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    Phoenix Flame

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    KatherineNeel

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    Experience : 225

    Character Sheet
    Character Name: Katherine Neel
    Primary Magic: Phoenix Flame
    Secondary Magic:

    Completed Phoenix Flame

    Post by KatherineNeel on Thu 30 Nov 2017 - 19:05

    Magic


    Primary Magic: Phoenix Flame

    Secondary Magic: None

    Caster or Holder: Caster

    Description: Phoenix Flame is an ancient magic that very few ever learned, but was used during the age of dragons, making it nearly as old as dragon slayer magic, but only of slight inferior power. Phoenix Flame gives the caster the ability to heal themselves much like the mythical bird itself would, but only so many times during a certain period. Attempting to heal oneself too many times in one period would cause the magic to reach a halt, meaning the mage who uses Phoenix Flame would cease to regenerate magic power for some time. The halt acts as a wound, one that cannot be healed by anything but time. The flames themselves can primarily be conjured through the hands and feet, and range through a spectrum of red colors such as crimson, magenta, red-orange and occasionally bright yellow even though it isn’t red at all. This particular kind of fire magic feeds heavily off of the caster’s emotions. Anything they are feeling when they use the flames affects how they are used. For instance, if the caster is angry, the flames will be extremely damaging; whereas if the caster is feeling love, the flames will feel warm and gentle to the touch, completely incapable of causing harm. There are many ways that emotion can affect the flames, but for every caster the effect is different.
    Katherine used the Phoenix Flame magic at its highest capacity prior to the time freeze most often as a way to help the people in her city. After her awakening from the time freeze, she has maintained use of her Phoenix Flame but has since been exercising it after having gone unused for over a millennia. Phoenix Flame is primarily benign but can be used (with probable cause) as an exceptional fighting type.

    Strengths: -emotional change; one of the biggest positives to the emotional effect on Phoenix Flame is that the flames will change with the caster’s emotion even while using them. This can be a significant advantage in battle because it can increase performance and fighting technique. Any strong emotions such as anger, love, etc. will make the flames more effective on the opponent. The change in a caster’s emotion not only determines the type and strength of the flames, it changes how much ground a spell might cover. Phoenix Flame is not meant for destruction and will only damage whatever the caster wants it to.

    Weaknesses:
    -emotional affection; because the caster’s emotions are capable of changing the way the flames ‘behave’, if one were to use the flames in a way that Phoenix Flame will not allow at that moment because of the caster’s feelings, the outcome would be the opposite of what the caster wanted. For example, say the caster needs to defend themselves, but they are feeling sad. The flames would inflict less damage on the opponent and make the fight much more difficult.

    -halt; as mentioned in the description, the caster can use Phoenix Flame to heal themselves. The largest flaw to this is that, when used too often, the healing effect will reverse itself and eventually cause a halt. The halt acts as an injury and prevents the caster’s magic power to regenerate for as long as 6 months. It is rare, but halting can become fatal if the caster doesn’t train in the areas of risk within Phoenix Flame.

    -low temperature; like the mythical bird, low temperatures decrease the functionality of Phoenix Flame. If the caster does not keep warm, their power will become weaker and weaker until they do so.

    Lineage: Spirit Warrior

    Unique Abilities:
    -heal; using the healing ability engulfs the caster in flames for a matter of seconds, essentially rejuvenating their energy and strength. Can be used 3 times per thread, Restores Damage and Mana equivalent to mage’s rank. (3 post cool-down)

    -wings of fire; this ability is useful when the caster has to jump more efficiently(double normal heights), and allows the user to use their wings to float from long falling heights. It can be summoned and unsummoned at will.

    -phoenix song; like any bird, the Phoenix has a song of its own, or rather a scream; but it can only be used once every thread because of its destructive capacity. Caster’s using Phoenix Flame can emit a sound so powerful that it can collapse standing buildings. (aesthetic ability)

    Spells:
    D-Class Spells:
    Ring of Fire:
    Name: Ring of Fire
    Rank: D
    Type: Fire; Defensive
    Duration: 2 posts, unless dispelled sooner
    Cooldown: 3 posts

    Description: Ring of Fire is cast via physical incantation, i.e. gesturing the shape of the spell. Appearance wise, most commonly a circle that surrounds the caster on the ground where they stand with a wall of flames rising upwards that prevents any attacks from outside or inside the circle. The spell is short, but it gives the caster time to quickly heal or compose a plan without the threat of attack damage.

    The speed of the spell is almost as immediate as the casting. The spell itself only covers whatever/whoever the caster is thinking of when the spell is cast and has no effect on outside parties other than disintegrating whatever attacks come its way. The spell can reach 3 meters approx. Flames burn out 3 hits of D-rank damage.

    Strengths:
    -momentary protection against attacks
    -three meter range

    Weaknesses:
    -can only cast one circle at a time
    -can only burn up projectiles, someone stupid nuff could jump in that circle (flames deal d-rank burns)
    -can't burn projectiles C-rank-Strong and up

    Flaming Talons:

    Name: Flaming Talons
    Rank: D
    Type: Fire; Offensive
    Duration: 1 post
    Cooldown: 3 posts

    Description: Flaming Talons is cast through physical incantation with intent, meaning if the caster slides one foot behind them while thinking of the spell, it will activate. The spell appears as if the caster’s feet were to burst into flame and gives them D-rank spell damage infliction when they kick their opponent. This spell requires immediate use.

    Strengths:
    -deals spell damage.
    -ideal for hand to hand

    Weaknesses:
    -only close range
    -Instant use
    -flames can be blown out by water magic of higher rank

    Sight:
    Name: Sight
    Rank: D
    Type: Assist
    Duration: 3 posts
    Cooldown: 6 posts

    Description: Sight is cast verbally and appears as a yellow glow through the eyes of the caster. Sight allows the caster to momentarily increase area visibility to themselves but is best used in darkness. It neither protects or harms and is only usable as a caster assist.

    Strengths: -increased area visibility

    Weaknesses: -in darkness, makes the caster easier to detect.
    -can be nullified if the caster is struct with light in the eyes

    Kiss Of Life:
    Name: Kiss of Life
    Rank: D
    Type: Healing
    Duration: 1 post
    Cooldown: 10 posts

    Description: The Kiss of Life is a spell that is used to transfer the caster’s magic energy to another mage to heal them. As Phoenix Flame is heavily affected by the caster themselves, the spell is most effective when it is used on someone the caster cares about, and even stronger when they hold feelings of love for the person they want to heal. The spell is cast verbally and physically; first through incantation and second through the act of kissing. The kiss does not have to be placed in the mouth, but is of course, more effective that way. However much hp they heal has to come out of character's hp by x2 (drains 50% of casters health) (heals up to D-rank damage only)

    Strengths:
    -Helps those who are wounded
    -Heal as far as the caster is willing to go

    Weaknesses:
    -close range
    -connect kissing eww cooties
    -damages themselves.

    C-Class Spells:
    Ember Feathers:
    Name: Ember Feathers
    Rank: C
    Type: Fire; Offensive
    Duration: 3 posts
    Cooldown: 4 posts

    locked until c-rank

    Description: Ember Feathers gives the casting mage wings of fire, not usable to fly but to inflict damage on the opponent(s); and is cast through verbal incantation. With every movement, the caster makes glowing feathers (resembling embers) with fall loose from their arms and set fire to whatever they touch. 10 feathers can fall and scatter on the ground, deal 2 damage each.

    Strengths:
    -can be sent airborne via wind when engaged in OUTDOOR combat.
    -contact with feathers must be made to deal damage

    Weaknesses:
    -wings can be used to block
    -higher ranking water spells can snuff out wings for the duration.
    -the surrounding area takes damage as well as enemies.


    Last edited by KatherineNeel on Tue 19 Dec 2017 - 15:28; edited 6 times in total


    ___________________________________________________________________
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    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
    Lineage : Inugami
    Position : None
    Posts : 1812
    Guild : Black Rose
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    Experience : 63,215

    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Completed Re: Phoenix Flame

    Post by Jiyu Kazehime on Fri 8 Dec 2017 - 13:44

    Hiya, Jiyu here, sorry this is a bit late, I thought I posted it before I went to bed the day I claimed it but I guess I forgot, been a bit sick. grading in this color.
    @KatherineNeel wrote:Magic


    Primary Magic: Phoenix Flame

    Secondary Magic: None

    Caster or Holder: Caster

    Description: Phoenix Flame is an ancient magic that very few ever learned, but was used during the age of dragons, making it nearly as old as dragon slayer magic, but only of slight inferior power. Phoenix Flame gives the caster the ability to heal themselves much like the mythical bird itself would, but only so many times during a certain period. Attempting to heal oneself too many times in one period would cause the magic to reach a halt, meaning the mage who uses Phoenix Flame would cease to regenerate magic power for some time. The halt acts as a wound, one that cannot be healed by anything but time. The flames themselves can primarily be conjured through the hands and feet, and range through a spectrum a red colors such as crimson, magenta, red orange and occasionally bright yellow even though it isn’t red at all. This particular kind of fire magic feeds heavily off of the caster’s emotions. Anything they are feeling when they use the flames affects how they are used. For instance, if the caster is angry, the flames will be extremely damaging; whereas if the caster is feeling love, the flames will feel warm and gentle to the touch, completely incapable of causing harm. There are many ways that emotion can affect the flames, but for every caster the effect is different.
    Katherine used the Phoenix Flame magic at its highest capacity prior to the time freeze most often as a way to help the people in her city. After her awakening from the time freeze, she has maintained use of her Phoenix Flame, but has since been exercising it after having gone unused for over a millennia. Phoenix Flame is primarily benign, but can be used (with probable cause) as an exceptional fighting type.

    Strengths: -emotional change; one of the biggest positives to the emotional affect on Phoenix Flame is that the flames will change with the caster’s emotion even while using them. This can be a significant advantage in battle because it can increase performance and fighting technique. Any strong emotions such as anger, love, etc. will make the flames more effective on the opponent. The change in a caster’s emotion not only determines the type and strength of the flames, it changes how much ground a spell might cover. Phoenix Flame is not meant for destruction and will only damage whatever the caster wants it to.

    Weaknesses: -emotional affection; because the caster’s emotions are capable of changing the way the flames ‘behave’, if one were to use the flames in a way that Phoenix Flame will not allow at that moment because of the caster’s feelings, the outcome would be the opposite of what the caster wanted. For example, say the caster needs to defend themselves, but they are feeling sad. The flames would inflict less damage on the opponent and make the fight much more difficult.
    -halt; as mentioned in the description, the caster can use Phoenix Flame to heal themselves. The largest flaw to this is that, when used too often, the healing effect will reverse itself and eventually cause a halt. The halt acts as an injury and prevents the caster’s magic power to regenerate for as long as 6 months. It is rare, but halting can become fatal if the caster doesn’t train in the areas of risk within Phoenix Flame.
    -low temperature; like the mythical bird, low temperatures decrease the functionality of Phoenix Flame. If the caster does not keep warm, their power will become weaker and weaker until they do so.

    Lineage: Spirit Warrior

    Unique Abilities: -heal; using the healing ability engulfs the caster in flames for a matter of seconds, essentially rejuvenating their energy and strength. But it can only be used so many times before it begins to take negative effects. How much does this heal them for, does this affect actual hp or is it just kinda a 'even if I have ten hp I feel like I have a thousand', sort deal.
    -wings of fire; this ability is useful when the caster has to jump around a lot, but it consumes a lot of magic power and should be used sparingly. It can be summoned and unsummoned at will. What does this ability actually do and how much magic power does it actually consume?
    -phoenix song; like any bird, the phoenix has a song of its own, but it can only be used once every few years because of its destructive capacity. Caster’s using Phoenix Flame must use this ability wisely as it has serious consequences. Does this do damage, is it aesthetic, what does the ability actually do?

    Spells:
    D-Class Spells:
    Ring of Fire:
    Name: Ring of Fire
    Rank: D
    Type: Fire; Defensive
    Duration: 2 posts, unless dispelled sooner
    Cooldown: 3 posts

    Description: Ring of Fire is cast via physical incantation, i.e. gesturing the shape of the spell. Appearance wise, most commonly a circle that surrounds the caster on the ground where they stand with a wall of flames rising upwards that prevents any attacks from outside or inside the circle. The spell is short, but it gives the caster time to quickly heal or compose a plan without the threat of attack damage.
    The speed of the spell is almost as immediate as the casting. The spell itself only covers whatever/whoever the caster is thinking of when the spell is cast and has no effect on outside parties other than disintegrating whatever attacks come its way. The spell has no specific measurements and can be stretched as far as the caster can see. Defensive spells have a cap on how many attacks they can take based on the hp of them, please state how many hits of D rank this can take. Also please state an actual range/size for the spell, as within sight is too far because humans can see for miles in proper conditions and just one mile is equal to 1,000 meters which is not actually a range for spells on the site.

    Strengths: -momentary protection

    Weaknesses: -the strength of the barrier depends on how much magic energy the caster has at the time of casting.


    Name: Flaming Talons
    Rank: D
    Type: Fire; Offensive
    Duration: 1 post
    Cooldown: 3 posts

    Description: Flaming Talons is cast through physical incantation with intent, meaning if the caster slides one foot behind them while thinking of the spell, it will activate. The spell appears as if the caster’s feet were to burst into flame and gives them extra damage infliction when they kick their opponent. This spell requires immediate use, but has no limit to the amount of times it can be used.
    How much does this increase damage, is this a chain spell or not?

    Strengths: -damage infliction is tripled Damage can not be tripled by one spell,
    ever.


    Weaknesses: -limited time window

    Sight:
    Name: Sight
    Rank: D
    Type: Assist
    Duration: 3 posts
    Cooldown: 6 posts

    Description: Sight is cast verbally, and appears as a yellow glow through the eyes of the caster. Sight allows the caster to momentarily increase area visibility to themselves, but is best used in darkness. It neither protects or harms and is only usable as a caster assist.

    Strengths: -increased area visibility

    Weaknesses: -in darkness, makes the caster easier to detect.
    Kiss Of Life:
    Name: Kiss of Life
    Rank: D
    Type: Healing
    Duration: 1 post
    Cooldown: 10 posts

    Description: The Kiss of Life is a spell that is used to transfer the caster’s magic energy to another mage to heal them. As Phoenix Flame is heavily affected by the caster themselves, the spell is most effective when it is used on someone the caster cares about, and even stronger when they hold feelings of love for the person they want to heal. The spell is cast verbally and physically; first through incantation and second through the act of kissing. The kiss does not have to be placed in the mouth, but is of course, more effective that way. How much damage does this actually heal?

    Strengths: -helps those who are wounded

    Weaknesses: -can be used to heal fatal illnesses/wounds, but doing so would only transfer that illness/wound to the caster and in turn, cause their death.

    Ember Feathers:
    Name: Ember Feathers
    Rank: D
    Type: Fire; Offensive
    Duration: 3 posts
    Cooldown: 4 posts

    Description: Ember Feathers gives the casting mage wings of fire, not usable to fly but to inflict damage on the opponent(s); and is cast through verbal incant, tion. With every movement the caster makes, glowing feathers (resembling embers) with fall loose from their arms and set fire to whatever they touch. How much damage does this actually do? Also as a starting D rank you only get four spells, so you're going to have to state one of these five is unusable until its switched to a D rank sig when you rank up far enough for signature spells,
    until you buy another D rank spell slot, or until you rank up high enough to unlock another.


    Strengths: -strong offensive advantage

    Weaknesses: -cannot prevent unintentional damage to properties/innocent people, caster beware.


    ___________________________________________________________________





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    KatherineNeel

    Player -
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    Position : None
    Posts : 94
    Guild : Basilisk Fang
    Cosmic Coins : 0
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    Age : 1240
    Experience : 225

    Character Sheet
    Character Name: Katherine Neel
    Primary Magic: Phoenix Flame
    Secondary Magic:

    Completed Re: Phoenix Flame

    Post by KatherineNeel on Fri 8 Dec 2017 - 18:24

    @Jiyu Kazehime wrote:Hiya, Jiyu here, sorry this is a bit late, I thought I posted it before I went to bed the day I claimed it but I guess I forgot, been a bit sick. grading in this color. Thank you for the critiques, I will work on fixing them asap! - Kath My edits in this color!
    @KatherineNeel wrote:Magic


    Primary Magic: Phoenix Flame

    Secondary Magic: None

    Caster or Holder: Caster

    Description: Phoenix Flame is an ancient magic that very few ever learned, but was used during the age of dragons, making it nearly as old as dragon slayer magic, but only of slight inferior power. Phoenix Flame gives the caster the ability to heal themselves much like the mythical bird itself would, but only so many times during a certain period. Attempting to heal oneself too many times in one period would cause the magic to reach a halt, meaning the mage who uses Phoenix Flame would cease to regenerate magic power for some time. The halt acts as a wound, one that cannot be healed by anything but time. The flames themselves can primarily be conjured through the hands and feet, and range through a spectrum a red colors such as crimson, magenta, red orange and occasionally bright yellow even though it isn’t red at all. This particular kind of fire magic feeds heavily off of the caster’s emotions. Anything they are feeling when they use the flames affects how they are used. For instance, if the caster is angry, the flames will be extremely damaging; whereas if the caster is feeling love, the flames will feel warm and gentle to the touch, completely incapable of causing harm. There are many ways that emotion can affect the flames, but for every caster the effect is different.
    Katherine used the Phoenix Flame magic at its highest capacity prior to the time freeze most often as a way to help the people in her city. After her awakening from the time freeze, she has maintained use of her Phoenix Flame, but has since been exercising it after having gone unused for over a millennia. Phoenix Flame is primarily benign, but can be used (with probable cause) as an exceptional fighting type.

    Strengths: -emotional change; one of the biggest positives to the emotional affect on Phoenix Flame is that the flames will change with the caster’s emotion even while using them. This can be a significant advantage in battle because it can increase performance and fighting technique. Any strong emotions such as anger, love, etc. will make the flames more effective on the opponent. The change in a caster’s emotion not only determines the type and strength of the flames, it changes how much ground a spell might cover. Phoenix Flame is not meant for destruction and will only damage whatever the caster wants it to.

    Weaknesses: -emotional affection; because the caster’s emotions are capable of changing the way the flames ‘behave’, if one were to use the flames in a way that Phoenix Flame will not allow at that moment because of the caster’s feelings, the outcome would be the opposite of what the caster wanted. For example, say the caster needs to defend themselves, but they are feeling sad. The flames would inflict less damage on the opponent and make the fight much more difficult.
    -halt; as mentioned in the description, the caster can use Phoenix Flame to heal themselves. The largest flaw to this is that, when used too often, the healing effect will reverse itself and eventually cause a halt. The halt acts as an injury and prevents the caster’s magic power to regenerate for as long as 6 months. It is rare, but halting can become fatal if the caster doesn’t train in the areas of risk within Phoenix Flame.
    -low temperature; like the mythical bird, low temperatures decrease the functionality of Phoenix Flame. If the caster does not keep warm, their power will become weaker and weaker until they do so.

    Lineage: Spirit Warrior

    Unique Abilities: -heal; using the healing ability engulfs the caster in flames for a matter of seconds, essentially rejuvenating their energy and strength. But it can only be used so many times before it begins to take negative effects. How much does this heal them for, does this affect actual hp or is it just kinda a 'even if I have ten hp I feel like I have a thousand', sort deal. I'd imagine it takes whatever damage they took, cuts it in half and gives them that. This gives them actual health.
    -wings of fire; this ability is useful when the caster has to jump around a lot, but it consumes a lot of magic power and should be used sparingly. It can be summoned and unsummoned at will. What does this ability actually do and how much magic power does it actually consume? This ability is basically a boost of some sort. As a reference, kind of like when canon-natsu uses his fire to jump higher? It doesn't consume a lot, but if I had to try and measure, I'd say about... A 16th. Don't know if that makes sense, but I hope it helps!
    -phoenix song; like any bird, the phoenix has a song of its own, but it can only be used once every few years because of its destructive capacity. Caster’s using Phoenix Flame must use this ability wisely as it has serious consequences. Does this do damage, is it aesthetic, what does the ability actually do? Ah, I'd say this is more for aesthetic? But I think it could cause temporary deafness, even for the caster themselves. That feels pretty destructive to me, just in the way that it keeps anyone within the vicinity from hearing any possible surprise attacks or things like that.

    Spells:
    D-Class Spells:
    Ring of Fire:
    Name: Ring of Fire
    Rank: D
    Type: Fire; Defensive
    Duration: 2 posts, unless dispelled sooner
    Cooldown: 3 posts

    Description: Ring of Fire is cast via physical incantation, i.e. gesturing the shape of the spell. Appearance wise, most commonly a circle that surrounds the caster on the ground where they stand with a wall of flames rising upwards that prevents any attacks from outside or inside the circle. The spell is short, but it gives the caster time to quickly heal or compose a plan without the threat of attack damage.
    The speed of the spell is almost as immediate as the casting. The spell itself only covers whatever/whoever the caster is thinking of when the spell is cast and has no effect on outside parties other than disintegrating whatever attacks come its way. The spell has no specific measurements and can be stretched as far as the caster can see. Defensive spells have a cap on how many attacks they can take based on the hp of them, please state how many hits of D rank this can take. Also please state an actual range/size for the spell, as within sight is too far because humans can see for miles in proper conditions and just one mile is equal to 1,000 meters which is not actually a range for spells on the site. Okay, so I'd like to say about 5 attacks to break it down, most likely depending on how strong it is in the first place. Since I have to put a limit of this, I hope a can say about maybe... 20 meters all around? I'm loosely basing this measurement off of some gym class activities I did in middle school.

    Strengths: -momentary protection

    Weaknesses: -the strength of the barrier depends on how much magic energy the caster has at the time of casting.


    Name: Flaming Talons
    Rank: D
    Type: Fire; Offensive
    Duration: 1 post
    Cooldown: 3 posts

    Description: Flaming Talons is cast through physical incantation with intent, meaning if the caster slides one foot behind them while thinking of the spell, it will activate. The spell appears as if the caster’s feet were to burst into flame and gives them extra damage infliction when they kick their opponent. This spell requires immediate use, but has no limit to the amount of times it can be used.
    How much does this increase damage, is this a chain spell or not? Um... I feel like this one acts mostly like a boost(?) that the caster can use to momentarily increase the weight of their attack by like a quarter of whatever strength they have in the moment. Not actually sure what a chain spell is...

    Strengths: -damage infliction is increased Damage can not be tripled by one spell,
    ever.
    Alright, good to know!

    Weaknesses: -limited time window

    Sight:
    Name: Sight
    Rank: D
    Type: Assist
    Duration: 3 posts
    Cooldown: 6 posts

    Description: Sight is cast verbally, and appears as a yellow glow through the eyes of the caster. Sight allows the caster to momentarily increase area visibility to themselves, but is best used in darkness. It neither protects or harms and is only usable as a caster assist.

    Strengths: -increased area visibility

    Weaknesses: -in darkness, makes the caster easier to detect.
    Kiss Of Life:
    Name: Kiss of Life
    Rank: D
    Type: Healing
    Duration: 1 post
    Cooldown: 10 posts

    Description: The Kiss of Life is a spell that is used to transfer the caster’s magic energy to another mage to heal them. As Phoenix Flame is heavily affected by the caster themselves, the spell is most effective when it is used on someone the caster cares about, and even stronger when they hold feelings of love for the person they want to heal. The spell is cast verbally and physically; first through incantation and second through the act of kissing. The kiss does not have to be placed in the mouth, but is of course, more effective that way. How much damage does this actually heal? I think about as much as they can handle taking on? It's very dependent on what kind of wound they're healing. If I had to be specific though... probably a good 3/4 of it, if that's possible.

    Strengths: -helps those who are wounded

    Weaknesses: -can be used to heal fatal illnesses/wounds, but doing so would only transfer that illness/wound to the caster and in turn, cause their death.

    Ember Feathers:
    Name: Ember Feathers
    Rank: D
    Type: Fire; Offensive
    Duration: 3 posts
    Cooldown: 4 posts

    Description: Ember Feathers gives the casting mage wings of fire, not usable to fly but to inflict damage on the opponent(s); and is cast through verbal incant, tion. With every movement the caster makes, glowing feathers (resembling embers) with fall loose from their arms and set fire to whatever they touch. How much damage does this actually do? Also as a starting D rank you only get four spells, so you're going to have to state one of these five is unusable until its switched to a D rank sig when you rank up far enough for signature spells,
    until you buy another D rank spell slot, or until you rank up high enough to unlock another.
    For damage, I don't think that individually they would cause much. If we were to guess on a scale of 100 pts, about 5 per 'feather'. As an ending note though, I only see that I posted four? Thanks for helping me though, I'm still really new to this, so I really appreciate it.

    Strengths: -strong offensive advantage

    Weaknesses: -cannot prevent unintentional damage to properties/innocent people, caster beware.


    ___________________________________________________________________
    avatar
    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
    Lineage : Inugami
    Position : None
    Posts : 1812
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 63,215

    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Completed Re: Phoenix Flame

    Post by Jiyu Kazehime on Sun 10 Dec 2017 - 12:21

    Here we go for round two, but please remember to edit the required edits into your first post.

    @KatherineNeel wrote:
    @Jiyu Kazehime wrote:Hiya, Jiyu here, sorry this is a bit late, I thought I posted it before I went to bed the day I claimed it but I guess I forgot, been a bit sick. grading in this color. Thank you for the critiques, I will work on fixing them asap! - Kath My edits in this color!
    @KatherineNeel wrote:Magic


    Primary Magic: Phoenix Flame

    Secondary Magic: None

    Caster or Holder: Caster

    Description: Phoenix Flame is an ancient magic that very few ever learned, but was used during the age of dragons, making it nearly as old as dragon slayer magic, but only of slight inferior power. Phoenix Flame gives the caster the ability to heal themselves much like the mythical bird itself would, but only so many times during a certain period. Attempting to heal oneself too many times in one period would cause the magic to reach a halt, meaning the mage who uses Phoenix Flame would cease to regenerate magic power for some time. The halt acts as a wound, one that cannot be healed by anything but time. The flames themselves can primarily be conjured through the hands and feet, and range through a spectrum a red colors such as crimson, magenta, red orange and occasionally bright yellow even though it isn’t red at all. This particular kind of fire magic feeds heavily off of the caster’s emotions. Anything they are feeling when they use the flames affects how they are used. For instance, if the caster is angry, the flames will be extremely damaging; whereas if the caster is feeling love, the flames will feel warm and gentle to the touch, completely incapable of causing harm. There are many ways that emotion can affect the flames, but for every caster the effect is different.
    Katherine used the Phoenix Flame magic at its highest capacity prior to the time freeze most often as a way to help the people in her city. After her awakening from the time freeze, she has maintained use of her Phoenix Flame, but has since been exercising it after having gone unused for over a millennia. Phoenix Flame is primarily benign, but can be used (with probable cause) as an exceptional fighting type.

    Strengths: -emotional change; one of the biggest positives to the emotional affect on Phoenix Flame is that the flames will change with the caster’s emotion even while using them. This can be a significant advantage in battle because it can increase performance and fighting technique. Any strong emotions such as anger, love, etc. will make the flames more effective on the opponent. The change in a caster’s emotion not only determines the type and strength of the flames, it changes how much ground a spell might cover. Phoenix Flame is not meant for destruction and will only damage whatever the caster wants it to.

    Weaknesses: -emotional affection; because the caster’s emotions are capable of changing the way the flames ‘behave’, if one were to use the flames in a way that Phoenix Flame will not allow at that moment because of the caster’s feelings, the outcome would be the opposite of what the caster wanted. For example, say the caster needs to defend themselves, but they are feeling sad. The flames would inflict less damage on the opponent and make the fight much more difficult.
    -halt; as mentioned in the description, the caster can use Phoenix Flame to heal themselves. The largest flaw to this is that, when used too often, the healing effect will reverse itself and eventually cause a halt. The halt acts as an injury and prevents the caster’s magic power to regenerate for as long as 6 months. It is rare, but halting can become fatal if the caster doesn’t train in the areas of risk within Phoenix Flame.
    -low temperature; like the mythical bird, low temperatures decrease the functionality of Phoenix Flame. If the caster does not keep warm, their power will become weaker and weaker until they do so.

    Lineage: Spirit Warrior

    Unique Abilities: -heal; using the healing ability engulfs the caster in flames for a matter of seconds, essentially rejuvenating their energy and strength. But it can only be used so many times before it begins to take negative effects. How much does this heal them for, does this affect actual hp or is it just kinda a 'even if I have ten hp I feel like I have a thousand', sort deal. I'd imagine it takes whatever damage they took, cuts it in half and gives them that. This gives them actual health.Considering this can be used every post if you really wanted, I can not allow that, as 'damage they took' someone can take like say 300 damage at higher ranks and you can just give them back 150 which is more damage than an S rank spell deals baseline. This will at the most be able to deal back health equal to the damage of YOUR rank once per post. We have solid damage numbers and such within the HP and Magic Damage rules.
    -wings of fire; this ability is useful when the caster has to jump around a lot, but it consumes a lot of magic power and should be used sparingly. It can be summoned and unsummoned at will. What does this ability actually do and how much magic power does it actually consume? This ability is basically a boost of some sort. As a reference, kind of like when canon-natsu uses his fire to jump higher? It doesn't consume a lot, but if I had to try and measure, I'd say about... A 16th. Don't know if that makes sense, but I hope it helps!You have to specify how much further this lets you go, though considering its effects you don't really need a mp consumption, for ranges please refer to the burst ranges within the magic damage and hp rules.
    -phoenix song; like any bird, the phoenix has a song of its own, but it can only be used once every few years because of its destructive capacity. Caster’s using Phoenix Flame must use this ability wisely as it has serious consequences. Does this do damage, is it aesthetic, what does the ability actually do? Ah, I'd say this is more for aesthetic? But I think it could cause temporary deafness, even for the caster themselves. That feels pretty destructive to me, just in the way that it keeps anyone within the vicinity from hearing any possible surprise attacks or things like that.You can only deafen those of your rank or lower, 50% on one rank above and no effect on two ranks above,
    and it has to be within burst range for your rank


    Spells:
    D-Class Spells:
    Ring of Fire:
    Name: Ring of Fire
    Rank: D
    Type: Fire; Defensive
    Duration: 2 posts, unless dispelled sooner
    Cooldown: 3 posts

    Description: Ring of Fire is cast via physical incantation, i.e. gesturing the shape of the spell. Appearance wise, most commonly a circle that surrounds the caster on the ground where they stand with a wall of flames rising upwards that prevents any attacks from outside or inside the circle. The spell is short, but it gives the caster time to quickly heal or compose a plan without the threat of attack damage.
    The speed of the spell is almost as immediate as the casting. The spell itself only covers whatever/whoever the caster is thinking of when the spell is cast and has no effect on outside parties other than disintegrating whatever attacks come its way. The spell has no specific measurements and can be stretched as far as the caster can see. Defensive spells have a cap on how many attacks they can take based on the hp of them, please state how many hits of D rank this can take. Also please state an actual range/size for the spell, as within sight is too far because humans can see for miles in proper conditions and just one mile is equal to 1,000 meters which is not actually a range for spells on the site. Okay, so I'd like to say about 5 attacks to break it down, most likely depending on how strong it is in the first place. Since I have to put a limit of this, I hope a can say about maybe... 20 meters all around? I'm loosely basing this measurement off of some gym class activities I did in middle school. It can be three at the most, please refer to the magic rules. https://www.fairytail-rp.com/t23490-hp-magic-and-damage-rules

    Strengths: -momentary protection

    Weaknesses: -the strength of the barrier depends on how much magic energy the caster has at the time of casting.


    Name: Flaming Talons
    Rank: D
    Type: Fire; Offensive
    Duration: 1 post
    Cooldown: 3 posts

    Description: Flaming Talons is cast through physical incantation with intent, meaning if the caster slides one foot behind them while thinking of the spell, it will activate. The spell appears as if the caster’s feet were to burst into flame and gives them extra damage infliction when they kick their opponent. This spell requires immediate use, but has no limit to the amount of times it can be used.
    How much does this increase damage, is this a chain spell or not? Um... I feel like this one acts mostly like a boost(?) that the caster can use to momentarily increase the weight of their attack by like a quarter of whatever strength they have in the moment. Not actually sure what a chain spell is... https://www.fairytail-rp.com/t23490-hp-magic-and-damage-rules

    Strengths: -damage infliction is increased Damage can not be tripled by one spell,
    ever.
    Alright, good to know!

    Weaknesses: -limited time window

    Sight:
    Name: Sight
    Rank: D
    Type: Assist
    Duration: 3 posts
    Cooldown: 6 posts

    Description: Sight is cast verbally, and appears as a yellow glow through the eyes of the caster. Sight allows the caster to momentarily increase area visibility to themselves, but is best used in darkness. It neither protects or harms and is only usable as a caster assist.

    Strengths: -increased area visibility

    Weaknesses: -in darkness, makes the caster easier to detect.
    Kiss Of Life:
    Name: Kiss of Life
    Rank: D
    Type: Healing
    Duration: 1 post
    Cooldown: 10 posts

    Description: The Kiss of Life is a spell that is used to transfer the caster’s magic energy to another mage to heal them. As Phoenix Flame is heavily affected by the caster themselves, the spell is most effective when it is used on someone the caster cares about, and even stronger when they hold feelings of love for the person they want to heal. The spell is cast verbally and physically; first through incantation and second through the act of kissing. The kiss does not have to be placed in the mouth, but is of course, more effective that way. How much damage does this actually heal? I think about as much as they can handle taking on? It's very dependent on what kind of wound they're healing. If I had to be specific though... probably a good 3/4 of it, if that's possible.

    Strengths: -helps those who are wounded

    Weaknesses: -can be used to heal fatal illnesses/wounds, but doing so would only transfer that illness/wound to the caster and in turn, cause their death.

    Ember Feathers:
    Name: Ember Feathers
    Rank: D
    Type: Fire; Offensive
    Duration: 3 posts
    Cooldown: 4 posts

    Description: Ember Feathers gives the casting mage wings of fire, not usable to fly but to inflict damage on the opponent(s); and is cast through verbal incant, tion. With every movement the caster makes, glowing feathers (resembling embers) with fall loose from their arms and set fire to whatever they touch. How much damage does this actually do? Also as a starting D rank you only get four spells, so you're going to have to state one of these five is unusable until its switched to a D rank sig when you rank up far enough for signature spells,
    until you buy another D rank spell slot, or until you rank up high enough to unlock another.
    For damage, I don't think that individually they would cause much. If we were to guess on a scale of 100 pts, about 5 per 'feather'. As an ending note though, I only see that I posted four? Thanks for helping me though, I'm still really new to this, so I really appreciate it. You have five smells, Ember feahttps://www.fairytail-rp.com/t23490-hp-magic-and-damage-rules

    Strengths: -strong offensive advantage

    Weaknesses: -cannot prevent unintentional damage to properties/innocent people, caster beware.


    ___________________________________________________________________





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    KatherineNeel

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    Character Sheet
    Character Name: Katherine Neel
    Primary Magic: Phoenix Flame
    Secondary Magic:

    Completed Re: Phoenix Flame

    Post by KatherineNeel on Sun 10 Dec 2017 - 13:27

    Bump


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    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
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    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Completed Re: Phoenix Flame

    Post by Jiyu Kazehime on Thu 14 Dec 2017 - 12:55

    @KatherineNeel wrote:Magic


    Primary Magic: Phoenix Flame

    Secondary Magic: None

    Caster or Holder: Caster

    Description: Phoenix Flame is an ancient magic that very few ever learned, but was used during the age of dragons, making it nearly as old as dragon slayer magic, but only of slight inferior power. Phoenix Flame gives the caster the ability to heal themselves much like the mythical bird itself would, but only so many times during a certain period. Attempting to heal oneself too many times in one period would cause the magic to reach a halt, meaning the mage who uses Phoenix Flame would cease to regenerate magic power for some time. The halt acts as a wound, one that cannot be healed by anything but time. The flames themselves can primarily be conjured through the hands and feet, and range through a spectrum a red colors such as crimson, magenta, red orange and occasionally bright yellow even though it isn’t red at all. This particular kind of fire magic feeds heavily off of the caster’s emotions. Anything they are feeling when they use the flames affects how they are used. For instance, if the caster is angry, the flames will be extremely damaging; whereas if the caster is feeling love, the flames will feel warm and gentle to the touch, completely incapable of causing harm. There are many ways that emotion can affect the flames, but for every caster the effect is different.
    Katherine used the Phoenix Flame magic at its highest capacity prior to the time freeze most often as a way to help the people in her city. After her awakening from the time freeze, she has maintained use of her Phoenix Flame, but has since been exercising it after having gone unused for over a millennia. Phoenix Flame is primarily benign, but can be used (with probable cause) as an exceptional fighting type.

    Strengths: -emotional change; one of the biggest positives to the emotional affect on Phoenix Flame is that the flames will change with the caster’s emotion even while using them. This can be a significant advantage in battle because it can increase performance and fighting technique. Any strong emotions such as anger, love, etc. will make the flames more effective on the opponent. The change in a caster’s emotion not only determines the type and strength of the flames, it changes how much ground a spell might cover. Phoenix Flame is not meant for destruction and will only damage whatever the caster wants it to.

    Weaknesses:
    -emotional affection; because the caster’s emotions are capable of changing the way the flames ‘behave’, if one were to use the flames in a way that Phoenix Flame will not allow at that moment because of the caster’s feelings, the outcome would be the opposite of what the caster wanted. For example, say the caster needs to defend themselves, but they are feeling sad. The flames would inflict less damage on the opponent and make the fight much more difficult.

    -halt; as mentioned in the description, the caster can use Phoenix Flame to heal themselves. The largest flaw to this is that, when used too often, the healing effect will reverse itself and eventually cause a halt. The halt acts as an injury and prevents the caster’s magic power to regenerate for as long as 6 months. It is rare, but halting can become fatal if the caster doesn’t train in the areas of risk within Phoenix Flame.

    -low temperature; like the mythical bird, low temperatures decrease the functionality of Phoenix Flame. If the caster does not keep warm, their power will become weaker and weaker until they do so.

    Lineage: Spirit Warrior

    Unique Abilities:
    -heal; using the healing ability engulfs the caster in flames for a matter of seconds, essentially rejuvenating their energy and strength. Can be used 3 times per thread, Restores Damage and Mana equivalent to mage’s rank.

    -wings of fire; this ability is useful when the caster has to jump more efficiently(double normal heights), and allows user to use their wings to float from long falling heights. It can be summoned and unsummoned at will.

    -phoenix song; like any bird, the phoenix has a song of its own, or rather a scream; but it can only be used once every thread thread because of its destructive capacity. Caster’s using Phoenix Flame can emit a sound so powerful that it can collapse standing buildings. So this is just aesthetic?

    Spells:
    D-Class Spells:
    Ring of Fire:
    Name: Ring of Fire
    Rank: D
    Type: Fire; Defensive
    Duration: 2 posts, unless dispelled sooner
    Cooldown: 3 posts

    Description: Ring of Fire is cast via physical incantation, i.e. gesturing the shape of the spell. Appearance wise, most commonly a circle that surrounds the caster on the ground where they stand with a wall of flames rising upwards that prevents any attacks from outside or inside the circle. The spell is short, but it gives the caster time to quickly heal or compose a plan without the threat of attack damage.

    The speed of the spell is almost as immediate as the casting. The spell itself only covers whatever/whoever the caster is thinking of when the spell is cast and has no effect on outside parties other than disintegrating whatever attacks come its way. The spell can reach 3 meters aprox. Flames burn out any incoming D-rank damage. Not any D rank incoming damage, if say four D rank spells are incoming a defense spell can't block them all. It can only block around 2-3 hits of D rank damage.

    Strengths:
    -momentary protection against attacks
    -three meter range

    Weaknesses:
    -can only cast one circle at a time
    -can only burn up projectiles, someone stupid nuff could jump in that circle (flames deal d-rank urns)
    - can't burn projectiles C-rank-Strong and up


    Name: Flaming Talons
    Rank: D
    Type: Fire; Offensive
    Duration: 1 post
    Cooldown: 3 posts

    Description: Flaming Talons is cast through physical incantation with intent, meaning if the caster slides one foot behind them while thinking of the spell, it will activate. The spell appears as if the caster’s feet were to burst into flame and gives them D-rank spell damage infliction when they kick their opponent. This spell requires immediate use.

    Strengths:
    -deals spell damage.
    -ideal for hand to hand

    Weaknesses:
    -only close range
    -Instant use
    -flames can be blown out by water magic of higher rank

    Sight:
    Name: Sight
    Rank: D
    Type: Assist
    Duration: 3 posts
    Cooldown: 6 posts

    Description: Sight is cast verbally, and appears as a yellow glow through the eyes of the caster. Sight allows the caster to momentarily increase area visibility to themselves, but is best used in darkness. It neither protects or harms and is only usable as a caster assist.

    Strengths: -increased area visibility

    Weaknesses: -in darkness, makes the caster easier to detect.
    All spells require at least one more strength than weakness, please give this another weakness.
    Kiss Of Life:
    Name: Kiss of Life
    Rank: D
    Type: Healing
    Duration: 1 post
    Cooldown: 10 posts

    Description: The Kiss of Life is a spell that is used to transfer the caster’s magic energy to another mage to heal them. As Phoenix Flame is heavily affected by the caster themselves, the spell is most effective when it is used on someone the caster cares about, and even stronger when they hold feelings of love for the person they want to heal. The spell is cast verbally and physically; first through incantation and second through the act of kissing. The kiss does not have to be placed in the mouth, but is of course, more effective that way. However much hp they heal has to come out of character's hp by x2 (healing 25% hp would drain 50% of casters health)

    Strengths:
    -Helps those who are wounded
    -Heal as far as the caster is willing to go

    Weaknesses:
    -close range
    -connect kissing eww cooties
    -damages themselves.

    Ember Feathers:
    Name: Ember Feathers
    Rank: D
    Type: Fire; Offensive
    Duration: 3 posts
    Cooldown: 4 posts

    Description: Ember Feathers gives the casting mage wings of fire, not usable to fly but to inflict damage on the opponent(s); and is cast through verbal incantation. With every movement the caster makes, glowing feathers (resembling embers) with fall loose from their arms and set fire to whatever they touch. 10 feathers can fall and scatter on the ground, deal 10 damage each
    This is a mulit hit, please re-consult multi hit rules and edit this spell to follow them
    Strengths:
    -can be sent airborne via wind when engaged in OUTDOOR combat.
    -contact with feathers must be made to deal damage
    Weaknesses:
    -wings can be used to block
    -higher ranking water spells can snuff out wings during duration.
    This spell requires an additional weakness or for you so remove a strength

    Also you have five spells, D ranks only have four, edit so that one is locked until you purchase it or rank enough to unlock it.


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    KatherineNeel

    Player -
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    Character Sheet
    Character Name: Katherine Neel
    Primary Magic: Phoenix Flame
    Secondary Magic:

    Completed Re: Phoenix Flame

    Post by KatherineNeel on Thu 14 Dec 2017 - 14:00

    @Jiyu Kazehime wrote:
    @KatherineNeel wrote:Magic


    Primary Magic: Phoenix Flame

    Secondary Magic: None

    Caster or Holder: Caster

    Description: Phoenix Flame is an ancient magic that very few ever learned, but was used during the age of dragons, making it nearly as old as dragon slayer magic, but only of slight inferior power. Phoenix Flame gives the caster the ability to heal themselves much like the mythical bird itself would, but only so many times during a certain period. Attempting to heal oneself too many times in one period would cause the magic to reach a halt, meaning the mage who uses Phoenix Flame would cease to regenerate magic power for some time. The halt acts as a wound, one that cannot be healed by anything but time. The flames themselves can primarily be conjured through the hands and feet, and range through a spectrum of red colors such as crimson, magenta, red-orange and occasionally bright yellow even though it isn’t red at all. This particular kind of fire magic feeds heavily off of the caster’s emotions. Anything they are feeling when they use the flames affects how they are used. For instance, if the caster is angry, the flames will be extremely damaging; whereas if the caster is feeling love, the flames will feel warm and gentle to the touch, completely incapable of causing harm. There are many ways that emotion can affect the flames, but for every caster the effect is different.
    Katherine used the Phoenix Flame magic at its highest capacity prior to the time freeze most often as a way to help the people in her city. After her awakening from the time freeze, she has maintained use of her Phoenix Flame but has since been exercising it after having gone unused for over a millennia. Phoenix Flame is primarily benign but can be used (with probable cause) as an exceptional fighting type.

    Strengths: -emotional change; one of the biggest positives to the emotional effect on Phoenix Flame is that the flames will change with the caster’s emotion even while using them. This can be a significant advantage in battle because it can increase performance and fighting technique. Any strong emotions such as anger, love, etc. will make the flames more effective on the opponent. The change in a caster’s emotion not only determines the type and strength of the flames, it changes how much ground a spell might cover. Phoenix Flame is not meant for destruction and will only damage whatever the caster wants it to.

    Weaknesses:
    -emotional affection; because the caster’s emotions are capable of changing the way the flames ‘behave’, if one were to use the flames in a way that Phoenix Flame will not allow at that moment because of the caster’s feelings, the outcome would be the opposite of what the caster wanted. For example, say the caster needs to defend themselves, but they are feeling sad. The flames would inflict less damage on the opponent and make the fight much more difficult.

    -halt; as mentioned in the description, the caster can use Phoenix Flame to heal themselves. The largest flaw to this is that, when used too often, the healing effect will reverse itself and eventually cause a halt. The halt acts as an injury and prevents the caster’s magic power to regenerate for as long as 6 months. It is rare, but halting can become fatal if the caster doesn’t train in the areas of risk within Phoenix Flame.

    -low temperature; like the mythical bird, low temperatures decrease the functionality of Phoenix Flame. If the caster does not keep warm, their power will become weaker and weaker until they do so.

    Lineage: Spirit Warrior

    Unique Abilities:
    -heal; using the healing ability engulfs the caster in flames for a matter of seconds, essentially rejuvenating their energy and strength. Can be used 3 times per thread, Restores Damage and Mana equivalent to mage’s rank.

    -wings of fire; this ability is useful when the caster has to jump more efficiently(double normal heights), and allows the user to use their wings to float from long falling heights. It can be summoned and unsummoned at will.

    -phoenix song; like any bird, the Phoenix has a song of its own, or rather a scream; but it can only be used once every thread because of its destructive capacity. Caster’s using Phoenix Flame can emit a sound so powerful that it can collapse standing buildings. So this is just aesthetic? yes.

    Spells:
    D-Class Spells:
    Ring of Fire:
    Name: Ring of Fire
    Rank: D
    Type: Fire; Defensive
    Duration: 2 posts, unless dispelled sooner
    Cooldown: 3 posts

    Description: Ring of Fire is cast via physical incantation, i.e. gesturing the shape of the spell. Appearance wise, most commonly a circle that surrounds the caster on the ground where they stand with a wall of flames rising upwards that prevents any attacks from outside or inside the circle. The spell is short, but it gives the caster time to quickly heal or compose a plan without the threat of attack damage.

    The speed of the spell is almost as immediate as the casting. The spell itself only covers whatever/whoever the caster is thinking of when the spell is cast and has no effect on outside parties other than disintegrating whatever attacks come its way. The spell can reach 3 meters approx. Flames burn out 3 hits of D-rank damage. Not any D rank incoming damage, if say four D rank spells are incoming a defense spell can't block them all. It can only block around 2-3 hits of D rank damage.

    Strengths:
    -momentary protection against attacks
    -three meter range

    Weaknesses:
    -can only cast one circle at a time
    -can only burn up projectiles, someone stupid nuff could jump in that circle (flames deal d-rank burns)
    -can't burn projectiles C-rank-Strong and up

    Flaming Talons:

    Name: Flaming Talons
    Rank: D
    Type: Fire; Offensive
    Duration: 1 post
    Cooldown: 3 posts

    Description: Flaming Talons is cast through physical incantation with intent, meaning if the caster slides one foot behind them while thinking of the spell, it will activate. The spell appears as if the caster’s feet were to burst into flame and gives them D-rank spell damage infliction when they kick their opponent. This spell requires immediate use.

    Strengths:
    -deals spell damage.
    -ideal for hand to hand

    Weaknesses:
    -only close range
    -Instant use
    -flames can be blown out by water magic of higher rank

    Sight:
    Name: Sight
    Rank: D
    Type: Assist
    Duration: 3 posts
    Cooldown: 6 posts

    Description: Sight is cast verbally and appears as a yellow glow through the eyes of the caster. Sight allows the caster to momentarily increase area visibility to themselves but is best used in darkness. It neither protects or harms and is only usable as a caster assist.

    Strengths: -increased area visibility

    Weaknesses: -in darkness, makes the caster easier to detect.
    -can be nullified if the caster is struct with light in the eyes
    All spells require at least one more strength than weakness, please give this another weakness.
    Kiss Of Life:
    Name: Kiss of Life
    Rank: D
    Type: Healing
    Duration: 1 post
    Cooldown: 10 posts

    Description: The Kiss of Life is a spell that is used to transfer the caster’s magic energy to another mage to heal them. As Phoenix Flame is heavily affected by the caster themselves, the spell is most effective when it is used on someone the caster cares about, and even stronger when they hold feelings of love for the person they want to heal. The spell is cast verbally and physically; first through incantation and second through the act of kissing. The kiss does not have to be placed in the mouth, but is of course, more effective that way. However much hp they heal has to come out of character's hp by x2 (healing 25% hp would drain 50% of casters health)

    Strengths:
    -Helps those who are wounded
    -Heal as far as the caster is willing to go

    Weaknesses:
    -close range
    -connect kissing eww cooties
    -damages themselves.

    Ember Feathers:
    Name: Ember Feathers
    Rank: D
    Type: Fire; Offensive
    Duration: 3 posts
    Cooldown: 4 posts

    locked until c-rank

    Description: Ember Feathers gives the casting mage wings of fire, not usable to fly but to inflict damage on the opponent(s); and is cast through verbal incantation. With every movement, the caster makes glowing feathers (resembling embers) with fall loose from their arms and set fire to whatever they touch. 10 feathers can fall and scatter on the ground, deal 2 damage each
    This is a multi-hit, please re-consult multi-hit rules and edit this spell to follow them
    Strengths:
    -can be sent airborne via wind when engaged in OUTDOOR combat.
    -contact with feathers must be made to deal damage
    Weaknesses:
    -wings can be used to block
    -higher ranking water spells can snuff out wings for the duration.
    -the surrounding area takes damage as well as enemies.
    This spell requires an additional weakness or for you so remove a strength

    Also, you have five spells, D ranks only have four, edit so that one is locked until you purchase it or rank enough to unlock it.


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    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
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    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Completed Re: Phoenix Flame

    Post by Jiyu Kazehime on Fri 15 Dec 2017 - 14:40

    Please refer to the rules thread for when you unlock a fifth D rank spell its not C rank, please edit this to be locked until slot purchase, or locked until the correct rank where a fifth slot is obtained.

    Or alternately edit it to be a C rank spell, locked until you reach C rank.

    Consulting another staffer on two things real fast as my brain is giving me a hard time due to the holiday madness around this time of year.


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    KatherineNeel

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    Character Name: Katherine Neel
    Primary Magic: Phoenix Flame
    Secondary Magic:

    Completed Re: Phoenix Flame

    Post by KatherineNeel on Sun 17 Dec 2017 - 10:18

    should be fixed now


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    Jiyu Kazehime

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    Completed Re: Phoenix Flame

    Post by Jiyu Kazehime on Sun 17 Dec 2017 - 20:57

    Heal: Needs a proper cool down to signify how many posts must

    Kiss Of Life: needs a cap on how much Hp you can actually restore to someone.

    after that we should be good.


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    KatherineNeel

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    Completed Re: Phoenix Flame

    Post by KatherineNeel on Tue 19 Dec 2017 - 15:05

    boop


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    Jiyu Kazehime

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    Completed Re: Phoenix Flame

    Post by Jiyu Kazehime on Tue 19 Dec 2017 - 15:15

    Alright if my understanding is correct, and the kiss heal will only heal for D rank damage, than you can remove the percentages and the harm to yourself and simply write that it gives back another mage health back equal to a D rank attack. Of course you can still have it take half from you if you want and such, just a suggestion.

    And if I am right about the cap you placed, just change the wording cause the cap wording can be interpreted in many ways, just place 'only heals up to a D rank worth of damage' so there is no confusion or trouble for you in the future.

    After this last edit we'll be good to go~


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    KatherineNeel

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    Completed Re: Phoenix Flame

    Post by KatherineNeel on Tue 19 Dec 2017 - 15:28

    .


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    Jiyu Kazehime

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    Completed Re: Phoenix Flame

    Post by Jiyu Kazehime on Wed 20 Dec 2017 - 19:37


    Spoiler:
    @KatherineNeel wrote:Magic


    Primary Magic: Phoenix Flame

    Secondary Magic: None

    Caster or Holder: Caster

    Description: Phoenix Flame is an ancient magic that very few ever learned, but was used during the age of dragons, making it nearly as old as dragon slayer magic, but only of slight inferior power. Phoenix Flame gives the caster the ability to heal themselves much like the mythical bird itself would, but only so many times during a certain period. Attempting to heal oneself too many times in one period would cause the magic to reach a halt, meaning the mage who uses Phoenix Flame would cease to regenerate magic power for some time. The halt acts as a wound, one that cannot be healed by anything but time. The flames themselves can primarily be conjured through the hands and feet, and range through a spectrum of red colors such as crimson, magenta, red-orange and occasionally bright yellow even though it isn’t red at all. This particular kind of fire magic feeds heavily off of the caster’s emotions. Anything they are feeling when they use the flames affects how they are used. For instance, if the caster is angry, the flames will be extremely damaging; whereas if the caster is feeling love, the flames will feel warm and gentle to the touch, completely incapable of causing harm. There are many ways that emotion can affect the flames, but for every caster the effect is different.
    Katherine used the Phoenix Flame magic at its highest capacity prior to the time freeze most often as a way to help the people in her city. After her awakening from the time freeze, she has maintained use of her Phoenix Flame but has since been exercising it after having gone unused for over a millennia. Phoenix Flame is primarily benign but can be used (with probable cause) as an exceptional fighting type.

    Strengths: -emotional change; one of the biggest positives to the emotional effect on Phoenix Flame is that the flames will change with the caster’s emotion even while using them. This can be a significant advantage in battle because it can increase performance and fighting technique. Any strong emotions such as anger, love, etc. will make the flames more effective on the opponent. The change in a caster’s emotion not only determines the type and strength of the flames, it changes how much ground a spell might cover. Phoenix Flame is not meant for destruction and will only damage whatever the caster wants it to.

    Weaknesses:
    -emotional affection; because the caster’s emotions are capable of changing the way the flames ‘behave’, if one were to use the flames in a way that Phoenix Flame will not allow at that moment because of the caster’s feelings, the outcome would be the opposite of what the caster wanted. For example, say the caster needs to defend themselves, but they are feeling sad. The flames would inflict less damage on the opponent and make the fight much more difficult.

    -halt; as mentioned in the description, the caster can use Phoenix Flame to heal themselves. The largest flaw to this is that, when used too often, the healing effect will reverse itself and eventually cause a halt. The halt acts as an injury and prevents the caster’s magic power to regenerate for as long as 6 months. It is rare, but halting can become fatal if the caster doesn’t train in the areas of risk within Phoenix Flame.

    -low temperature; like the mythical bird, low temperatures decrease the functionality of Phoenix Flame. If the caster does not keep warm, their power will become weaker and weaker until they do so.

    Lineage: Spirit Warrior

    Unique Abilities:
    -heal; using the healing ability engulfs the caster in flames for a matter of seconds, essentially rejuvenating their energy and strength. Can be used 3 times per thread, Restores Damage and Mana equivalent to mage’s rank. (3 post cool-down)

    -wings of fire; this ability is useful when the caster has to jump more efficiently(double normal heights), and allows the user to use their wings to float from long falling heights. It can be summoned and unsummoned at will.

    -phoenix song; like any bird, the Phoenix has a song of its own, or rather a scream; but it can only be used once every thread because of its destructive capacity. Caster’s using Phoenix Flame can emit a sound so powerful that it can collapse standing buildings. (aesthetic ability)

    Spells:
    D-Class Spells:
    Ring of Fire:
    Name: Ring of Fire
    Rank: D
    Type: Fire; Defensive
    Duration: 2 posts, unless dispelled sooner
    Cooldown: 3 posts

    Description: Ring of Fire is cast via physical incantation, i.e. gesturing the shape of the spell. Appearance wise, most commonly a circle that surrounds the caster on the ground where they stand with a wall of flames rising upwards that prevents any attacks from outside or inside the circle. The spell is short, but it gives the caster time to quickly heal or compose a plan without the threat of attack damage.

    The speed of the spell is almost as immediate as the casting. The spell itself only covers whatever/whoever the caster is thinking of when the spell is cast and has no effect on outside parties other than disintegrating whatever attacks come its way. The spell can reach 3 meters approx. Flames burn out 3 hits of D-rank damage.

    Strengths:
    -momentary protection against attacks
    -three meter range

    Weaknesses:
    -can only cast one circle at a time
    -can only burn up projectiles, someone stupid nuff could jump in that circle (flames deal d-rank burns)
    -can't burn projectiles C-rank-Strong and up

    Flaming Talons:

    Name: Flaming Talons
    Rank: D
    Type: Fire; Offensive
    Duration: 1 post
    Cooldown: 3 posts

    Description: Flaming Talons is cast through physical incantation with intent, meaning if the caster slides one foot behind them while thinking of the spell, it will activate. The spell appears as if the caster’s feet were to burst into flame and gives them D-rank spell damage infliction when they kick their opponent. This spell requires immediate use.

    Strengths:
    -deals spell damage.
    -ideal for hand to hand

    Weaknesses:
    -only close range
    -Instant use
    -flames can be blown out by water magic of higher rank

    Sight:
    Name: Sight
    Rank: D
    Type: Assist
    Duration: 3 posts
    Cooldown: 6 posts

    Description: Sight is cast verbally and appears as a yellow glow through the eyes of the caster. Sight allows the caster to momentarily increase area visibility to themselves but is best used in darkness. It neither protects or harms and is only usable as a caster assist.

    Strengths: -increased area visibility

    Weaknesses: -in darkness, makes the caster easier to detect.
    -can be nullified if the caster is struct with light in the eyes

    Kiss Of Life:
    Name: Kiss of Life
    Rank: D
    Type: Healing
    Duration: 1 post
    Cooldown: 10 posts

    Description: The Kiss of Life is a spell that is used to transfer the caster’s magic energy to another mage to heal them. As Phoenix Flame is heavily affected by the caster themselves, the spell is most effective when it is used on someone the caster cares about, and even stronger when they hold feelings of love for the person they want to heal. The spell is cast verbally and physically; first through incantation and second through the act of kissing. The kiss does not have to be placed in the mouth, but is of course, more effective that way. However much hp they heal has to come out of character's hp by x2 (drains 50% of casters health) (heals up to D-rank damage only)

    Strengths:
    -Helps those who are wounded
    -Heal as far as the caster is willing to go

    Weaknesses:
    -close range
    -connect kissing eww cooties
    -damages themselves.

    C-Class Spells:
    Ember Feathers:
    Name: Ember Feathers
    Rank: C
    Type: Fire; Offensive
    Duration: 3 posts
    Cooldown: 4 posts

    locked until c-rank

    Description: Ember Feathers gives the casting mage wings of fire, not usable to fly but to inflict damage on the opponent(s); and is cast through verbal incantation. With every movement, the caster makes glowing feathers (resembling embers) with fall loose from their arms and set fire to whatever they touch. 10 feathers can fall and scatter on the ground, deal 2 damage each.

    Strengths:
    -can be sent airborne via wind when engaged in OUTDOOR combat.
    -contact with feathers must be made to deal damage

    Weaknesses:
    -wings can be used to block
    -higher ranking water spells can snuff out wings for the duration.
    -the surrounding area takes damage as well as enemies.


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