Ocean Magic

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    Raizo

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    Ocean Magic

    Post by Raizo on 1st October 2017, 6:34 pm

    Magic

    Primary Magic: Ocean Magic
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Ocean Magic allows it's mage to control the spirit of the ocean itself through it's spells. Whether it's through summoning familiars of certain fish, growing coral for weapons, or controlling the element of water. Because it is not specifically water magic, it's spells are not things such as water makes or jets of liquid, but more like area control. At higher levels, filling the arena with water so that the user has an advantage, summoning a tidal wave to inconvenience an opponent, or using currents to boost their speed. The fish that are summoned are in an aura of magic, meaning they can swim through the air as if in the ocean itself.
    Strengths:
    * Versatility. Ocean magic controls the very spirit of the ocean. This means it comes with a wide variety of spells from familiar summons to weapon summons.
    * Strength over fire. Because it is essentially a water elemental magic, it's spells have an advantage over fire magic.
    * Because fish are varied and adaptable, this magic is a swiss army knife. To combat rock magic a rock fish familiar could be summoned. To fight in darkness deep sea fish can provide light. To track an enemy a shark can work like a blood hound, tracking it's prey for miles.
    Weaknesses:
    * Plant magic. An elemental advantage, obviously.
    * Electricity magic. Another elemental advantage.
    * Uses a lot of power. Many of it's spells should be used in tandem to be most effective. Such as using a deep sea spell to wash the battlefield in darkness and then summoning an angler to hunt it's prey in pitch blackness.
    * Many of it's spells are familiars, meaning it's user must also have good physical prowess to make combat more effective.
    Lineage: Beast Tamer
    Description: In the old days, when magical beasts were used for battles. Your great great great grandfather Ash Ketchup was the foremost monster tamer. He could tame almost any beast, great or small. They say he even managed to tame a fire dragon named Charagon. Now every generation or so, his skills manifests in one of his descendants. Are you one of them? Why not try it out. Forge your way and make your own adventure!
    Ability: Master tamers have the ability to befriend and tame beast that they have defeated. The user has to have a thread/job with at least 300 words and 30 posts where they tame the beast. This beast is then made into a pet for the user and allows them to break the rule that only allows a mage to have 1 pet. This pet has to be a beast and cannot be a demon, angel, human, etc.
    Usage: Allows the user to gain a 2nd beast pet. This beast pet follows the rules of pets but only has one ability and one spell-like ability. The pet tamed is of legendary rank/grade and this pet cannot be changed once made. The user must also have their pets be of different ranks/grades. The tamed pet must be approved just like any other pet but what it is and what it can do is up to the user.
    Unique Abilities:
    Water breathing. To use most of it's water spells effectively, a user of ocean magic is gifted with the ability of water breathing.
    Water environment affinity. Ocean Magic users are expert swimmers, and it's spells gain a 25 percent damage boost when in or around large bodies of water.
    Electrical senses. Many fish are very sensitive to electrical impulses, as are users of Ocean Magic. An ocean magic user gains +50 percent to extrasensory abilities.
    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Clam Summon
    Rank: D
    Type: Defensive
    Duration: Two posts
    Cooldown: Three posts
    Description: The user summons a clam, whose shell opens and acts as a D rank shield. Additionally the clam has a pearl, which it can launch using it's muscle like a canon ball from a mortar. The clam is about ten feet across, and the pearl weighs about 1,000 pounds, meaning it leaves a huge crater when launched.
    Health:
    Strengths:
    * The clam can withstand two attacks before being destroyed, or one of a higher rank.
    * can attack once.
    Weaknesses:
    * only has one attack for one time use.
    * Cannot move.
    * pearl can hit allies.

    Name: Parana pack.
    Rank: D
    Type: Familiar
    Duration: 3 posts posts
    Cooldown: 4 posts
    Description: The user summons a pack of Parana to aid them in battle. They are the size of real Parana, slightly larger than a softball. Each Parana is capable of inflicting 1/2 of D rank damage (because they are small) but they make up for it in numbers. (5 for D, 10 for C, 15 for B, 20 for A, and 25 for S)
    Health: 10 each
    Damage: (D 1, C 1.2, B 1.26, A 1.4, S 1.4) Each
    Strengths:
    * Parana are small, and thus hard targets.
    * Parana are quick, making them a hard enemy to fight.
    Weaknesses:
    * Each Parana is weak, with 10 hp.
    * Each Parana is only capable of (D 1, C 1.2, B 1.26, A 1.4, S 1.4) damage.
    * Parana are small, so the wounds they inflict are also.
    Active Ability:
    Passive Ability: Hunters: The pack can smell and track the smallest amount of blood or noise. They can smell a drop of blood at 45 meters.

    Name: Coral Reef
    Rank: D
    Type: Summon
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user grows large, brittle coral plants in a 30 meter area. They can be easily broken with a D rank attack, and thus offer little protection. Instead they offer cover, and an environment that most ocean familiars thrive in.
    Strengths:
    * creates an environment well suited to Ocean Magic's summons.
    Weaknesses:
    * Does no damage.
    * Offers as much cover to opponents as allies.

    Name: Current
    Rank: D
    Type: Water
    Duration: 1 posts
    Cooldown: 2 posts
    Description: The user creates a jet stream of water that propels them forward offering a one time speed boost of 45 meters/sec.  
    Strengths:
    * boosts the users speed greatly for a time.
    Weaknesses:
    * Does no damage.
    * user can only move straight, or in a fixed arc. Cannot turn once path is set.

    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
    Rank:
    Type:
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:


    Last edited by Raizo on 18th October 2017, 10:52 pm; edited 2 times in total
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    Aura

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    Character Sheet
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    Third Magic:

    Re: Ocean Magic

    Post by Aura on 15th October 2017, 4:48 pm

    Hey there Raizo! Sorry for taking so long until I finally got to grading your magic,
    some things came up and I've been putting it off a bit too long now. But here I am, and I'm planning on getting your magic a-okay for approval as fast as I can! So with that, let's get on our way~

    Any edits needed or comments will be in this trippin' color. If you have questions regarding either your magic or the grading, you can always message me on Discord (under the name War Incarnate on the site's discord server) or through PM here on site. So don't hesitate to ask. ^-^


    Open me to see the grading I hide~:
    @Raizo wrote:Magic

    Primary Magic: Ocean Magic
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: Ocean Magic allows it's mage to control the spirit of the ocean itself through it's spells. Whether it's through summoning familiars of certain fish, growing coral for weapons, or controlling the element of water. Because it is not specifically water magic, it's spells are not things such as water makes or jets of liquid, but more like area control. At higher levels, filling the arena with water so that the user has an advantage, summoning a tidal wave to inconvenience an opponent, or using currents to boost their speed. The fish that are summoned are in an aura of magic, meaning they can swim through the air as if in the ocean itself.
    Strengths:
    * Versatility. Ocean magic controls the very spirit of the ocean. This means it comes with a wide variety of spells from familiar summons to weapon summons.
    * Strength over fire. Because it is essentially a water elemental magic, it's spells have an advantage over fire magic.
    * Because fish are varied and adaptable, this magic is a swiss army knife. To combat rock magic a rock fish familiar could be summoned. To fight in darkness deep sea fish can provide light. To track an enemy a shark can work like a blood hound, tracking it's prey for miles.
    Weaknesses:
    * Plant magic. An elemental advantage, obviously.
    * Electricity magic. Another elemental advantage.
    * Uses a lot of power. Many of it's spells should be used in tandem to be most effective. Such as using a deep sea spell to wash the battlefield in darkness and then summoning an angler to hunt it's prey in pitch blackness.
    * Many of it's spells are familiars, meaning it's user must also have good physical prowess to make combat more effective.
    Lineage: Beast Tamer
    Description: In the old days, when magical beasts were used for battles. Your great great great grandfather Ash Ketchup was the foremost monster tamer. He could tame almost any beast, great or small. They say he even managed to tame a fire dragon named Charagon. Now every generation or so, his skills manifests in one of his descendants. Are you one of them? Why not try it out. Forge your way and make your own adventure!
    Ability: Master tamers have the ability to befriend and tame beast that they have defeated. The user has to have a thread/job with at least 300 words and 30 posts where they tame the beast. This beast is then made into a pet for the user and allows them to break the rule that only allows a mage to have 1 pet. This pet has to be a beast and cannot be a demon, angel, human, etc.
    Usage: Allows the user to gain a 2nd beast pet. This beast pet follows the rules of pets but only has one ability and one spell-like ability. The pet tamed is of legendary rank/grade and this pet cannot be changed once made. The user must also have their pets be of different ranks/grades. The tamed pet must be approved just like any other pet but what it is and what it can do is up to the user.
    Unique Abilities:
    Water breathing. To use most of it's water spells effectively, a user of ocean magic is gifted with the ability of water breathing.
    Water environment affinity. Ocean Magic users are expert swimmers.
    Electrical senses. Many fish are very sensitive to electrical impulses, as are users of Ocean Magic.

    Although these aren't not wrong, you can so much more with your UA's than just this. For example, your Electrical senses could have you increase your sensory skills (for eg. 50%). Your water environment affinity could mean that aside from being an expert swimmer, your spells also become more powerful when in or near larger bodies of water. (eg.: All spells gain a 25% damage boost when near larger bodies of water).

    Note, these are just examples however. You are by no means obliged to edit your UA's to include this, as this is still your magic. This is merely a suggestion if you are interested in what UA's can do and such.

    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Clam Summon
    Rank: D
    Type: Defensive
    Duration: Two posts
    Cooldown: Three posts
    Description: The user summons a clam, whose shell opens and acts as a D rank shield. Additionally the clam has a pearl, which it can launch using it's muscle like a canon ball from a mortar. The clam is about ten feet across, and the pearl weighs about 1,000 pounds, meaning it leaves a huge crater when launched.
    Strengths:
    * The clam can withstand two attacks before being destroyed, or one of a higher rank.
    * can attack once.
    Weaknesses:
    * only has one attack for one time use.
    * Cannot move.
    * pearl can hit allies.
    I would first like you to specify if this is an actual summon; as in you summon an actual living clam, or just create one out of water. If it's an actual summon I will have to ask you to reform this to an actual summoning spell, which is different from the regular spells. If it is the latter and just a clam created with water, you'll have to choose whether it defends or attacks; it cannot do both.

    Name: Parana pack.
    Rank: D
    Type: Familiar
    Duration: 3 posts posts
    Cooldown: 4 posts
    Description: The user summons a pack of Parana to aid them in battle. They are the size of real Parana, slightly larger than a softball. Each Parana is capable of inflicting 1/2 of D rank damage (because they are small) but they make up for it in numbers. (5 for D, 10 for C, 15 for B, 20 for A, and 35 for S)
    Strengths:
    * Parana are small, and thus hard targets.
    * Parana are quick, making them a hard enemy to fight.
    Weaknesses:
    * Each Parana is weak, with 10 hp.
    * Each Parana is only capable of (D 1, C 2, B 5, A 7, 10) damage.
    * Parana are small, so the wounds they inflict are also.
    Similar as above, is this summoning actual living piranha, or merely ones created out of water? If it's the actual living thing, please reform this to a summoning spell. Secondly, there's also a limit on how much extra damage a spell can do. It caps at 1.75x it's rank's damage, while your current 2.5x rank damage, which is a no-go. Either lessen the amount of damage the piranhas do, or lessen the number of piranhas. Also add how far away your piranhas can go (the max would be 45m at D-rank as this would be classed as a multi-target spell).

    Name: Coral Reef
    Rank: D
    Type: Summon
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The user grows large, brittle coral plants in a 30 meter area. They can be easily broken with a D rank attack, and thus offer little protection. Instead they offer cover, and an environment that most ocean familiars thrive in.
    Strengths:
    * creates an environment well suited to Ocean Magic's summons.
    Weaknesses:
    * Does no damage.
    * Offers as much cover to opponents as allies.

    Name: Current
    Rank: D
    Type: Water
    Duration: 1 posts
    Cooldown: 2 posts
    Description: The user creates a jet stream of water that propels them forward offering a one time speed boost of 45 meters/sec.  
    Strengths:
    * boosts the users speed greatly for a time.
    Weaknesses:
    * Does no damage.
    * user can only move straight, or in a fixed arc. Cannot turn once path is set.


    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
    Rank:
    Type:
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:


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    Re: Ocean Magic

    Post by Desirée Blooms on 16th December 2017, 7:11 pm



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