 MP. (Speed is not reduced, Carter retains clear senses) Carter cannot be detected by Magic Sensory until he casts a spell with the Magical type}


    Spells:

    Name: Smoke Bomb
    Rank: D
    Type: Explosive, Area of Effect
    Range: 20m Radius, 60m Throw Range
    Speed: 15 m/s
    Duration: 3 posts
    Cooldown: 4 posts
    Description: This is a small metal tube about 6 inches tall which spews smoke from one end. This is thrown by Carter to cover an area within the Radius with smoke. This smoke is thick and difficult to see through providing visual cover.
    Strengths:
    ○ Heavily obscures an area to allow for concealed movement
    Weaknesses:
    ○ Does not affect individuals who do not rely on visual senses
    ○ Bomb can be intercepted/redirected while it is being thrown

    Name: Throwing Needle
    Rank: D
    Type: Metal Weapon, Single Target
    Damage: 20
    Range: 60 m
    Speed: 120 m/s
    Duration: Instant
    Cooldown: 1 post
    Downside: Deals little damage
    Description: A small metal needle with red tailing. Carter throws one of these needles at his opponent.
    Strengths:
    ○ Small and fast weapon which is hard to avoid
    Weaknesses:
    ○ Doesn't deal that much damage

    Name: Alchemist Fire
    Rank: D
    Type: Chemical, Fire, Area of Effect
    Damage: 20
    Range: 5m Splash Radius, 60m Throw Range
    Speed:  15 m/s
    Duration: 3 posts
    Cooldown: 4 posts
    Description: A glass flask with a orange-red liquid inside. This sticky, adhesive fluid ignites when exposed to air. Carter can throw the flask at a target and if they are within the splash radius when it breaks they take damage from the fire for 3 posts or until they put out the fire. (Using water, high speed wind, dirt to smother, etc.)
    Strengths:
    ○ Causes recurring damage
    Weaknesses:
    ○ Smaller area of effect than Carter's other bombs
    ○ Fires created can be put out

    Name: Sip of Health
    Rank: D+
    Type: Magical Potion, Burst, Healing
    Heal: 60
    Range: 60m Throw Range
    Speed: 15 m/s
    Duration: Instant
    Cooldown: 1 post
    Description: A dull red liquid held in a small glass vial. Carter or another individual can drink this liquid to heal their injuries. Carter is able to throw the vial to an individual so that they may drink the potion.
    Strengths:
    ○ Can be used by anyone including both Carter and his allies
    Weaknesses:
    ○ Can be used by anyone including Carter's enemies if they can take it from him
    ○ The liquid must be drunk for its effects to take place


    _____________________________________________________________________________________

    Silver Alchemy Johannsiggies
    Carter
    Carter

    Player 
    Lineage : Dragon's Spirit
    Position : None
    Posts : 19
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : N/A
    Experience : 0

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Silver Alchemy Empty Re: Silver Alchemy

    Post by Carter on Sat 3 Nov - 15:23

    Changes made

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      Current date/time is Mon 22 Jul - 17:08