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    Tarrot Arcana Magoc

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    KitsuneUrsaVision

    Player -
    Lineage : Nature's Blessing
    Position : None
    Posts : 20
    Guild : Fairy tail
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    Experience : 0

    Character Sheet
    Character Name: Kakashi "Yoshi" Yamaoto
    Primary Magic: Tarrot Arcana
    Secondary Magic:

    Tarrot Arcana Magoc

    Post by KitsuneUrsaVision on Sat 4 Nov - 23:49

    PPrimary Magic: Tarot Arcana
    Caster or Holder: Holder
    Description: Tarot arcana is a Lost Holder magic art that uses special made tarot cards from long ago. The user holds up a card and crates a magic circle that uses a seal inside of these cards to make various effects. Some Tarot Arcana users can hold two cards together to create a verity of different spells. In total there are 26 arcanas to choose from.
    Strengths/Weaknesses:

    Strengths:
    • The cards cannot be destroyed. Because these cards have a special seal o them they cannot be ripped, folded burned, or any way destroyed. If you are some how able to remove the lost seal they are normal tarot cards
    • They have a verity of power. Since these cards are based off of aracnas they can have a verity of different abilities from projectiles, augmentation, and even equipment.
    • They can be layered. The tarrots have a special ability to have multiple cards used at once, which uses a lot of magic resource from the user.
    Weaknesses:
    • The cards are massive drainers. These cards rely on the users magic as well as the special seals inside of them so they use a lot of magic in order to use.
    • You have to have the cards. Since this is a Holder magic you must have the cards in your possession with you in order to use them. If you lose them they aren’t instantly reappearing in your deck
    • These cards have a recharge time. These cards are not be used to spam the seasl have to power up in order for the cards to be used again. The higher the level of magic the more time it takes for these cards to recharge.
    • It is easy to reconized which tarot card the opponent has in his inventory once he uses it.
    Lineage:
    Nature's Blessings:
    Description: Aeons ago, when ancient and mythic beings roamed the world. There was a race called the children of the forest. They are one with nature and as such they were bestowed with longevity and the ability to vanish within the trees. Eventually, with the uprising of the humans, they were forced to the innermost sanctum of the forests. However, a handful of them insisted on staying where they were, regardless of the impending human contact. Some say some of them managed to co-mingle with the humans, but that was just hearsay...or is it?
    Ability: It grants the user greater stamina allowing them to last longer in battles. Also grants the ability Vanish, a skill that allows the user to be invisible so as long as he/she is near vegetation(group of trees,shrubs or tall weeds) if they are not moving.
    Usage: Passive. The user can still be sensed through magical presence and other senses but this will only help others know the vicinity the user is in and not their exact position.
    [spoiler=unique abilites]
    Unique Abilities:
    [skill over luck] when beginning battle Yoshi gets a rush of convidence in himself giving him a boost in a stat. Roll a dice and depending on roll that stat gets a 25% buff for the duration of the battle. once the battle ends the stats return to normal.
    • 1 hp
    • 2 mp
    • 3 speed
    • 4 deffence
    • 5 attack
    • 6 player’s choice

    [My skills are flying] through consecutive 3 hit Yoshi has gottnen an ego boost allowing him to be more confident in winning this battle Gains 2% on all stats then falls point .5 after every post from the opponent. This effect stacks for every consective hit he gains 1% gets after this effect activates, caps off at 10%
    Spell list:

    Name: Tarot arcana: Star
    Rank: D
    Type: Light, Burst, Offensive
    Duration: 1
    Cooldown: 2 posts
    Description:
    • The spell is created by holding up the star arcana tarot making a summoning circle. And creates small multiple orbs that are green, blue, yellow, red, and white the attack then cones out hitting a wide range so it’s good for ambush attacks. these orbs do 25% rank d damage
    • Speed: 20 mps
    • Range: 30 meters
    Strengths:
    • Spell is quick and ready to iniate and goes over a wide range of targets.
    Weaknesses:
    • Since the spell fires small projectiles they don’t do a great amount of damage
    • Because the spell is a burst there is not much controller on where the projectiles will hit

    Name: Tarrot arcana: hanged man
    Rank: D
    Type: Immobilization, Debuff, Single tartget
    Duration: 1 turns
    Cooldown: 2 turns
    Description: The user holds up his cards creating a magic circle and chains and ropes suddenly appear heading towards the enemy. Once it hits it binds the enemy making it hard for them to move the enemy it is completely unable to move if they're the same or lower rank than this spell. if this spell is used on someone of one rank higher than this spell they will get a 25% debuff to their speed.
    • Range: 30 meters
    • Speed: 20 mps
    Strengths:
    • This attack is slightly homing as it tries to head towards the rival magic it senses
    • Because of it’s high range the user can stay a pretty safe distance away
    • The spell makes the opponent unable to move because them being tied up
    Weaknesses:
    • Low accuracy, even though it’s hone it cannot hit a lot making it pretty hard to grab something
    • This attacks breaks on intersection. this if it touches another part of it it will disappear.
    • It is easy pretty easy to dodge as it is kinda slow
    • This spell does not last long

    Name: Tarrot Arcana: Moon
    Rank: D
    Type: Offense, Charge, single target
    Duration: 1 post(instant), 2(Charged)
    Cooldown: 2 posts(instant), 3 posts(charged)
    Description: User holds up the card and creates a magic circle that fires 3 crescent shaped disk that can cut through trees as they meet in the are honed to intersecting and disappears these do full D Rank damage. the user can also charge it to make 1 disk that can cut through a barrier and do full D rank damage to an opponent.
    • Range: 20 meters(instant), 60 meters(charged)
    • Speed: 15 mps(Instant), 45 mps(Charged)
    Strengths:
    •This spell can be charged to one post one post to combine all 3 into 1 disk that can cut through anything.
    • When not charged the spell goes in multipul and meets in one center.
    •The spell can still be charging even if the opponent if you are hit. The circle will remain in place even after a collision from an opponents attack.
    Weaknesses:
    • It takes an extra post to charge so the spell will not be complete after the opponents post
    • Charging leaves the opponent vulnerable
    • The spell cannot kill humans but will merly damage them.
    • It has lower speed and range when not charged


    Name: Tarrot Arcana tower
    Rank: D
    Type: Deffence/offense, Area of effect, Instant
    Duration: 2
    Cooldown: 3
    Description: User holds out the card and creates a magic circle. A giant stone collom appears out of the ground in the middle of the two and it starts to crumble letting the the the rubble fall anywhere. The column is approximately 30 in height 5 meters
    Range: 25 meters radius. After the 2nd turn the tower starts to crumble and break cuasing rubble to rain down in random places
    The tower can defend from one D-rank spell worth of damage; if hit with a spell that does more damage the tower will collapse immediately and do no extra damage. If it is less it can remain standing and start crumbling the second post, where it will do 50% D-rank damage to anyone within the rubble's range if they were hit.

    Strengths:
    • This card can cuase a great amount of damage to enemies it lands on.
    • The attack is also a wild card as you never really know where the rubble will land
    • The spell is also a good defensive as you can use it for cover.
    Weaknesses:
    • Because it is a wild card can also cause damage to the controller.
    • If the opponent is under ground the spell is basically useless on the the opponent.
    • If the opponent is in the air above this tower it will not hit the opponent.
    • Allies are also likely to be hit by the rubble of this attack


    Last edited by KitsuneUrsaVision on Sun 5 Nov - 6:52; edited 1 time in total
    avatar
    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- Novice [250]- 3rd Place Event/Contest Winner- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Player -
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    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: 1st Generation - Fire Dragon Slayer
    Secondary Magic:

    Re: Tarrot Arcana Magoc

    Post by Aura on Sun 5 Nov - 4:49

    @KitsuneUrsaVision wrote:Primary Magic: Tarot Arcana
    Caster or Holder: Holder
    Description: Tarot arcana is a Lost Holder magic art that uses special made tarot cards from long ago. The user holds up a card and crates a magic circle that uses a seal inside of these cards to make various effects. Some Tarot Arcana users can hold two cards together to create a verity of different spells. In total there are 26 arcanas to choose from.
    Strengths/Weaknesses:

    Strengths:
    • The cards cannot be destroyed. Because these cards have a special seal o them they cannot be ripped, folded burned, or any way destroyed. If you are some how able to remove the lost seal they are normal tarot cards
    • They have a verity of power. Since these cards are based off of aracnas they can have a verity of different abilities from projectiles, augmentation, and even equipment.
    • They can be layered. The tarrots have a special ability to have multiple cards used at once, which uses a lot of magic resource from the user.
    Weaknesses:
    • The cards are massive drainers. These cards rely on the users magic as well as the special seals inside of them so they use a lot of magic in order to use.
    • You have to have the cards. Since this is a Holder magic you must have the cards in your possession with you in order to use them. If you lose them they aren’t instantly reappearing in your deck
    • These cards have a recharge time. These cards are not be used to spam the seasl have to power up in order for the cards to be used again. The higher the level of magic the more time it takes for these cards to recharge.
    • It is easy to reconized which tarot card the opponent has in his inventory once he uses it.
    Lineage:
    Nature's Blessings:
    Description: Aeons ago, when ancient and mythic beings roamed the world. There was a race called the children of the forest. They are one with nature and as such they were bestowed with longevity and the ability to vanish within the trees. Eventually, with the uprising of the humans, they were forced to the innermost sanctum of the forests. However, a handful of them insisted on staying where they were, regardless of the impending human contact. Some say some of them managed to co-mingle with the humans, but that was just hearsay...or is it?
    Ability: It grants the user greater stamina allowing them to last longer in battles. Also grants the ability Vanish, a skill that allows the user to be invisible so as long as he/she is near vegetation(group of trees,shrubs or tall weeds) if they are not moving.
    Usage: Passive. The user can still be sensed through magical presence and other senses but this will only help others know the vicinity the user is in and not their exact position.
    unique abilites:

    Unique Abilities:
    [skill over luck] when in battle Yoshi gets a rush of convidence in himself giving him a boost in a stat. Roll a dice and depending on roll that stat gets a 5% if it lands on 1 or 2 10% if it is 3-5
    • 1 hp
    • 2 mp
    • 3 speed
    • 4 deffence
    • 5 attack
    • 6 player’s choice

    I'd like you to pick a consistent percentage rather than several; what I suggest here is that whichever number you roll, you'll gain a 25% boost to it, on the condition that you can only have one stat boosted with this UA at a time.

    [My skills are flying] through consecutive 3 hit Yoshi has gottnen an ego boost allowing him to be more confident in winning this battle Gains 2% on all stats then falls point .5 after every post from the opponent
    Can this effect be stacked? Eg.: If you do 3 consecutive hits several times in a rwo (let's say 3 times), would the percentage gained on all stats become 6% in total or remain 2%? If it stacks (and eg. becomes 6%) I would like you to make this cap at 10%.

    You can have up to 3 Unique Abilities, so if you wish to add a third one you can still do so.

    Spell list:

    Name: Tarot arcana: Star
    Rank: D
    Type: Light, Burst, Offensive
    Duration: 1
    Cooldown: 2 posts
    Description:
    • The spell is created by holding up the star arcana tarot making a summoning circle. And creates small multiple orbs that are green, blue, yellow, red, and white the attack then cones out hitting a wide range so it’s good for ambush attacks.
    • Speed: 4 meters
    • Range: 6mps
    Strengths:
    • Spell is quick and ready to iniate and goes over a wide range of targets.
    Weaknesses:
    • Since the spell fires small projectiles they don’t do a great amount of damage
    • Because the spell is a burst there is not much contontrol on where the porjectiles will hit

    I'd like you to add the damage each orb can deal, as well as change the speed and range to its appropriate counting method (speed can be mps, but range needs to be put in either feet or meters). A D-rank spell does 20AD in total, so if you have 5 orbs I'd suggest them doing 20% or even 25% damage each. Since this spell looks like a multi-target spell, its max range for D-rank is 45 meters, while the max speed is 22.5 mps.

    Note that the range and speed are the maximum, but can also be less if you wish them to be less. Please add the damage in your spell description and make the changes to speed and range. ^-^



    Name: Tarrot arcana: hanged man
    Rank: D
    Type:  Immobilization, Debuff, Single tartget
    Duration:  1 turns
    Cooldown: 2 turns
    Description: The user holds up his cards creating a magic circle and chains and ropes suddenly appear heading towards the enemy. Once he attack hits it binds the enemy making it hard for them to move
    • Range: 30 meters
    • Speed: 10 mps
    Strengths:  
    • This attack is slightly homing as it tries to head towards the rival magic it senses
    • Because of it’s high range the user can stay a pretty safe distance away
    • The spell makes the opponent unable to move because them being tied up
    Weaknesses:
    • Low accuracy, even though it’s hone it cannot hit a lot making it pretty hard to grab something
    This attacks breaks on intersection
    • It is easy pretty easy to dodge as it is kinda slow
    • This spell does not last long

    I'd like you to add that your spell can restrict anyone of this spell's rank or lower, and can only restrict them for one post tops. I'd also like to ask what the debuff itself is; if this is just the immobilization you may remove it from your "types". Since this is a single target spell your range may go up to 60 meters, and its speed up to 45 mps. Seeing your weakness being that it's rather slow I'd suggest taking 20mps instead. Also add to the highlighted weakness that it will break upon intersection with another spell of the same rank or higher, otherwise it would technically break upon colliding with your target. ^-^



    Name:  Tarrot Arcana: Moon
    Rank:  D
    Type: Offense, Charge, single target
    Duration: 1 post  
    Cooldown: 2 posts(instant), 3 posts(instant)
    Description: User holds up the card and creates a magic circle that fires 3 cresent shaped disk that can cut through trees as they meet in the are honed to insecting and disappears the user can also charge it to make 1 disk that can cut through any one thing(ie a single wall, a tree, a barrier) once it cuts through it it will disappear instantly.
    • Range: 20 meters(instant), 60 meters(charged)
    • Speed: 15 mps(Instant), 45 mps(Charged)
    Strengths:  
    This spell can be charged to one post one post to combine all 3 into 1 disk that can cut through anything.
    • When not charged the spell goes in multipul and meets in one center.
    The spell can still be charging even if the opponent is hit.
    Weaknesses:
    • It takes an extra post to charge so the spell will not be complete after the opponents post
    • Charging leaves the opponent vulnerable
    • The spell cannot kill humans but will merly damage them.
    • It has lower speed and range when not charged

    So from what you told me this spell will only hit one target, allowing you to go up to 60 meters range-wise, your speed caps at 45 meter. This does not have to be added as "charged" parts to your range or speed, you may immediately put the max range and speed there. Your damage will be 1x D-rank worth of damage (unless the 3 crescent disk can each hit a different opponent, in which case they'll each do about 25% to 35% damage.) The highlighted part in your strengths however is worded in a confusing way, as it comes across that the spell will keep on charging even when the opponent is hit. If you hit your opponent the spell goes on cooldown. If you mean that it can hit the target while it's charging I'd suggest that the spell wouldn't be fired before it is fully charged yet. Eg. If you decide to charge and were to be hit during the charging, the charge would become undone and the three crescent disks would be released instead of one larger disk.

    For the charging part, you have two options as to what we discussed in DM;
    1. If you wish to actually charge this spell it will take one full post to do so, having your duration become two posts due to the spell being fired off during the second post. This will mean however that if you take this option your spell when charged may cut through all the things you listed AND do its full damage to the target behind it. Your duration would become 1 post when immediately fired and 2 posts when charged, with your cooldown becoming 2 posts when fired instantly and 3 posts when charged. Having it cut through anything when 'charged' is fine as well, but you'll have to include that it cannot cut through defensive barriers/spells of any rank higher than yours.

    2. If you however wish to just wait and take a bit longer for the 3 crescent disks to become one giant disk you can keep your current duration at 1 post and your cooldown at 2 posts. Having it cut through anything when 'charged' is fine as well, but you'll have to include that it cannot cut through defensive barriers/spells of any rank higher than yours.

    The strength highlighted in green will have to be changed accordingly to the choice you make regarding the charge; if you decide to take the latter option you'll have to change it so that it states that the spell takes longer to cast so the three crescent disks can combine into one.



    Name:  Tarrot Arcana tower
    Rank:  D
    Type:  Deffence/offense, Area of effect, Instant
    Duration:  2
    Cooldown: 3
    Description: User holds out the card and creates a magic circle. A giant stone collom appears aout of the ground in the middle of the two and it starts to crumble leaving the ketting the rubble fall anywhere.

    Strengths:  
    • This card can cuase a great amount of damage to enemies it lands on.
    • The attack is also a wild card as you never really know where the rubble will land
    • The spell is also a good defensive as you can use it for cover.
    Weaknesses:
    • Because it is a wild card can also cause damage to the controller.
    • If the opponent is under ground the spell is basically useless on the the opponent.
    • If the opponent is in the air above this tower it will not hit the opponent.
    • Allies are also lickely to be hit by the rubble of this attack

    Does this spell's tower crumble down for two posts straight? If so, I would like you to add how much damage it does per post and what the range of this spell is (this includes till where the rubble falls). Area of Effect spells can do 50% spell-rank damage per post. Also describe how tall the tower is and what its width is; note it cannot be too large, as the range in which the rubble can fall around it is 30 meters max.


    ___________________________________________________________________



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    avatar
    KitsuneUrsaVision

    Player -
    Lineage : Nature's Blessing
    Position : None
    Posts : 20
    Guild : Fairy tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    Character Name: Kakashi "Yoshi" Yamaoto
    Primary Magic: Tarrot Arcana
    Secondary Magic:

    Re: Tarrot Arcana Magoc

    Post by KitsuneUrsaVision on Sun 5 Nov - 6:39

    Primary Magic: Tarot Arcana
    Caster or Holder: Holder
    Description: Tarot arcana is a Lost Holder magic art that uses special made tarot cards from long ago. The user holds up a card and crates a magic circle that uses a seal inside of these cards to make various effects. Some Tarot Arcana users can hold two cards together to create a verity of different spells. In total there are 26 arcanas to choose from.
    Strengths/Weaknesses:

    Strengths:
    • The cards cannot be destroyed. Because these cards have a special seal o them they cannot be ripped, folded burned, or any way destroyed. If you are some how able to remove the lost seal they are normal tarot cards
    • They have a verity of power. Since these cards are based off of aracnas they can have a verity of different abilities from projectiles, augmentation, and even equipment.
    • They can be layered. The tarrots have a special ability to have multiple cards used at once, which uses a lot of magic resource from the user.
    Weaknesses:
    • The cards are massive drainers. These cards rely on the users magic as well as the special seals inside of them so they use a lot of magic in order to use.
    • You have to have the cards. Since this is a Holder magic you must have the cards in your possession with you in order to use them. If you lose them they aren’t instantly reappearing in your deck
    • These cards have a recharge time. These cards are not be used to spam the seasl have to power up in order for the cards to be used again. The higher the level of magic the more time it takes for these cards to recharge.
    • It is easy to reconized which tarot card the opponent has in his inventory once he uses it.
    Lineage:
    Nature's Blessings:
    Description: Aeons ago, when ancient and mythic beings roamed the world. There was a race called the children of the forest. They are one with nature and as such they were bestowed with longevity and the ability to vanish within the trees. Eventually, with the uprising of the humans, they were forced to the innermost sanctum of the forests. However, a handful of them insisted on staying where they were, regardless of the impending human contact. Some say some of them managed to co-mingle with the humans, but that was just hearsay...or is it?
    Ability: It grants the user greater stamina allowing them to last longer in battles. Also grants the ability Vanish, a skill that allows the user to be invisible so as long as he/she is near vegetation(group of trees,shrubs or tall weeds) if they are not moving.
    Usage: Passive. The user can still be sensed through magical presence and other senses but this will only help others know the vicinity the user is in and not their exact position.
    unique abilites:

    Unique Abilities:
    [skill over luck] when beginning battle Yoshi gets a rush of convidence in himself giving him a boost in a stat. Roll a dice and depending on roll that stat gets a 25% buff for the duration of the battle. once the battle ends the stats return to normal.
    • 1 hp
    • 2 mp
    • 3 speed
    • 4 deffence
    • 5 attack
    • 6 player’s choice

    [My skills are flying] through consecutive 3 hit Yoshi has gottnen an ego boost allowing him to be more confident in winning this battle Gains 2% on all stats then falls point .5 after every post from the opponent. This effect stacks for every consective hit he gains 1% gets after this effect activates, caps off at 10%


    Spell list:

    Name: Tarot arcana: Star
    Rank: D
    Type: Light, Burst, Offensive
    Duration: 1
    Cooldown: 2 posts
    Description:
    • The spell is created by holding up the star arcana tarot making a summoning circle. And creates small multiple orbs that are green, blue, yellow, red, and white the attack then cones out hitting a wide range so it’s good for ambush attacks. these orbs do 25% rank d damage
    • Speed: 20 mps
    • Range: 30 meters
    Strengths:
    • Spell is quick and ready to iniate and goes over a wide range of targets.
    Weaknesses:
    • Since the spell fires small projectiles they don’t do a great amount of damage
    • Because the spell is a burst there is not much controller on where the projectiles will hit

    Name: Tarrot arcana: hanged man
    Rank: D
    Type:  Immobilization, Debuff, Single tartget
    Duration:  1 turns
    Cooldown: 2 turns
    Description: The user holds up his cards creating a magic circle and chains and ropes suddenly appear heading towards the enemy. Once it hits it binds the enemy making it hard for them to move the enemy it is completely unable to move if they're the same or lower rank than this spell. if this spell is used on someone of one rank higher than this spell they will get a 25% debuff to their speed.
    • Range: 30 meters
    • Speed: 20 mps
    Strengths:  
    • This attack is slightly homing as it tries to head towards the rival magic it senses
    • Because of it’s high range the user can stay a pretty safe distance away
    • The spell makes the opponent unable to move because them being tied up
    Weaknesses:
    • Low accuracy, even though it’s hone it cannot hit a lot making it pretty hard to grab something
    • This attacks breaks on intersection. this if it touches another part of it it will disappear.
    • It is easy pretty easy to dodge as it is kinda slow
    • This spell does not last long

    Name:  Tarrot Arcana: Moon
    Rank:  D
    Type: Offense, Charge, single target
    Duration: 1 post(instant), 2(Charged)
    Cooldown: 2 posts(instant), 3 posts(charged)
    Description: User holds up the card and creates a magic circle that fires 3 crescent shaped disk that can cut through trees as they meet in the are honed to intersecting and disappears these do full D Rank damage. the user can also charge it to make 1 disk that can cut through a barrier and do full D rank damage to an opponent.
    • Range: 20 meters(instant), 60 meters(charged)
    • Speed: 15 mps(Instant), 45 mps(Charged)
    Strengths:  
    •This spell can be charged to one post one post to combine all 3 into 1 disk that can cut through anything.
    • When not charged the spell goes in multipul and meets in one center.
    •The spell can still be charging even if the opponent if you are hit. The circle will remain in place even after a collision from an opponents attack.
    Weaknesses:
    • It takes an extra post to charge so the spell will not be complete after the opponents post
    • Charging leaves the opponent vulnerable
    • The spell cannot kill humans but will merly damage them.
    • It has lower speed and range when not charged


    Name:  Tarrot Arcana tower
    Rank:  D
    Type:  Deffence/offense, Area of effect, Instant
    Duration:  2
    Cooldown: 3
    Description: User holds out the card and creates a magic circle. A giant stone collom appears out of the ground in the middle of the two and it starts to crumble letting the the the rubble fall anywhere. The column is approximately 30 in height 5 meters
    Range: 25 meters radius. After the 2nd turn the tower starts to crumble and break cuasing rubble to rain down in random places
    The tower can defend from one D-rank spell worth of damage; if hit with a spell that does more damage the tower will collapse immediately and do no extra damage. If it is less it can remain standing and start crumbling the second post, where it will do 50% D-rank damage to anyone within the rubble's range if they were hit.

    Strengths:  
    • This card can cuase a great amount of damage to enemies it lands on.
    • The attack is also a wild card as you never really know where the rubble will land
    • The spell is also a good defensive as you can use it for cover.
    Weaknesses:
    • Because it is a wild card can also cause damage to the controller.
    • If the opponent is under ground the spell is basically useless on the the opponent.
    • If the opponent is in the air above this tower it will not hit the opponent.
    • Allies are also likely to be hit by the rubble of this attack
    avatar
    Aura

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    Lineage : Gingerbread Man
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    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: 1st Generation - Fire Dragon Slayer
    Secondary Magic:

    Re: Tarrot Arcana Magoc

    Post by Aura on Sun 5 Nov - 6:44

    Approved:

    @KitsuneUrsaVision wrote:Primary Magic: Tarot Arcana
    Caster or Holder: Holder
    Description: Tarot arcana is a Lost Holder magic art that uses special made tarot cards from long ago. The user holds up a card and crates a magic circle that uses a seal inside of these cards to make various effects. Some Tarot Arcana users can hold two cards together to create a verity of different spells. In total there are 26 arcanas to choose from.
    Strengths/Weaknesses:

    Strengths:
    • The cards cannot be destroyed. Because these cards have a special seal o them they cannot be ripped, folded burned, or any way destroyed. If you are some how able to remove the lost seal they are normal tarot cards
    • They have a verity of power. Since these cards are based off of aracnas they can have a verity of different abilities from projectiles, augmentation, and even equipment.
    • They can be layered. The tarrots have a special ability to have multiple cards used at once, which uses a lot of magic resource from the user.
    Weaknesses:
    • The cards are massive drainers. These cards rely on the users magic as well as the special seals inside of them so they use a lot of magic in order to use.
    • You have to have the cards. Since this is a Holder magic you must have the cards in your possession with you in order to use them. If you lose them they aren’t instantly reappearing in your deck
    • These cards have a recharge time. These cards are not be used to spam the seasl have to power up in order for the cards to be used again. The higher the level of magic the more time it takes for these cards to recharge.
    • It is easy to reconized which tarot card the opponent has in his inventory once he uses it.
    Lineage:
    Nature's Blessings:
    Description: Aeons ago, when ancient and mythic beings roamed the world. There was a race called the children of the forest. They are one with nature and as such they were bestowed with longevity and the ability to vanish within the trees. Eventually, with the uprising of the humans, they were forced to the innermost sanctum of the forests. However, a handful of them insisted on staying where they were, regardless of the impending human contact. Some say some of them managed to co-mingle with the humans, but that was just hearsay...or is it?
    Ability: It grants the user greater stamina allowing them to last longer in battles. Also grants the ability Vanish, a skill that allows the user to be invisible so as long as he/she is near vegetation(group of trees,shrubs or tall weeds) if they are not moving.
    Usage: Passive. The user can still be sensed through magical presence and other senses but this will only help others know the vicinity the user is in and not their exact position.
    unique abilites:

    Unique Abilities:
    [skill over luck] when beginning battle Yoshi gets a rush of convidence in himself giving him a boost in a stat. Roll a dice and depending on roll that stat gets a 25% buff for the duration of the battle. once the battle ends the stats return to normal.
    • 1 hp
    • 2 mp
    • 3 speed
    • 4 deffence
    • 5 attack
    • 6 player’s choice

    [My skills are flying] through consecutive 3 hit Yoshi has gottnen an ego boost allowing him to be more confident in winning this battle Gains 2% on all stats then falls point .5 after every post from the opponent. This effect stacks for every consective hit he gains 1% gets after this effect activates, caps off at 10%


    Spell list:

    Name: Tarot arcana: Star
    Rank: D
    Type: Light, Burst, Offensive
    Duration: 1
    Cooldown: 2 posts
    Description:
    • The spell is created by holding up the star arcana tarot making a summoning circle. And creates small multiple orbs that are green, blue, yellow, red, and white the attack then cones out hitting a wide range so it’s good for ambush attacks. these orbs do 25% rank d damage
    • Speed: 20 mps
    • Range: 30 meters
    Strengths:
    • Spell is quick and ready to iniate and goes over a wide range of targets.
    Weaknesses:
    • Since the spell fires small projectiles they don’t do a great amount of damage
    • Because the spell is a burst there is not much controller on where the projectiles will hit

    Name: Tarrot arcana: hanged man
    Rank: D
    Type:  Immobilization, Debuff, Single tartget
    Duration:  1 turns
    Cooldown: 2 turns
    Description: The user holds up his cards creating a magic circle and chains and ropes suddenly appear heading towards the enemy. Once it hits it binds the enemy making it hard for them to move the enemy it is completely unable to move if they're the same or lower rank than this spell. if this spell is used on someone of one rank higher than this spell they will get a 25% debuff to their speed.
    • Range: 30 meters
    • Speed: 20 mps
    Strengths:  
    • This attack is slightly homing as it tries to head towards the rival magic it senses
    • Because of it’s high range the user can stay a pretty safe distance away
    • The spell makes the opponent unable to move because them being tied up
    Weaknesses:
    • Low accuracy, even though it’s hone it cannot hit a lot making it pretty hard to grab something
    • This attacks breaks on intersection. this if it touches another part of it it will disappear.
    • It is easy pretty easy to dodge as it is kinda slow
    • This spell does not last long

    Name:  Tarrot Arcana: Moon
    Rank:  D
    Type: Offense, Charge, single target
    Duration: 1 post(instant), 2(Charged)
    Cooldown: 2 posts(instant), 3 posts(charged)
    Description: User holds up the card and creates a magic circle that fires 3 crescent shaped disk that can cut through trees as they meet in the are honed to intersecting and disappears these do full D Rank damage. the user can also charge it to make 1 disk that can cut through a barrier and do full D rank damage to an opponent.
    • Range: 20 meters(instant), 60 meters(charged)
    • Speed: 15 mps(Instant), 45 mps(Charged)
    Strengths:  
    •This spell can be charged to one post one post to combine all 3 into 1 disk that can cut through anything.
    • When not charged the spell goes in multipul and meets in one center.
    •The spell can still be charging even if the opponent if you are hit. The circle will remain in place even after a collision from an opponents attack.
    Weaknesses:
    • It takes an extra post to charge so the spell will not be complete after the opponents post
    • Charging leaves the opponent vulnerable
    • The spell cannot kill humans but will merly damage them.
    • It has lower speed and range when not charged


    Name:  Tarrot Arcana tower
    Rank:  D
    Type:  Deffence/offense, Area of effect, Instant
    Duration:  2
    Cooldown: 3
    Description: User holds out the card and creates a magic circle. A giant stone collom appears out of the ground in the middle of the two and it starts to crumble letting the the the rubble fall anywhere. The column is approximately 30 in height 5 meters
    Range: 25 meters radius. After the 2nd turn the tower starts to crumble and break cuasing rubble to rain down in random places
    The tower can defend from one D-rank spell worth of damage; if hit with a spell that does more damage the tower will collapse immediately and do no extra damage. If it is less it can remain standing and start crumbling the second post, where it will do 50% D-rank damage to anyone within the rubble's range if they were hit.

    Strengths:  
    • This card can cuase a great amount of damage to enemies it lands on.
    • The attack is also a wild card as you never really know where the rubble will land
    • The spell is also a good defensive as you can use it for cover.
    Weaknesses:
    • Because it is a wild card can also cause damage to the controller.
    • If the opponent is under ground the spell is basically useless on the the opponent.
    • If the opponent is in the air above this tower it will not hit the opponent.
    • Allies are also likely to be hit by the rubble of this attack



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      Current date/time is Fri 25 May - 22:32