Phoenix Flame

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    KatherineNeel

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    First Magic: Phoenix Flame
    Second Magic:
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    Phoenix Flame

    Post by KatherineNeel on Thu 30 Nov - 7:05

    Phoenix Flame

    Magic Name: Phoenix Flame
    Magic Type: Lost; Lost magic is similar to caster magic in what it can accomplish and how flexible it is. However, the big difference between caster and lost is that Lost magic is stronger but also harder to cast.
    Description:
    Phoenix Flame was created over a millennia ago by an experimental mage who had curiosities about the power of human emotion and its effect on how one uses magic. His studies aimed to create a new magical art for the world to behold, one that manipulated the emotions of the user to fuel their magic energy, thus creating a cycle of infinite power. By taking control over their feelings, the user could channel and transform it into something tangible, like fire, and each type of flame would do something different just as fire does in reality. It does not just burn and take away, it also gives life and comfort. He was also quite fascinated by the Phoenix and its abilities; to destroy and create new life from that destruction by burning itself down to a pile of ashes and rising from it anew. He wondered if the magic he was creating used emotion to recycle magic energy and conjure flames with different effects depending on what the user was feeling, could it also prolong their lifespan? And not only that, could it be used to heal? This aspect of Phoenix Flame was based purely on the user’s level of desire, as the creator had decided that the art of intention would fit well with saving lives. For example, if the user held deep affection for the person or thing that they were trying to save, the healing power of the flames would be much more effective. The healing aspect could also be used on the user themselves, but at a price. The creator of Phoenix Flame taught his magic to only one person, a young girl he’d found in an alley on a stormy afternoon who had nearly bled to death because of a brutal stoning. He took her in, cared for her and saw her potential, in the end deciding that she would be his apprentice.

    Phoenix Flame, as told previously, is based heavily on emotion and intention. It is as restorative as it is destructive and what it does all depends on the user. There are no verbal or physical incantations used in this magic; all of it is controlled by the mind and directed through the body. Phoenix Flame is not perfect, in fact, compared to most magics it is incredibly flawed. This is due to the fact that has only ever been used by one person and was, in essence, an experiment. It is, in a way, incomplete. Its spells are created and mastered on a whim, purely by accident and discovered by chance. There is no telling what might occur when Phoenix Flame is put to work, in any situation. What is known for sure though, is what effects the user’s fire has. Positive emotions will typically conjure healing, comforting, and non-destructive flames ranging from warm pinks or purples to soft yellow or golden hues. They do not burn to injure or damage but to assist in whatever way the user sees fit. Negative emotions can conjure two types of flames, and each type has its own variations. The first are flames that burn to destroy and can inflict extreme harm on anyone or anything they touch and are usually bright red or orange; these are conjured when the user feels intense anger or rage and has a desire only to hurt. The second are flames that burn not to destroy, but to “sting” or stun and can be varying shades of green, sometimes blue. These, when contact is made, are able to put whoever or whatever they touch, if it is living, at a disadvantage and are commonly caused by sadness or bitterness.
    Unique Abilities:

    • Ability: “Heat Detection”; this ability allows the user to identify people or things near them by their unique heat signature. Every living thing has one and ultimately, this ability helps the user recognize whether their surroundings are familiar or not and can help them gauge the environment's safety.
    • Ability: “Sympathy”; this ability allows the user to share with others how they are feeling through touch. It does not use flames and thus has no physical effect on the one being touched, but a soft glow to indicate that there is a transfer occurring. The color of the glow depends on the user’s mood.
    • Ability: “No Pain, No Gain” a.k.a. “Self-healing”; this ability allows the user to heal themselves, with a condition of course. If the user has been injured, they can speed up the wounds healing process by burning themselves with a source of pure fire, one made naturally and not with magic. It is a sort of ‘punishment’ for being selfish, but the self-inflicted burns will heal just as quickly the wounds the user meant to heal in the first place. While the pain is excruciating, the result is a perfect, scarless heal. The effect this ability has depends on how long the user burns themselves. All wounds being healed will appear to be covered in ash and once the process is complete, the ash will fall away and leave the afflicted area just like new.



    Spells:

    D-Rank:
    Feather Dagger:

    Name: Feather Dagger
    Rank: D
    Type: Single Target, DOT
    Damage: 40 HP; 13.3 HP each post over duration.
    Range: 60 Meters
    Speed: 60 Meters/Second
    Duration: 3 Posts
    Downside: N/A
    Description: A feather is materialized in the user’s hand, positioned for throwing. It is the length of the user’s forearm and glows like a hot ember, bright particles drifting around it like an aura of magic energy. When thrown, a hit is almost guaranteed. Once the target has been struck, the quill of the feather embeds itself into the target and stays in place until the spell’s duration is up. During this time, the feather’s aura will surround the target and inflict damage. Once the duration is up, the feather dissipates into nothingness. The feather cannot be removed.
    Deflection Instinct:

    Name: Deflection Instinct
    Rank: D
    Type: Defensive
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: 2 Posts
    Description: If the user feels they are in danger of taking a hit they cannot counter, they can use this spell to temporarily cover their body in a layer of attack-deflecting fire. The ‘shield’ can take 3 hits of equal rank damage.
    Adrenaline Shot:

    Name: Adrenaline Shot
    Rank: D
    Type: Buff
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: 3 Posts
    Description: ’Adrenaline Shot’ increases the user’s strength and gives them a 50% increase to the amount of melee damage they can inflict, making the usual 20 HP into 30 HP.
    Chill Resistance:

    Name: Chill Resistance
    Rank: D
    Type: Buff
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: 3 Posts
    Description: ’Chill Resistance’ decreases the effect of water and wind magic of equal rank on the user by 50%.
    Advanced - Feather Dagger Wing Sweep:

    Name: Feather Dagger Wing Sweep
    Rank: D+
    Type: Multiple Target, Instant
    Damage: 45 HP; 5 HP for each feather.
    Range: 67.5 Meters
    Speed: 45 Meters/Second
    Duration: 1 Post
    Description: The user’s arms become surrounded by fire in the form/shape of Phoenix wings and with a sweep project 9 feathers. The feathers, like in ‘Feather Dagger’, look like glowing embers with bright particles drifting around them. From the wings, the feathers are thrown at the target(s) and each of the 9 hits do instant damage, totaling at 45 HP.
    C-Rank:
    Rebirth Blast:

    Name: Rebirth Blast
    Rank: C
    Type: Burst, DOT
    Damage: 60 HP; 24 HP for the initial blast (first post), embers deal 12 HP each post over the remaining duration (final three posts)
    Range: 30 Meters
    Speed: 30 Meters/Second
    Duration: 4 Posts
    Downside: After initiating this spell, the user is rendered immobile for a single post and cannot defend themselves.
    Description: The user expels fire from within their body that burns up everything within range. As the flames begin to go out, the embers that settle are what do lasting damage. In the instance of casting this spell, the user’s body appears to be completely charred as they “recharge” and are being “reborn”. Upon being able to move again, the charing cracks and falls to the ground in ashes.
    Aura Cage:

    Name: Aura Cage
    Rank: C
    Type: AOE
    Damage: N/A
    Range: 60 Meters
    Speed: 30 Meters/Second
    Duration: 5 Posts
    Downside: This spell can put the user in more danger if their opponent is stronger or has an advantage over them and is within range.
    Description: With their body as the focal point, an aura-like dome of fire spreads around them and encapsulates the user and whomever/whatever is within range. It can act as a shield and a trap. The dome can take three hits of equal rank damage, but does not do any itself.
    Grace Period:

    Name: Grace Period
    Rank: C
    Type: Buff
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: 3 Posts
    Description: Temporarily increases the user’s HP by 25% and acts as a damage buffer. 300 HP becomes 375 HP.
    Advanced - Hallucinogen:

    Name: Hallucinogen
    Rank: C+
    Type: Single Target
    Damage: 90 HP
    Range: 180 Meters
    Speed: 180 Meters/Second
    Duration: 6 Posts
    Description: The effect of this spell begins when the user lands a melee blow on their opponent after casting it. It is a colorless, translucent flame that upon contact increases the target’s body temperature to the point that they begin to hallucinate based on their current emotional state. The illusions will only appear vividly within the spell’s range, the focal point being the user who casts it. As the duration is spent, the illusions become less clear and less effective.


    Last edited by KatherineNeel on Fri 30 Nov - 0:57; edited 10 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- Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
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    First Magic: Wind Magic
    Second Magic: Demonic Takeover
    Third Magic:

    Re: Phoenix Flame

    Post by Jiyu Kazehime on Fri 8 Dec - 1:44

    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

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    Experience : 550

    Character Sheet
    First Magic: Phoenix Flame
    Second Magic:
    Third Magic:

    Re: Phoenix Flame

    Post by KatherineNeel on Fri 8 Dec - 6:24

    @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.


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    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
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    Posts : 1917
    Guild : Black Rose
    Cosmic Coins : 0
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    Experience : 471,710

    Character Sheet
    First Magic: Wind Magic
    Second Magic: Demonic Takeover
    Third Magic:

    Re: Phoenix Flame

    Post by Jiyu Kazehime on Sun 10 Dec - 0:21

    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
    First Magic: Phoenix Flame
    Second Magic:
    Third Magic:

    Re: Phoenix Flame

    Post by KatherineNeel on Sun 10 Dec - 1:27

    Bump


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    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
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    Character Sheet
    First Magic: Wind Magic
    Second Magic: Demonic Takeover
    Third Magic:

    Re: Phoenix Flame

    Post by Jiyu Kazehime on Thu 14 Dec - 0:55

    @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
    First Magic: Phoenix Flame
    Second Magic:
    Third Magic:

    Re: Phoenix Flame

    Post by KatherineNeel on Thu 14 Dec - 2:00

    @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- Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
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    First Magic: Wind Magic
    Second Magic: Demonic Takeover
    Third Magic:

    Re: Phoenix Flame

    Post by Jiyu Kazehime on Fri 15 Dec - 2:40

    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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    First Magic: Phoenix Flame
    Second Magic:
    Third Magic:

    Re: Phoenix Flame

    Post by KatherineNeel on Sat 16 Dec - 22:18

    should be fixed now


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    Jiyu Kazehime

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    Re: Phoenix Flame

    Post by Jiyu Kazehime on Sun 17 Dec - 8:57

    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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    Re: Phoenix Flame

    Post by KatherineNeel on Tue 19 Dec - 3:05

    boop


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    Jiyu Kazehime

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    Re: Phoenix Flame

    Post by Jiyu Kazehime on Tue 19 Dec - 3:15

    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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    Re: Phoenix Flame

    Post by KatherineNeel on Tue 19 Dec - 3:28

    .


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    Jiyu Kazehime

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    Re: Phoenix Flame

    Post by Jiyu Kazehime on Wed 20 Dec - 7:37


    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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    Kite Wilhelm
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    Re: Phoenix Flame

    Post by Kite Wilhelm on Sun 3 Jun - 22:08

    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.
    Unlocked for edits


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    Lester Drynedi
     
     

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    Re: Phoenix Flame

    Post by Lester Drynedi on Fri 8 Jun - 4:54

    Hey Kath lester here, changes will be in this colour, feel free to ask any questions and give this thread a bump when you've finished!

    Couple of things, if you want you can add
    -one more UA that unlocks at B
    -One more B rank spell
    -a signature spell that ranks up with you


    ❀:
    @KatherineNeel wrote:
    Phoenix Flame

    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 Effects; 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:

    Spirit Warrior:

    Description: A legendary war hero was once severely wounded in battle, losing control of his arms and legs. His life was rough beyond belief, but his spirit remained high and strong. He awoke one day to discover he had a strange white aura around him; and that he could move his arms and legs again. He was so overcome with joy he flailed his arms about, causing parts of the aura to shoot off of him and actually cause damage to his room. He didn't know how, but his spirit somehow manifested outside of his body, allowing him to use it for walking and combat. It wasn't permanent, but he did learn to control this new ability and bring it out to his will. It’s said his descendants are the only ones known to be able to do such a thing.

    Ability: The user forces out their spirit to emanate around them in a white (or black if you’re a dark mage) aura, allowing them to manipulate it in various ways.

    Usage: Upon usage, the user loses the ability to cast any of their magic abilities. Instead, for once per thread and for 5 posts or until destroyed they can manipulate their spirit aura to fight their foes in a variety of ways like a puppet. The aura protects the user from all damage but will take it itself. The spirit is vulnerable and not affected by armor or defensive abilities,  having the default HP of the user’s rank. If the spirit is destroyed the user will take 50% of their current HP in damage. All damage it deals is the user’s rank in spell damage.

    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)

    - Allure; with this ability, the caster can attract attention to themselves and lure people/things to them. All of this is in the caster’s attitude and is especially effective if they are female. When active, the ability makes the caster appear as beautifully mysterious as the bird their magic was named for with just a blink of the eyes and creates an irresistible force that tugs at the curiosity of the caster’s target(s). {added at C Rank}

    - Exchange; (a.k.a. No Pain, No Gain) this ability allows the caster to draw energy from natural fire by burning themselves with it. While an injury does occur, it heals quickly because of the energy the caster gains from doing so. This does nothing to boost/regenerate their Magic; it acts to wake them up if they’ve gotten too cold and only works if they initiate it themselves. If a Phoenix Flame user has fallen comatose, do not burn them to wake them up.{added at B 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 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.
    Could you just add that the range of visaility increases by +30m

    Strengths:
    - Increased area visibility.

    Weaknesses:
    - In darkness, makes the caster easier to detect.
    - Can be nullified if the caster is struck 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)
    You can do this if you want but its a little underpowered, you can reduce the cooldown if you want and remove the casters hp drain

    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.


    ”D+ Spell - Ashes to Ashes”:

    Name: Ashes to Ashes.

    Rank: D+.

    Type: Ash; Defensive.

    Duration: 4 posts.

    Cooldown: 5 posts.

    Description: This spell allows the caster to blow a puff of ashes into the air large and thick enough to cause a distraction. The ashes produced do everything real ashes would; obstruct vision, affect air breathability, and just make a mess in general. AoE range 40 meters, speed 10 meters. Those affected by this spell will have their next spell’s damage reduced equal to half the rank of this spell. This spell will either enter cooldown when another spell is cast within its duration or when the duration expires naturally.
    You couldn't really make it that their next spell deals half D+ damage. But you could have everyone in the area get a 45% spell damage reduction. (advanced spells are +50% so 90% buff, but aoe's are only 50% as effective so 45%)

    Strengths:
    - The ashes can hide the caster or distract enemies from them.
    - Lessens damage effects on the caster from their opponents next attack.

    Weaknesses:
    - Makes a giant mess that doesn’t disappear on its own.
    - Can be blown away/cleared by wind or water, including that which is produced by mages.
    - Slow spreading.

    C-Class Spells:

    Ember Feathers:

    Name: Ember Feathers.

    Rank: C.

    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) will 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.

    If you want you can change this to multihit, so each feather deals 75% D rank damage (30 damage)
    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.


    ”Persuasion”:

    Name: Persuasion.

    Rank: C.

    Type: Fire; Assist.

    .Duration: 1 post.

    Cooldown: 2 posts.

    Description: While this spell is mostly for aesthetic purposes, it can be quite helpful in some situations. The caster can force a certain emotion or memory forward and use that to conjure a flame that matches it. Whoever is touched by this flame will be ‘persuaded’ to feel the same or remember something similar from their own lives (if applicable). This spell would be most commonly used to keep someone calm in a stressful situation. However, this can also be used to inflict a negative emotion or memory as a form of torture if the caster wishes to use it in such a way. Having a spell for this will keep the caster from inflicting physical damage when they don’t want to. Cast with intent, no verbal or physical incantation needed.
    Just please add that you must have OOC permission before using against a player character

    Strengths:
    - Can affect others’ emotional state/concentration.

    Weaknesses:
    - Cannot affect anyone of higher rank.
    - The effect of the spell depends on the person it is used on, meaning the result is unpredictable.


    ”Phoenix Quill”:

    Name: Phoenix Quill.

    Rank: C.

    Type: Fire; Offensive.

    Duration: 3 posts.

    Cooldown: 4 posts.

    Description: This spell allows the caster to conjure the illusion of a bright red feather in their hand, that which can be used to strike an opponent a maximum of three times. Each hit does ⅓ C-rank damage, making a complete attack of three strikes full C-rank damage. The feather acts like a sword and the illusion solidifies in order to inflict damage throughout the duration. Verbal incantation; once the feather has materialized, the caster can take hold of it and continue.

    Strengths:
    - Long duration increases opportunities to land a hit.

    Weaknesses:
    - Hits made on objects that are not the target count, which can make the spell end before the caster wants it to.
    - The spell can be nullified by a higher rank water or wind spell.


    ”C+ Spell”:

    Name: Incinerate

    Rank: C+.

    Type: Fire; Offensive.

    Duration: 1 post.

    Cooldown: 3 posts.

    Description: The caster expels a massive amount of heat from their body, enough to burn everything it comes into contact within seconds. This is a burst spell with maxed out range and speed. Verbal incantation with a gesture arms out to the sides as if pushing the energy away from them.
    Just add that the damage done is 50% C+ damage

    Strengths:
    - Does a lot of damage in a short period.

    Weaknesses:

    - No damage discrimination means this spell effects everything caught within its range.
    - Because this spell uses the casters own body heat, depending on what kind of environment they are in it could weaken them and put them at a temporary disadvantage.

    ”B-Class Spells”:

    “Phoenix Aura”:

    Name: Phoenix Aura.

    Rank: B.

    Type: Fire; Buff;Defensive.

    Duration: 6 posts.

    Cooldown: 6 posts. Cooldown needs to be +1

    Description: A resistance buff that decreases the amount of effect magic has on the caster by 50%. Appears as a thick golden glow around the caster’s entire body, however only noticeable from different angles or shifts in lighting. Cast with intent, no verbal or physical incantation needed.

    Strengths:
    - Protects the caster from taking full damage of attacks.

    Weaknesses:

    - Can only be used once per thread.
    - Can only take three hits from equal ranked attacks before dispelling.
    Change this to two please

    ”Wingspan”:

    Name: Wingspan.

    Rank: B.

    Type: Fire; Offensive.

    Duration: 4 posts.

    Cooldown: 4 posts. Cooldown needs to be +1

    Description: This spell allows the caster to form the great wingspan of a Phoenix upon their own arms and use it to inflict as much damage as possible on their opponent(s). 4 hits would be equivalent to 1 full B-rank attack. Verbal incantation with a gesture; raising arms above the head and swiftly slashing them down as if the wings were extending.
    You're going to need to put a range on this

    Strengths:
    - Allows the caster to get in multiple hits throughout the duration of the spell.

    Weaknesses:

    - Can be put out with higher ranking water or wind magic.
    - Can only do so much damage magic-wise before it widdles down to basic melee.

    ”Signatures”:

    ”D-Rank”:

    Name: Phoenix Rage.

    Rank: D.

    Type: Fire; Offensive.

    Duration: 1 post.

    Cooldown: 2 posts.

    Description: Just like any other human being, users of Phoenix Flame feel pure, unadulterated rage. But, because they use a magic as emotionally affected as it is, they are more susceptible to feeling this tenfold what a normal person would. In this state, the caster is consumed (literally and figuratively) by their rage. Their entire body becomes engulfed in blinding white flames and their eyes give off an almost ethereal glow that is equally as blinding. (Whoever is nearby might want to bring UV safety goggles to the fight and save their eyesight.) While enraged, the caster’s attack of choice deals full D-Rank damage if it lands. If it doesn’t and/or happens to fall on the battleground, the surrounding area with catch fire and burn until the rage is put out. These areas can do no damage to another person if touched and will only destroy the ground they cover. Cast with intent during the instance of the appropriate emotional trigger (determined by circumstances in which the spell is used.)

    Strengths:
    - Brightness can be stunning
    - Hit-miss damage to surroundings may effect battlegrounds to the caster’s advantage (depending on what is set alight)

    Weaknesses:
    - Single hit
    - Hit-miss damage does not affect enemies
    - Hit-miss damage to surroundings may also affect battlegrounds to the caster’s disadvantage; i.e. making the terrain less safe for them.



    _____________________________________________________________________________________

    avatar
    KatherineNeel

    Player -
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    Position : None
    Posts : 152
    Guild : Onyx Moon (Recruit)
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 1241
    Experience : 550

    Character Sheet
    First Magic: Phoenix Flame
    Second Magic:
    Third Magic:

    Re: Phoenix Flame

    Post by KatherineNeel on Fri 8 Jun - 17:39

    Bump. Also a note: I plan to add to this more in the future, but it's done for now so I'll just cycle it back through when the time comes. Hope everything is good now.


    _____________________________________________________________________________________

    avatar
    Lester Drynedi
     
     

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    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Phoenix Flame

    Post by Lester Drynedi on Sat 9 Jun - 0:38

    ❀:
    @KatherineNeel wrote:
    Phoenix Flame

    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 Effects; 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:

    Spirit Warrior:

    Description: A legendary war hero was once severely wounded in battle, losing control of his arms and legs. His life was rough beyond belief, but his spirit remained high and strong. He awoke one day to discover he had a strange white aura around him; and that he could move his arms and legs again. He was so overcome with joy he flailed his arms about, causing parts of the aura to shoot off of him and actually cause damage to his room. He didn't know how, but his spirit somehow manifested outside of his body, allowing him to use it for walking and combat. It wasn't permanent, but he did learn to control this new ability and bring it out to his will. It’s said his descendants are the only ones known to be able to do such a thing.

    Ability: The user forces out their spirit to emanate around them in a white (or black if you’re a dark mage) aura, allowing them to manipulate it in various ways.

    Usage: Upon usage, the user loses the ability to cast any of their magic abilities. Instead, for once per thread and for 5 posts or until destroyed they can manipulate their spirit aura to fight their foes in a variety of ways like a puppet. The aura protects the user from all damage but will take it itself. The spirit is vulnerable and not affected by armor or defensive abilities,  having the default HP of the user’s rank. If the spirit is destroyed the user will take 50% of their current HP in damage. All damage it deals is the user’s rank in spell damage.

    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)

    - Allure; with this ability, the caster can attract attention to themselves and lure people/things to them. All of this is in the caster’s attitude and is especially effective if they are female. When active, the ability makes the caster appear as beautifully mysterious as the bird their magic was named for with just a blink of the eyes and creates an irresistible force that tugs at the curiosity of the caster’s target(s). {added at C Rank}

    - Exchange; (a.k.a. No Pain, No Gain) this ability allows the caster to draw energy from natural fire by burning themselves with it. While an injury does occur, it heals quickly because of the energy the caster gains from doing so. This does nothing to boost/regenerate their Magic; it acts to wake them up if they’ve gotten too cold and only works if they initiate it themselves. If a Phoenix Flame user has fallen comatose, do not burn them to wake them up.{added at B 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 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. The range of visibility increases by 30 m.

    Strengths:
    - Increased area visibility.

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


    Kiss of Life:

    Name: Kiss of Life.

    Rank: D.

    Type: Healing.

    Duration: 1 post.

    Cooldown: 5 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. (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.


    ”D+ Spell - Ashes to Ashes”:

    Name: Ashes to Ashes.

    Rank: D+.

    Type: Ash; Defensive.

    Duration: 4 posts.

    Cooldown: 5 posts.

    Description: This spell allows the caster to blow a puff of ashes into the air large and thick enough to cause a distraction. The ashes produced do everything real ashes would; obstruct vision, affect air breathability, and just make a mess in general. AoE range 40 meters, speed 10 meters. Everyone in the area gets a 45% spell damage reduction. This spell will either enter cooldown when another spell is cast within its duration or when the duration expires naturally.

    Strengths:
    - The ashes can hide the caster or distract enemies from them.
    - Lessens damage effects on the caster from their opponents next attack.

    Weaknesses:
    - Makes a giant mess that doesn’t disappear on its own.
    - Can be blown away/cleared by wind or water, including that which is produced by mages.
    - Slow spreading.

    C-Class Spells:

    Ember Feathers:

    Name: Ember Feathers.

    Rank: C.

    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) will fall loose from their arms and set fire to whatever they touch. Each feather deals 75% D-rank damage (30)

    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.


    ”Persuasion”:

    Name: Persuasion.

    Rank: C.

    Type: Fire; Assist.

    .Duration: 1 post.

    Cooldown: 2 posts.

    Description: While this spell is mostly for aesthetic purposes, it can be quite helpful in some situations. The caster can force a certain emotion or memory forward and use that to conjure a flame that matches it. Whoever is touched by this flame will be ‘persuaded’ to feel the same or remember something similar from their own lives (if applicable). This spell would be most commonly used to keep someone calm in a stressful situation. However, this can also be used to inflict a negative emotion or memory as a form of torture if the caster wishes to use it in such a way. Having a spell for this will keep the caster from inflicting physical damage when they don’t want to. Cast with intent, no verbal or physical incantation needed.

    Must have OOC permission before using against a player character.

    Strengths:
    - Can affect others’ emotional state/concentration.

    Weaknesses:
    - Cannot affect anyone of higher rank.
    - The effect of the spell depends on the person it is used on, meaning the result is unpredictable.


    ”Phoenix Quill”:

    Name: Phoenix Quill.

    Rank: C.

    Type: Fire; Offensive.

    Duration: 3 posts.

    Cooldown: 4 posts.

    Description: This spell allows the caster to conjure the illusion of a bright red feather in their hand, that which can be used to strike an opponent a maximum of three times. Each hit does ⅓ C-rank damage, making a complete attack of three strikes full C-rank damage. The feather acts like a sword and the illusion solidifies in order to inflict damage throughout the duration. Verbal incantation; once the feather has materialized, the caster can take hold of it and continue.

    Strengths:
    - Long duration increases opportunities to land a hit.

    Weaknesses:
    - Hits made on objects that are not the target count, which can make the spell end before the caster wants it to.
    - The spell can be nullified by a higher rank water or wind spell.


    ”C+ Spell”:

    Name: Incinerate

    Rank: C+.

    Type: Fire; Offensive.

    Duration: 1 post.

    Cooldown: 3 posts.

    Description: The caster expels a massive amount of heat from their body, enough to burn everything it comes into contact within seconds. This is a burst spell with maxed out range and speed. Verbal incantation with a gesture arms out to the sides as if pushing the energy away from them. Damage done is 50% C+ damage.

    Strengths:
    - Does a lot of damage in a short period.

    Weaknesses:

    - No damage discrimination means this spell effects everything caught within its range.
    - Because this spell uses the casters own body heat, depending on what kind of environment they are in it could weaken them and put them at a temporary disadvantage.

    ”B-Class Spells”:

    “Phoenix Aura”:

    Name: Phoenix Aura.

    Rank: B.

    Type: Fire; Buff;Defensive.

    Duration: 6 posts.

    Cooldown: 7 posts.

    Description: A resistance buff that decreases the amount of effect magic has on the caster by 50%. Appears as a thick golden glow around the caster’s entire body, however only noticeable from different angles or shifts in lighting. Cast with intent, no verbal or physical incantation needed.

    Strengths:
    - Protects the caster from taking full damage of attacks.

    Weaknesses:

    - Can only be used once per thread.
    - Can only take two hits from equal ranked attacks before dispelling.

    ”Wingspan”:

    Name: Wingspan.

    Rank: B.

    Type: Fire; Offensive.

    Duration: 4 posts.

    Cooldown: 5 posts.

    Description: This spell allows the caster to form the great wingspan of a Phoenix upon their own arms and use it to inflict as much damage as possible on their opponent(s). 4 hits would be equivalent to 1 full B-rank attack. Verbal incantation with a gesture; raising arms above the head and swiftly slashing them down as if the wings were extending. Range of 100 m.

    Strengths:
    - Allows the caster to get in multiple hits throughout the duration of the spell.

    Weaknesses:

    - Can be put out with higher ranking water or wind magic.
    - Can only do so much damage magic-wise before it widdles down to basic melee.

    ”Signatures”:

    ”D-Rank”:

    Name: Phoenix Rage.

    Rank: D.

    Type: Fire; Offensive.

    Duration: 1 post.

    Cooldown: 2 posts.

    Description: Just like any other human being, users of Phoenix Flame feel pure, unadulterated rage. But, because they use a magic as emotionally affected as it is, they are more susceptible to feeling this tenfold what a normal person would. In this state, the caster is consumed (literally and figuratively) by their rage. Their entire body becomes engulfed in blinding white flames and their eyes give off an almost ethereal glow that is equally as blinding. (Whoever is nearby might want to bring UV safety goggles to the fight and save their eyesight.) While enraged, the caster’s attack of choice deals full D-Rank damage if it lands. If it doesn’t and/or happens to fall on the battleground, the surrounding area with catch fire and burn until the rage is put out. These areas can do no damage to another person if touched and will only destroy the ground they cover. Cast with intent during the instance of the appropriate emotional trigger (determined by circumstances in which the spell is used.)

    Strengths:
    - Brightness can be stunning
    - Hit-miss damage to surroundings may effect battlegrounds to the caster’s advantage (depending on what is set alight)

    Weaknesses:
    - Single hit
    - Hit-miss damage does not affect enemies
    - Hit-miss damage to surroundings may also affect battlegrounds to the caster’s disadvantage; i.e. making the terrain less safe for them.



    _____________________________________________________________________________________

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    ivyleaf33

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    Second Magic: Aura Manipulation
    Third Magic: N/A

    Re: Phoenix Flame

    Post by ivyleaf33 on Fri 16 Nov - 5:32

    Spoiler:
    @KatherineNeel wrote:
    Phoenix Flame

    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 Effects; 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:

    Spirit Warrior:

    Description: A legendary war hero was once severely wounded in battle, losing control of his arms and legs. His life was rough beyond belief, but his spirit remained high and strong. He awoke one day to discover he had a strange white aura around him; and that he could move his arms and legs again. He was so overcome with joy he flailed his arms about, causing parts of the aura to shoot off of him and actually cause damage to his room. He didn't know how, but his spirit somehow manifested outside of his body, allowing him to use it for walking and combat. It wasn't permanent, but he did learn to control this new ability and bring it out to his will. It’s said his descendants are the only ones known to be able to do such a thing.

    Ability: The user forces out their spirit to emanate around them in a white (or black if you’re a dark mage) aura, allowing them to manipulate it in various ways.

    Usage: Upon usage, the user loses the ability to cast any of their magic abilities. Instead, for once per thread and for 5 posts or until destroyed they can manipulate their spirit aura to fight their foes in a variety of ways like a puppet. The aura protects the user from all damage but will take it itself. The spirit is vulnerable and not affected by armor or defensive abilities,  having the default HP of the user’s rank. If the spirit is destroyed the user will take 50% of their current HP in damage. All damage it deals is the user’s rank in spell damage.

    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)

    - Allure; with this ability, the caster can attract attention to themselves and lure people/things to them. All of this is in the caster’s attitude and is especially effective if they are female. When active, the ability makes the caster appear as beautifully mysterious as the bird their magic was named for with just a blink of the eyes and creates an irresistible force that tugs at the curiosity of the caster’s target(s). {added at C Rank}

    - Exchange; (a.k.a. No Pain, No Gain) this ability allows the caster to draw energy from natural fire by burning themselves with it. While an injury does occur, it heals quickly because of the energy the caster gains from doing so. This does nothing to boost/regenerate their Magic; it acts to wake them up if they’ve gotten too cold and only works if they initiate it themselves. If a Phoenix Flame user has fallen comatose, do not burn them to wake them up.{added at B 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 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. The range of visibility increases by 30 m.

    Strengths:
    - Increased area visibility.

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


    Kiss of Life:

    Name: Kiss of Life.

    Rank: D.

    Type: Healing.

    Duration: 1 post.

    Cooldown: 5 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. (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.


    ”D+ Spell - Ashes to Ashes”:

    Name: Ashes to Ashes.

    Rank: D+.

    Type: Ash; Defensive.

    Duration: 4 posts.

    Cooldown: 5 posts.

    Description: This spell allows the caster to blow a puff of ashes into the air large and thick enough to cause a distraction. The ashes produced do everything real ashes would; obstruct vision, affect air breathability, and just make a mess in general. AoE range 40 meters, speed 10 meters. Everyone in the area gets a 45% spell damage reduction. This spell will either enter cooldown when another spell is cast within its duration or when the duration expires naturally.

    Strengths:
    - The ashes can hide the caster or distract enemies from them.
    - Lessens damage effects on the caster from their opponents next attack.

    Weaknesses:
    - Makes a giant mess that doesn’t disappear on its own.
    - Can be blown away/cleared by wind or water, including that which is produced by mages.
    - Slow spreading.

    C-Class Spells:

    Ember Feathers:

    Name: Ember Feathers.

    Rank: C.

    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) will fall loose from their arms and set fire to whatever they touch. Each feather deals 75% D-rank damage (30)

    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.


    ”Persuasion”:

    Name: Persuasion.

    Rank: C.

    Type: Fire; Assist.

    .Duration: 1 post.

    Cooldown: 2 posts.

    Description: While this spell is mostly for aesthetic purposes, it can be quite helpful in some situations. The caster can force a certain emotion or memory forward and use that to conjure a flame that matches it. Whoever is touched by this flame will be ‘persuaded’ to feel the same or remember something similar from their own lives (if applicable). This spell would be most commonly used to keep someone calm in a stressful situation. However, this can also be used to inflict a negative emotion or memory as a form of torture if the caster wishes to use it in such a way. Having a spell for this will keep the caster from inflicting physical damage when they don’t want to. Cast with intent, no verbal or physical incantation needed.

    Must have OOC permission before using against a player character.

    Strengths:
    - Can affect others’ emotional state/concentration.

    Weaknesses:
    - Cannot affect anyone of higher rank.
    - The effect of the spell depends on the person it is used on, meaning the result is unpredictable.


    ”Phoenix Quill”:

    Name: Phoenix Quill.

    Rank: C.

    Type: Fire; Offensive.

    Duration: 3 posts.

    Cooldown: 4 posts.

    Description: This spell allows the caster to conjure the illusion of a bright red feather in their hand, that which can be used to strike an opponent a maximum of three times. Each hit does ⅓ C-rank damage, making a complete attack of three strikes full C-rank damage. The feather acts like a sword and the illusion solidifies in order to inflict damage throughout the duration. Verbal incantation; once the feather has materialized, the caster can take hold of it and continue.

    Strengths:
    - Long duration increases opportunities to land a hit.

    Weaknesses:
    - Hits made on objects that are not the target count, which can make the spell end before the caster wants it to.
    - The spell can be nullified by a higher rank water or wind spell.


    ”C+ Spell”:

    Name: Incinerate

    Rank: C+.

    Type: Fire; Offensive.

    Duration: 1 post.

    Cooldown: 3 posts.

    Description: The caster expels a massive amount of heat from their body, enough to burn everything it comes into contact within seconds. This is a burst spell with maxed out range and speed. Verbal incantation with a gesture arms out to the sides as if pushing the energy away from them. Damage done is 50% C+ damage.

    Strengths:
    - Does a lot of damage in a short period.

    Weaknesses:

    - No damage discrimination means this spell effects everything caught within its range.
    - Because this spell uses the casters own body heat, depending on what kind of environment they are in it could weaken them and put them at a temporary disadvantage.

    ”B-Class Spells”:

    “Phoenix Aura”:

    Name: Phoenix Aura.

    Rank: B.

    Type: Fire; Buff;Defensive.

    Duration: 6 posts.

    Cooldown: 7 posts.

    Description: A resistance buff that decreases the amount of effect magic has on the caster by 50%. Appears as a thick golden glow around the caster’s entire body, however only noticeable from different angles or shifts in lighting. Cast with intent, no verbal or physical incantation needed.

    Strengths:
    - Protects the caster from taking full damage of attacks.

    Weaknesses:

    - Can only be used once per thread.
    - Can only take two hits from equal ranked attacks before dispelling.

    ”Wingspan”:

    Name: Wingspan.

    Rank: B.

    Type: Fire; Offensive.

    Duration: 4 posts.

    Cooldown: 5 posts.

    Description: This spell allows the caster to form the great wingspan of a Phoenix upon their own arms and use it to inflict as much damage as possible on their opponent(s). 4 hits would be equivalent to 1 full B-rank attack. Verbal incantation with a gesture; raising arms above the head and swiftly slashing them down as if the wings were extending. Range of 100 m.

    Strengths:
    - Allows the caster to get in multiple hits throughout the duration of the spell.

    Weaknesses:

    - Can be put out with higher ranking water or wind magic.
    - Can only do so much damage magic-wise before it widdles down to basic melee.

    ”Signatures”:

    ”D-Rank”:

    Name: Phoenix Rage.

    Rank: D.

    Type: Fire; Offensive.

    Duration: 1 post.

    Cooldown: 2 posts.

    Description: Just like any other human being, users of Phoenix Flame feel pure, unadulterated rage. But, because they use a magic as emotionally affected as it is, they are more susceptible to feeling this tenfold what a normal person would. In this state, the caster is consumed (literally and figuratively) by their rage. Their entire body becomes engulfed in blinding white flames and their eyes give off an almost ethereal glow that is equally as blinding. (Whoever is nearby might want to bring UV safety goggles to the fight and save their eyesight.) While enraged, the caster’s attack of choice deals full D-Rank damage if it lands. If it doesn’t and/or happens to fall on the battleground, the surrounding area with catch fire and burn until the rage is put out. These areas can do no damage to another person if touched and will only destroy the ground they cover. Cast with intent during the instance of the appropriate emotional trigger (determined by circumstances in which the spell is used.)

    Strengths:
    - Brightness can be stunning
    - Hit-miss damage to surroundings may effect battlegrounds to the caster’s advantage (depending on what is set alight)

    Weaknesses:
    - Single hit
    - Hit-miss damage does not affect enemies
    - Hit-miss damage to surroundings may also affect battlegrounds to the caster’s disadvantage; i.e. making the terrain less safe for them.


    Unlocked and moved at user's request.


    _____________________________________________________________________________________




    Sorano Granon | Solid Script | Hereditary Aura Manipulation | No Longer Human: Identity | Bank | History

    What the hell's going on, can someone tell me please? Why I'm switching faster than the channels on TV?

    avatar
    ivyleaf33

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    Cosmic Coins : 5
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    Age : 16
    Mentor : Speculo (former)
    Experience : 604,080

    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    Re: Phoenix Flame

    Post by ivyleaf33 on Thu 6 Dec - 6:17

    Spoiler:
    @KatherineNeel wrote:Phoenix Flame

    Magic Name: Phoenix Flame
    Magic Type: Lost; Lost magic is similar to caster magic in what it can accomplish and how flexible it is. However, the big difference between caster and lost is that Lost magic is stronger but also harder to cast.
    Description:
    Phoenix Flame was created over a millennia ago by an experimental mage who had curiosities about the power of human emotion and its effect on how one uses magic. His studies aimed to create a new magical art for the world to behold, one that manipulated the emotions of the user to fuel their magic energy, thus creating a cycle of infinite power. By taking control over their feelings, the user could channel and transform it into something tangible, like fire, and each type of flame would do something different just as fire does in reality. It does not just burn and take away, it also gives life and comfort. He was also quite fascinated by the Phoenix and its abilities; to destroy and create new life from that destruction by burning itself down to a pile of ashes and rising from it anew. He wondered if the magic he was creating used emotion to recycle magic energy and conjure flames with different effects depending on what the user was feeling, could it also prolong their lifespan? And not only that, could it be used to heal? This aspect of Phoenix Flame was based purely on the user’s level of desire, as the creator had decided that the art of intention would fit well with saving lives. For example, if the user held deep affection for the person or thing that they were trying to save, the healing power of the flames would be much more effective. The healing aspect could also be used on the user themselves, but at a price. The creator of Phoenix Flame taught his magic to only one person, a young girl he’d found in an alley on a stormy afternoon who had nearly bled to death because of a brutal stoning. He took her in, cared for her and saw her potential, in the end deciding that she would be his apprentice.

    Phoenix Flame, as told previously, is based heavily on emotion and intention. It is as restorative as it is destructive and what it does all depends on the user. There are no verbal or physical incantations used in this magic; all of it is controlled by the mind and directed through the body. Phoenix Flame is not perfect, in fact, compared to most magics it is incredibly flawed. This is due to the fact that has only ever been used by one person and was, in essence, an experiment. It is, in a way, incomplete. Its spells are created and mastered on a whim, purely by accident and discovered by chance. There is no telling what might occur when Phoenix Flame is put to work, in any situation. What is known for sure though, is what effects the user’s fire has. Positive emotions will typically conjure healing, comforting, and non-destructive flames ranging from warm pinks or purples to soft yellow or golden hues. They do not burn to injure or damage but to assist in whatever way the user sees fit. Negative emotions can conjure two types of flames, and each type has its own variations. The first are flames that burn to destroy and can inflict extreme harm on anyone or anything they touch and are usually bright red or orange; these are conjured when the user feels intense anger or rage and has a desire only to hurt. The second are flames that burn not to destroy, but to “sting” or stun and can be varying shades of green, sometimes blue. These, when contact is made, are able to put whoever or whatever they touch, if it is living, at a disadvantage and are commonly caused by sadness or bitterness.
    Unique Abilities:

    • Ability: “Heat Detection”; this ability allows the user to identify people or things near them by their unique heat signature. Every living thing has one and ultimately, this ability helps the user recognize whether their surroundings are familiar or not and can help them gauge the environment's safety.
    • Ability: “Sympathy”; this ability allows the user to share with others how they are feeling through touch. It does not use flames and thus has no physical effect on the one being touched, but a soft glow to indicate that there is a transfer occurring. The color of the glow depends on the user’s mood.
    • Ability: “No Pain, No Gain” a.k.a. “Self-healing”; this ability allows the user to heal themselves, with a condition of course. If the user has been injured, they can speed up the wounds healing process by burning themselves with a source of pure fire, one made naturally and not with magic. It is a sort of ‘punishment’ for being selfish, but the self-inflicted burns will heal just as quickly the wounds the user meant to heal in the first place. While the pain is excruciating, the result is a perfect, scarless heal. The effect this ability has depends on how long the user burns themselves. All wounds being healed will appear to be covered in ash and once the process is complete, the ash will fall away and leave the afflicted area just like new.





    Spells:

    D-Rank:
    Feather Dagger:

    Name: Feather Dagger
    Rank: D
    Type: Single Target, DOT
    Damage: 40 HP; 13.3 HP each post over duration.
    Range: 60 Meters
    Speed: 60 Meters/Second
    Duration: 3 Posts
    Downside: N/A
    Description: A feather is materialized in the user’s hand, positioned for throwing. It is the length of the user’s forearm and glows like a hot ember, bright particles drifting around it like an aura of magic energy. When thrown, a hit is almost guaranteed. Once the target has been struck, the quill of the feather embeds itself into the target and stays in place until the spell’s duration is up. During this time, the feather’s aura will surround the target and inflict damage. Once the duration is up, the feather dissipates into nothingness. The feather cannot be removed.
    Deflection Instinct:

    Name: Deflection Instinct
    Rank: D
    Type: Defensive
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: 2 Posts
    Description: If the user feels they are in danger of taking a hit they cannot counter, they can use this spell to temporarily cover their body in a layer of attack-deflecting fire. The ‘shield’ can take 3 hits of equal rank damage.
    Adrenaline Shot:

    Name: Adrenaline Shot
    Rank: D
    Type: Buff
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: 3 Posts
    Description: ’Adrenaline Shot’ increases the user’s strength and gives them a 50% increase to the amount of melee damage they can inflict, making the usual 20 HP into 30 HP.
    Chill Resistance:

    Name: Chill Resistance
    Rank: D
    Type: Buff
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: 3 Posts
    Description: ’Chill Resistance’ decreases the effect of water and wind magic of equal rank on the user by 50%.
    Advanced - Feather Dagger Wing Sweep:

    Name: Feather Dagger Wing Sweep
    Rank: D+
    Type: Multiple Target, Instant
    Damage: 45 HP; 5 HP for each feather.
    Range: 67.5 Meters
    Speed: 45 Meters/Second
    Duration: 1 Post
    Description: The user’s arms become surrounded by fire in the form/shape of Phoenix wings and with a sweep project 9 feathers. The feathers, like in ‘Feather Dagger’, look like glowing embers with bright particles drifting around them. From the wings, the feathers are thrown at the target(s) and each of the 9 hits do instant damage, totaling at 45 HP.
    C-Rank:
    Rebirth Blast:

    Name: Rebirth Blast
    Rank: C
    Type: Burst, DOT
    Damage: 60 HP; 24 HP for the initial blast (first post), embers deal 12 HP each post over the remaining duration (final three posts)
    Range: 30 Meters
    Speed: 30 Meters/Second
    Duration: 4 Posts
    Downside: After initiating this spell, the user is rendered immobile for a single post and cannot defend themselves.
    Description: The user expels fire from within their body that burns up everything within range. As the flames begin to go out, the embers that settle are what do lasting damage. In the instance of casting this spell, the user’s body appears to be completely charred as they “recharge” and are being “reborn”. Upon being able to move again, the charing cracks and falls to the ground in ashes.
    Aura Cage:

    Name: Aura Cage
    Rank: C
    Type: AOE
    Damage: N/A
    Range: 60 Meters
    Speed: 30 Meters/Second
    Duration: 5 Posts
    Downside: This spell can put the user in more danger if their opponent is stronger or has an advantage over them and is within range.
    Description: With their body as the focal point, an aura-like dome of fire spreads around them and encapsulates the user and whomever/whatever is within range. It can act as a shield and a trap. The dome can take three hits of equal rank damage, but does not do any itself.
    Grace Period:

    Name: Grace Period
    Rank: C
    Type: Buff
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: 3 Posts
    Description: Temporarily increases the user’s HP by 25% and acts as a damage buffer. 300 HP becomes 375 HP.
    Advanced - Hallucinogen:

    Name: Hallucinogen
    Rank: C+
    Type: Single Target
    Damage: 90 HP
    Range: 180 Meters
    Speed: 180 Meters/Second
    Duration: 6 Posts
    Description: The effect of this spell begins when the user lands a melee blow on their opponent after casting it. It is a colorless, translucent flame that upon contact increases the target’s body temperature to the point that they begin to hallucinate based on their current emotional state. The illusions will only appear vividly within the spell’s range, the focal point being the user who casts it. As the duration is spent, the illusions become less clear and less effective.



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    Sorano Granon | Solid Script | Hereditary Aura Manipulation | No Longer Human: Identity | Bank | History

    What the hell's going on, can someone tell me please? Why I'm switching faster than the channels on TV?


      Current date/time is Tue 15 Jan - 23:58