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    Second Heart

    Haraka Omaras
    Haraka Omaras

    Main Account- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Unknown Powerhouse- Achiever- Halloween job event participant - Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Player 
    Lineage : Dragonfly Healer
    Position : None
    Posts : 492
    Guild : Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 494,070

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Second Heart Empty Second Heart

    Post by Haraka Omaras 14th November 2018, 5:57 pm

    First Magic: Ulhar Relgim
    Second Magic: Ice Dragon Slayer(2nd Gen)
    Third Magic: Second Heart
    Magic Type: Holder
    Lineage: Sea Dragon
    Proof of Accomplishment: Extra magic purchase on page 28, post n°699.
    Description: The wind spirit was born from a dying last breath. The wind spirits job is to care for the souls and take away their unrest. The unrest of each person becomes a voice, a bit of power and strength for that wind spirit. In its blood was refined energy and life originating from the dead. A lot of things happened when Haraka was eight and a half. For an entire half of a year, the only thing that kept him alive was blood from his wind spirit given to him every night. Why that helped is the same reason why it cannot be repeated.

    The consequences of winds actions remained unseen until after their mage grew stronger and healthier. From this awakening birthed an item that looks like an old lantern that is the size of his heart. It is a second heart of sorts, something that should remain inside of his body most of the time. It can be taken out of his soul, but keeping it out for too long could have negative side affects due to the items deep connection his his life force. It is not a piece of his soul. It is the form the awakened blood of the dead, using the mages life force to give the 'heart' its shape. The lantern will never stop being connected to his life.

    Damaging the item damages his health, just as healing him will also heal the item. In some spells magic comes out the lantern, but in others the lantern will change its shape for the duration of the spell. This magic can be used for healing, support, or attack spells. The magic it uses can be in ocean magic or ice, the two elements in Omaras blood. The lantern will express those two elements through the holy light of his life force, or the darkness of death that birthed that heart in the first place. It cannot use neutral versions of ocean or ice magic. He can't use defensive spells using this magic type.

    Unique Abilities:

    • Spiritual Senses: He can see, feel, and hear spirits. For good or bad, it's just a fact of life for the mage now.
    • Soul Tether: This is something that happens whenever a different person holds the lantern. Both mages will share buffs and feel each others locations so long as the other person is holding the item. The large downfall to this is that they will both also share damage. This means if one gets attacked, they both take damage.


    Spells:
    Signature:

    Name: Oceans Treasure
    Rank: A
    Type: single target/healing
    Duration: 1 round
    Description: His lanterns fire briefly takes a clam like shape before spitting out a white spherical light. It can travel 300 meters away at 300 meters per second, healing the target it hits for 100 hp.
    Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.

    Name: Black Ice
    Rank: A
    Type: single target/Attack
    Duration: 1 round
    Description: The lanterns fire turns black for a brief period of time before spitting out chunks of sharp black ice.It can travel 300 meters away at 300 meters per second, hitting one target and doing 100HP in damage.
    Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.
    Advanced:
    Lustrous Eku:
    Name: Lustrous Eku
    Rank: A
    Type: Multi Target Attack/Light Ocean
    Duration: 7 rounds
    Description: The lantern takes the shape of an eku made of a shimmering blue aquamarine stone, coated in what looks like a carved ocean design. This is a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 113HP in damage per hit.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Salt Eku:
    Name: Salt Eku
    Rank: B
    Type: Multi Target Attack/Light Ocean
    Duration: 6 rounds
    Description: The lantern takes the shape of a white eku coated in what looks like a carved ocean design, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 90HP in damage per hit.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Shadowy Restore:
    Name: Shadowy Restore
    Rank: A
    Type: Single Target Healing/Dark Ice
    Duration: 7 rounds
    Description: A dark blue sapphire ice heart forms in the lanterns light. The spell is able to move up to 450 meters away at 450 meters. It will heal the target for 150 HP for each round that it is active.
    Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.

    Dark Refresh:
    Name: Dark Refresh
    Rank: B
    Type: Single Target Healing/Dark Ice
    Duration: 6 rounds
    Description: A sapphire blue snow heart forms in the lanterns light The spell is able to move up to 300 meters away at 300 meters per second. It will heal the target for 120 HP for each round that it is active.
    Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.
    A Rank:

    Coin of Pride:
    Name: Coin of Pride
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a luminous coin of white pearl. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the water element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Illumination:
    Name: Coin of Illumination
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a bright coin of light. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the light element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Humility:
    Name: Coin of Humility
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a shimmering coin of ice. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the ice element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Passing:
    Name: Coin of Passing
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a misty coin of darkness. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the Dark element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Guided Passage:
    Name: Guided Passage
    Rank: A
    Type: Area of Effect/Dark Water
    Duration: 5 rounds
    Description: When it comes to death and waters, it is a ferryman who is commonly depicted as the one who takes spirits to the afterlife. To cast the spell, the mage must speak, "Guided Passage". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of sound dampening fog at a speed of 75 meters per second, covering an area of 150 meters. The thick sea smelling mist will heal allies for 50HP every round, as well as make it easier to think with clear and calm rationality. In contrast, it causes enemies to feel dazed and light headed.
    Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.

    Into Acheron:
    Name: Into Acheron
    Rank: A
    Type: Area of Effect/Dark Ice
    Duration: 5 rounds
    Description: The name of the first area that a ferryman crossed in mythology was Acheron, The River of Woe. To cast the spell, the mage must speak "Into Acheron". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of black whispering ice at a speed of 75 meters per second, covering an area of 150 meters. There are maddening screams of agony and wails of deep sorrow that only the targets would hear. The black ice reaches up from the ground towards the enemies in the area, doing 50HP worth of damage to them every round. The black cold also stops their movements for the first round that they step into the area.  
    Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.

    Whispering Eku:
    Name: Whispering Eku
    Rank: A
    Type: Multi Target/Dark Ocean
    Duration: 4 Rounds
    Description: The lantern takes the shape of an eku made of black pearl and dark salt water, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. Those it hits are temporarily left with the whispering of the dead, giving the possibility of causing confusion.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Bright Eku:
    Name: Bright Eku
    Rank: A
    Type: Multi Target/Light Ice
    Duration: 4 rounds
    Description: The lantern takes the shape of an eku made of brightly illuminating ice, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range.  It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. It's holy light purifies with every strike, giving the possibility of causing unholy creatures struck with it to feel dazed or demotivated. It will attract any friendly ghosts from nearby that aren't resting.
    Downside: Damaging the weapon will hurt Haraka. The light it emits makes it impossible to hide. Wont change back to its lantern form until the spell ends, even if someone takes it.


    Last edited by Haraka Omaras on 20th January 2019, 5:03 pm; edited 3 times in total


    _____________________________________________________________________________________

    [Harakas Bank] [Profile] [Ulhar Relgim] [Ice Dragon Slayer(2nd Gen)] [Second Heart] [Death Fae Doctor] [Characters Theme Song]
    Second Heart SnakeWeaver
    ivyleaf33
    ivyleaf33

    Moderator- Chatbox Moderator- Main Account- Alignment Shift- Dragon VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Dark Guild Ace- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Sticking Around- Loyal to the Bone- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Rich- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Summer Special Participant- Have Onida On Your Friend's List- Player 
    Lineage : Spirit Warrior
    Position : None
    Posts : 2982
    Guild : Fairy Tail
    Dungeon Tokens : 0
    Age : 18
    Mentor : Speculo (former)
    Experience : 779,415

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

    Second Heart Empty Re: Second Heart

    Post by ivyleaf33 18th January 2019, 8:07 am

    Spoiler:
    @Haraka Omaras wrote:First Magic: Ulhar Relgim
    Second Magic: Ice Dragon Slayer(2nd Gen)
    Third Magic: Second Heart
    Magic Type: Holder
    Lineage: Sea Dragon
    Description: The wind spirit was born from a dying last breath. The wind spirits job is to care for the souls and take away their unrest. The unrest of each person becomes a voice, a bit of power and strength for that wind spirit. In its blood was refined energy and life originating from the dead. A lot of things happened when Haraka was eight and a half. For an entire half of a year, the only thing that kept him alive was blood from his wind spirit given to him every night. Why that helped is the same reason why it cannot be repeated.

    The consequences of winds actions remained unseen until after their mage grew stronger and healthier. From this awakening birthed an item that looks like an old lantern that is the size of his heart. It is a second heart of sorts, something that should remain inside of his body most of the time. It can be taken out of his soul, but keeping it out for too long could have negative side affects due to the items deep connection his his life force. It is not a piece of his soul. It is the form the awakened blood of the dead, using the mages life force to give the 'heart' its shape. The lantern will never stop being connected to his life.

    Damaging the item damages his health, just as healing him will also heal the item. In some spells magic comes out the lantern, but in others the lantern will change its shape for the duration of the spell. This magic can be used for healing, support, or attack spells. The magic it uses can be in ocean magic or ice, the two elements in Omaras blood. The lantern will express those two elements through the holy light of his life force, or the darkness of death that birthed that heart in the first place. It cannot use neutral versions of ocean or ice magic. He can't use defensive spells using this magic type.

    Unique Abilities:

    • Spiritual Senses: He can see, feel, and hear spirits. For good or bad, it's just a fact of life for the mage now.
    • Soul Tether: This is something that happens whenever a different person holds the lantern. Both mages will share buffs and feel each others locations so long as the other person is holding the item. The large downfall to this is that they will both also share damage. This means if one gets attacked, they both take damage.


    Spells:
    Signature:

    Name: Oceans Treasure
    Rank: A
    Type: single target/healing
    Duration: 1 round
    Description: His lanterns fire briefly takes a clam like shape before spitting out a white spherical light. It can travel 300 meters away at 300 meters per second, healing the target it hits for 100 hp.
    Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.

    Name: Black Ice
    Rank: A
    Type: single target/Attack
    Duration: 1 round
    Description: The lanterns fire turns black for a brief period of time before spitting out chunks of sharp black ice.It can travel 300 meters away at 300 meters per second, hitting one target and doing 100HP in damage.
    Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.
    Advanced:
    Lustrous Eku:
    Name: Lustrous Eku
    Rank: A
    Type: Multi Target Attack/Light Ocean
    Duration: 7 rounds
    Description: The lantern takes the shape of an eku made of a shimmering blue aquamarine stone, coated in what looks like a carved ocean design. This is a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 113HP in damage per hit.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Salt Eku:
    Name: Salt Eku
    Rank: B
    Type: Multi Target Attack/Light Ocean
    Duration: 6 rounds
    Description: The lantern takes the shape of a white eku coated in what looks like a carved ocean design, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 90HP in damage per hit.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Shadowy Restore:
    Name: Shadowy Restore
    Rank: A
    Type: Single Target Healing/Dark Ice
    Duration: 7 rounds
    Description: A dark blue sapphire ice heart forms in the lanterns light. The spell is able to move up to 450 meters away at 450 meters. It will heal the target for 150 HP for each round that it is active.
    Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.

    Dark Refresh:
    Name: Dark Refresh
    Rank: B
    Type: Single Target Healing/Dark Ice
    Duration: 6 rounds
    Description: A sapphire blue snow heart forms in the lanterns light The spell is able to move up to 450 meters away at 450 meters Please lower to 300 meters at 300mps. It will heal the target for 120 HP for each round that it is active.
    Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.
    A Rank:

    Coin of Pride:
    Name: Coin of Pride
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a luminous coin of white pearl. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 65% resistance to the water element for as long as the spell lasts. Unfortunately, resistances must cap at 50%. Please lower to at least most that much.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Illumination:
    Name: Coin of Illumination
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a bright coin of light. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 65% resistance to the light element for as long as the spell lasts. See above.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Humility:
    Name: Coin of Humility
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a shimmering coin of ice. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 65% resistance to the ice element for as long as the spell lasts. See above.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Passing:
    Name: Coin of Passing
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a misty coin of darkness. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 65% resistance to the Dark element for as long as the spell lasts. See above.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Guided Passage:
    Name: Guided Passage
    Rank: A
    Type: Area of Effect/Dark Water
    Duration: 5 rounds
    Description: When it comes to death and waters, it is a ferryman who is commonly depicted as the one who takes spirits to the afterlife. To cast the spell, the mage must speak, "Guided Passage". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of sound dampening fog at a speed of 75 meters per second, covering an area of 150 meters. The thick sea smelling mist will heal allies for 50HP every round, as well as make it easier to think with clear and calm rationality. In contrast, it causes enemies to feel dazed and light headed.
    Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.

    Into Acheron:
    Name: Into Acheron
    Rank: A
    Type: Area of Effect/Dark Ice
    Duration: 5 rounds
    Description: The name of the first area that a ferryman crossed in mythology was Acheron, The River of Woe. To cast the spell, the mage must speak "Into Acheron". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of black whispering ice at a speed of 75 meters per second, covering an area of 150 meters. There are maddening screams of agony and wails of deep sorrow that only the targets would hear. The black ice reaches up from the ground towards the enemies in the area, doing 50HP worth of damage to them every round. The black cold also stops their movements for the first round that they step into the area.  
    Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.

    Whispering Eku:
    Name: Whispering Eku
    Rank: A
    Type: Multi Target/Dark Ocean
    Duration: 4 Rounds
    Description: The lantern takes the shape of an eku made of black pearl and dark salt water, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. Those it hits are temporarily left with the whispering of the dead, giving the possibility of causing confusion.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Bright Eku:
    Name: Bright Eku
    Rank: A
    Type: Multi Target/Light Ice
    Duration: 4 rounds
    Description: The lantern takes the shape of an eku made of brightly illuminating ice, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range.  It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. It's holy light purifies with every strike, giving the possibility of causing unholy creatures struck with it to feel dazed or demotivated. It will attract any friendly ghosts from nearby that aren't resting.
    Downside: Damaging the weapon will hurt Haraka. The light it emits makes it impossible to hide. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Hey Jiri, Ivy here to grade your magic today! All edits will be made in this color. If you have any questions, please don't hesitate to ask!


    _____________________________________________________________________________________


    Second Heart B2WXv4aK_o
    sorano granon | solid script | aura manipulation | bank | armory
    i pretend i really liked it this way-- you see, my heart won't die, though i've really tried.


    Haraka Omaras
    Haraka Omaras

    Main Account- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Unknown Powerhouse- Achiever- Halloween job event participant - Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Player 
    Lineage : Dragonfly Healer
    Position : None
    Posts : 492
    Guild : Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 494,070

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Second Heart Empty Re: Second Heart

    Post by Haraka Omaras 18th January 2019, 9:28 am

    I have made the requested edits.


    _____________________________________________________________________________________

    [Harakas Bank] [Profile] [Ulhar Relgim] [Ice Dragon Slayer(2nd Gen)] [Second Heart] [Death Fae Doctor] [Characters Theme Song]
    Second Heart SnakeWeaver
    ivyleaf33
    ivyleaf33

    Moderator- Chatbox Moderator- Main Account- Alignment Shift- Dragon VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Dark Guild Ace- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Sticking Around- Loyal to the Bone- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Rich- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Summer Special Participant- Have Onida On Your Friend's List- Player 
    Lineage : Spirit Warrior
    Position : None
    Posts : 2982
    Guild : Fairy Tail
    Dungeon Tokens : 0
    Age : 18
    Mentor : Speculo (former)
    Experience : 779,415

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

    Second Heart Empty Re: Second Heart

    Post by ivyleaf33 25th January 2019, 9:34 am

    Spoiler:
    @Haraka Omaras wrote:First Magic: Ulhar Relgim
    Second Magic: Ice Dragon Slayer(2nd Gen)
    Third Magic: Second Heart
    Magic Type: Holder
    Lineage: Sea Dragon
    Proof of Accomplishment: Extra magic purchase on page 28, post n°699.
    Description: The wind spirit was born from a dying last breath. The wind spirits job is to care for the souls and take away their unrest. The unrest of each person becomes a voice, a bit of power and strength for that wind spirit. In its blood was refined energy and life originating from the dead. A lot of things happened when Haraka was eight and a half. For an entire half of a year, the only thing that kept him alive was blood from his wind spirit given to him every night. Why that helped is the same reason why it cannot be repeated.

    The consequences of winds actions remained unseen until after their mage grew stronger and healthier. From this awakening birthed an item that looks like an old lantern that is the size of his heart. It is a second heart of sorts, something that should remain inside of his body most of the time. It can be taken out of his soul, but keeping it out for too long could have negative side affects due to the items deep connection his his life force. It is not a piece of his soul. It is the form the awakened blood of the dead, using the mages life force to give the 'heart' its shape. The lantern will never stop being connected to his life.

    Damaging the item damages his health, just as healing him will also heal the item. In some spells magic comes out the lantern, but in others the lantern will change its shape for the duration of the spell. This magic can be used for healing, support, or attack spells. The magic it uses can be in ocean magic or ice, the two elements in Omaras blood. The lantern will express those two elements through the holy light of his life force, or the darkness of death that birthed that heart in the first place. It cannot use neutral versions of ocean or ice magic. He can't use defensive spells using this magic type.

    Unique Abilities:

    • Spiritual Senses: He can see, feel, and hear spirits. For good or bad, it's just a fact of life for the mage now.
    • Soul Tether: This is something that happens whenever a different person holds the lantern. Both mages will share buffs and feel each others locations so long as the other person is holding the item. The large downfall to this is that they will both also share damage. This means if one gets attacked, they both take damage.


    Spells:
    Signature:

    Name: Oceans Treasure
    Rank: A
    Type: single target/healing
    Duration: 1 round
    Description: His lanterns fire briefly takes a clam like shape before spitting out a white spherical light. It can travel 300 meters away at 300 meters per second, healing the target it hits for 100 hp.
    Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.

    Name: Black Ice
    Rank: A
    Type: single target/Attack
    Duration: 1 round
    Description: The lanterns fire turns black for a brief period of time before spitting out chunks of sharp black ice.It can travel 300 meters away at 300 meters per second, hitting one target and doing 100HP in damage.
    Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.
    Advanced:
    Lustrous Eku:
    Name: Lustrous Eku
    Rank: A
    Type: Multi Target Attack/Light Ocean
    Duration: 7 rounds
    Description: The lantern takes the shape of an eku made of a shimmering blue aquamarine stone, coated in what looks like a carved ocean design. This is a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 113HP in damage per hit.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Salt Eku:
    Name: Salt Eku
    Rank: B
    Type: Multi Target Attack/Light Ocean
    Duration: 6 rounds
    Description: The lantern takes the shape of a white eku coated in what looks like a carved ocean design, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 90HP in damage per hit.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Shadowy Restore:
    Name: Shadowy Restore
    Rank: A
    Type: Single Target Healing/Dark Ice
    Duration: 7 rounds
    Description: A dark blue sapphire ice heart forms in the lanterns light. The spell is able to move up to 450 meters away at 450 meters. It will heal the target for 150 HP for each round that it is active.
    Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.

    Dark Refresh:
    Name: Dark Refresh
    Rank: B
    Type: Single Target Healing/Dark Ice
    Duration: 6 rounds
    Description: A sapphire blue snow heart forms in the lanterns light The spell is able to move up to 300 meters away at 300 meters per second. It will heal the target for 120 HP for each round that it is active.
    Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.
    A Rank:

    Coin of Pride:
    Name: Coin of Pride
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a luminous coin of white pearl. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the water element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Illumination:
    Name: Coin of Illumination
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a bright coin of light. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the light element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Humility:
    Name: Coin of Humility
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a shimmering coin of ice. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the ice element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Passing:
    Name: Coin of Passing
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a misty coin of darkness. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the Dark element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Guided Passage:
    Name: Guided Passage
    Rank: A
    Type: Area of Effect/Dark Water
    Duration: 5 rounds
    Description: When it comes to death and waters, it is a ferryman who is commonly depicted as the one who takes spirits to the afterlife. To cast the spell, the mage must speak, "Guided Passage". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of sound dampening fog at a speed of 75 meters per second, covering an area of 150 meters. The thick sea smelling mist will heal allies for 50HP every round, as well as make it easier to think with clear and calm rationality. In contrast, it causes enemies to feel dazed and light headed.
    Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.

    Into Acheron:
    Name: Into Acheron
    Rank: A
    Type: Area of Effect/Dark Ice
    Duration: 5 rounds
    Description: The name of the first area that a ferryman crossed in mythology was Acheron, The River of Woe. To cast the spell, the mage must speak "Into Acheron". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of black whispering ice at a speed of 75 meters per second, covering an area of 150 meters. There are maddening screams of agony and wails of deep sorrow that only the targets would hear. The black ice reaches up from the ground towards the enemies in the area, doing 50HP worth of damage to them every round. The black cold also stops their movements for the first round that they step into the area.  
    Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.

    Whispering Eku:
    Name: Whispering Eku
    Rank: A
    Type: Multi Target/Dark Ocean
    Duration: 4 Rounds
    Description: The lantern takes the shape of an eku made of black pearl and dark salt water, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. Those it hits are temporarily left with the whispering of the dead, giving the possibility of causing confusion.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Bright Eku:
    Name: Bright Eku
    Rank: A
    Type: Multi Target/Light Ice
    Duration: 4 rounds
    Description: The lantern takes the shape of an eku made of brightly illuminating ice, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range.  It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. It's holy light purifies with every strike, giving the possibility of causing unholy creatures struck with it to feel dazed or demotivated. It will attract any friendly ghosts from nearby that aren't resting.
    Downside: Damaging the weapon will hurt Haraka. The light it emits makes it impossible to hide. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Second Heart KhyzeRtP_o


    _____________________________________________________________________________________


    Second Heart B2WXv4aK_o
    sorano granon | solid script | aura manipulation | bank | armory
    i pretend i really liked it this way-- you see, my heart won't die, though i've really tried.


    Nessa Cordelia Lux
    Nessa Cordelia Lux

    Starlight Maiden


    Starlight Maiden

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    Lineage : Vassal of the Cosmos
    Position : Saint of Virtue
    Posts : 6992
    Guild : Fairy Tail
    Cosmic Coins : 45
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    Experience : 26,209

    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Second Heart Empty Re: Second Heart

    Post by Nessa Cordelia Lux 23rd November 2020, 10:06 am

    Spoiler:
    @Haraka Omaras wrote:First Magic: Ulhar Relgim
    Second Magic: Ice Dragon Slayer(2nd Gen)
    Third Magic: Second Heart
    Magic Type: Holder
    Lineage: Sea Dragon
    Proof of Accomplishment: Extra magic purchase on page 28, post n°699.
    Description: The wind spirit was born from a dying last breath. The wind spirits job is to care for the souls and take away their unrest. The unrest of each person becomes a voice, a bit of power and strength for that wind spirit. In its blood was refined energy and life originating from the dead. A lot of things happened when Haraka was eight and a half. For an entire half of a year, the only thing that kept him alive was blood from his wind spirit given to him every night. Why that helped is the same reason why it cannot be repeated.

    The consequences of winds actions remained unseen until after their mage grew stronger and healthier. From this awakening birthed an item that looks like an old lantern that is the size of his heart. It is a second heart of sorts, something that should remain inside of his body most of the time. It can be taken out of his soul, but keeping it out for too long could have negative side affects due to the items deep connection his his life force. It is not a piece of his soul. It is the form the awakened blood of the dead, using the mages life force to give the 'heart' its shape. The lantern will never stop being connected to his life.

    Damaging the item damages his health, just as healing him will also heal the item. In some spells magic comes out the lantern, but in others the lantern will change its shape for the duration of the spell. This magic can be used for healing, support, or attack spells. The magic it uses can be in ocean magic or ice, the two elements in Omaras blood. The lantern will express those two elements through the holy light of his life force, or the darkness of death that birthed that heart in the first place. It cannot use neutral versions of ocean or ice magic. He can't use defensive spells using this magic type.

    Unique Abilities:

    • Spiritual Senses: He can see, feel, and hear spirits. For good or bad, it's just a fact of life for the mage now.
    • Soul Tether: This is something that happens whenever a different person holds the lantern. Both mages will share buffs and feel each others locations so long as the other person is holding the item. The large downfall to this is that they will both also share damage. This means if one gets attacked, they both take damage.


    Spells:
    Signature:

    Name: Oceans Treasure
    Rank: A
    Type: single target/healing
    Duration: 1 round
    Description: His lanterns fire briefly takes a clam like shape before spitting out a white spherical light. It can travel 300 meters away at 300 meters per second, healing the target it hits for 100 hp.
    Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.

    Name: Black Ice
    Rank: A
    Type: single target/Attack
    Duration: 1 round
    Description: The lanterns fire turns black for a brief period of time before spitting out chunks of sharp black ice.It can travel 300 meters away at 300 meters per second, hitting one target and doing 100HP in damage.
    Downside: Requires lantern to be outside of his body for the spell to be cast, making it easier to damage.
    Advanced:
    Lustrous Eku:
    Name: Lustrous Eku
    Rank: A
    Type: Multi Target Attack/Light Ocean
    Duration: 7 rounds
    Description: The lantern takes the shape of an eku made of a shimmering blue aquamarine stone, coated in what looks like a carved ocean design. This is a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 113HP in damage per hit.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Salt Eku:
    Name: Salt Eku
    Rank: B
    Type: Multi Target Attack/Light Ocean
    Duration: 6 rounds
    Description: The lantern takes the shape of a white eku coated in what looks like a carved ocean design, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 90HP in damage per hit.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Shadowy Restore:
    Name: Shadowy Restore
    Rank: A
    Type: Single Target Healing/Dark Ice
    Duration: 7 rounds
    Description: A dark blue sapphire ice heart forms in the lanterns light. The spell is able to move up to 450 meters away at 450 meters. It will heal the target for 150 HP for each round that it is active.
    Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.

    Dark Refresh:
    Name: Dark Refresh
    Rank: B
    Type: Single Target Healing/Dark Ice
    Duration: 6 rounds
    Description: A sapphire blue snow heart forms in the lanterns light The spell is able to move up to 300 meters away at 300 meters per second. It will heal the target for 120 HP for each round that it is active.
    Downside: The spell will stop early if the lantern is placed back into the caster and will need to be cast again in order to reactivate it.
    A Rank:

    Coin of Pride:
    Name: Coin of Pride
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a luminous coin of white pearl. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the water element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Illumination:
    Name: Coin of Illumination
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a bright coin of light. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the light element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Humility:
    Name: Coin of Humility
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a shimmering coin of ice. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the ice element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Coin of Passing:
    Name: Coin of Passing
    Rank: A
    Type: Single Target/Buff
    Duration: 7 Rounds
    Description: The lanterns light shoots out what looks like a misty coin of darkness. It travels at 300 meters per second and is capable of traveling 300 meters away to reach it's target. The person hit with the coin gains a 50% resistance to the Dark element for as long as the spell lasts.
    Downside: The name of the spell must be spoken in order to cast it, making it impossible to cast if one can't speak.

    Guided Passage:
    Name: Guided Passage
    Rank: A
    Type: Area of Effect/Dark Water
    Duration: 5 rounds
    Description: When it comes to death and waters, it is a ferryman who is commonly depicted as the one who takes spirits to the afterlife. To cast the spell, the mage must speak, "Guided Passage". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of sound dampening fog at a speed of 75 meters per second, covering an area of 150 meters. The thick sea smelling mist will heal allies for 50HP every round, as well as make it easier to think with clear and calm rationality. In contrast, it causes enemies to feel dazed and light headed.
    Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.

    Into Acheron:
    Name: Into Acheron
    Rank: A
    Type: Area of Effect/Dark Ice
    Duration: 5 rounds
    Description: The name of the first area that a ferryman crossed in mythology was Acheron, The River of Woe. To cast the spell, the mage must speak "Into Acheron". The light within his lantern will turn black before it(the light) pours down to coat the area in a thin layer of black whispering ice at a speed of 75 meters per second, covering an area of 150 meters. There are maddening screams of agony and wails of deep sorrow that only the targets would hear. The black ice reaches up from the ground towards the enemies in the area, doing 50HP worth of damage to them every round. The black cold also stops their movements for the first round that they step into the area.  
    Downside: The spell will end early if the caster isn't holding his lantern in some way, or if it is put away in his chest. Can't cast the spell if he cannot talk.

    Whispering Eku:
    Name: Whispering Eku
    Rank: A
    Type: Multi Target/Dark Ocean
    Duration: 4 Rounds
    Description: The lantern takes the shape of an eku made of black pearl and dark salt water, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range. It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. Those it hits are temporarily left with the whispering of the dead, giving the possibility of causing confusion.
    Downside: Damaging the weapon will hurt Haraka. It will attract any unfriendly ghosts from nearby that aren't resting. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Bright Eku:
    Name: Bright Eku
    Rank: A
    Type: Multi Target/Light Ice
    Duration: 4 rounds
    Description: The lantern takes the shape of an eku made of brightly illuminating ice, a weapon that's 1.6 meters long. It has melee range, giving the spell melee range.  It's speed is melee, requiring someone to move it in order for it to go anywhere. It's accuracy depends on the mages accuracy. The spell can do a maximum of 75HP in damage per hit. It's holy light purifies with every strike, giving the possibility of causing unholy creatures struck with it to feel dazed or demotivated. It will attract any friendly ghosts from nearby that aren't resting.
    Downside: Damaging the weapon will hurt Haraka. The light it emits makes it impossible to hide. Wont change back to its lantern form until the spell ends, even if someone takes it.

    Second Heart Inac_s10


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    Second Heart 60582_s


      Current date/time is 18th June 2021, 7:26 am