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    Guild Spell Registration

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    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Guest on 26th October 2018, 2:21 pm

    Since guild spells take a lot of grade i'll be doing each guild's on separate posts.
    All corrections will be in this color.

    @Fairy Tail wrote:
    Fairy Fireworks:
    Name: Fairy Fireworks
    Rank: H+
    Damage: 420 hp I'd allow 300HP with the weaknesses
    Range: 1,000 meters
    Speed: 800 mps
    Type: Instant; Area of Effect
    Duration: 1
    Cooldown: 1 thread
    Description:
    The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.

    After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area. This ring is large enough to envelope a space with a radius of 1,200 meters at first. It then proceeds to decrease at 800 mps until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a strange and beautiful sort of rain. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" (Such as a zombie or puppet/robot they are controlling) by the caster. When the spell is cast, all magical buffs and effects will be disabled, whether positive or negative no matter if the person is a friend or foe.

    Strengths:
    - Extremely high range allows for a large number of enemies to be eliminated at once.
    - The range can be adjusted by the caster for a more precise attack if necessary.

    Weaknesses:
    - It has basically only one effect, not much use besides that one effect either.
    - After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
    - You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area
    - All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting Fairy Fireworks.
    - Drains the caster completely unless they are H rank or above.
    Fairy Sphere:
    Name: Fairy Sphere
    Rank: H+
    Type: Absolute Defense/Time stopping (Area of Effect)
    Range: 1800 meters
    Speed: 200 mps
    Duration: Lasts for a maximum of 10 years frozen (5 threads)
    Cooldown: 1 thread
    Description:
    Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. It is a defensive spell in which the user casts a large orange aura in the shape of a dome over a certain area as small or as large are the user wants. This ‘sphere’ has the power to stop any spells of any rank, at any moment. Once cast, it is a place in which time stops, thus everyone within the sphere is fixed in a frozen state where they do not age, and are not harmed. This spell is an absolute defensive spell, and can only be activated or deactivated by either the Guild Master or one of the Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it. Any mage not in the guild of Fairy Tail will find themselves evicted from the sphere and teleported to an area just outside of it.

    Strengths:
    - It allows the User to cast it over a range a larger than Tenrou Island.
    - Being able to stop time is a massive Strength, but can also be a weakness. Stopping time can protect you, but when de-activated (this can only be done by the Aces or Guildmaster) everyone has not aged, and has no memories for the period of time they were frozen for. The maximum amount of time is 10 years (5 threads).
    - No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.

    Weaknesses:
    - No offensive purposes whatsoever.
    - If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
    - Costs the User 50% Magic Power
    - As previously mentioned, stopping time can be a huge weakness. This spell renders all members within the sphere unable to do anything at all. The space they are in is protected, but otherwise any enemies or opponents can do whatever they wish.
    Fairy's Promise:
    Name: Fairy's Promise
    Rank: H+
    Type: Holy, Supportive; Area of Effect
    Range: 1200 meters
    Speed: 800 mps
    Duration: 8 posts
    Cooldown: 1 thread
    Description:
    The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 1200 meters.

    By sending this surplus of energy out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 131 hp each post, adding up to a total of 1048 hp healed if they are within the area for the entire duration. If the mp choice is taken, then each spell casted during this duration deals 225% more damage, although the cost of casting the spell is the same as usual. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. The caster’s thoughts on all the people they cast Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.

    Strengths:
    - The amount of buffs it gives is tremendous
    - The multiple effects of this spell give it a tactical advantage
    - This spell has incredible range, making it extremely difficult to avoid
    Weaknesses:
    - If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
    - As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
    - All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
    - This spell drains 50% of the caster's magic power – 100% if below H rank.
    Fairy Knowledge:
    Name: Fairy Knowledge
    Rank: H+
    Shield Hp: 131 hp per post The overall damage this could withstand is 282HP
    Range: 1,200 meters
    Speed: 800 mps
    Type: Area of Effect
    Duration: 8
    Cooldown: 1 thread
    Description:
    The caster of this spell when using it, will gain a vibrantly colored mark on their head. Instead of being the regular guild mark, it will be shown as two fairy wings placed upon the head of the user. It will glow as if it was an aurora itself as more begin to transfer to all allies around the person. All those seen as being worthy enough, and trustworthy enough of the knowledge of a true fairy, will be able to gain the effects of this spell. However, those seen that way will only be chosen by the user themselves. Upon usage, the user raises their arm outwards in front of them. With their hand cupped, they will begin to lift up their hand from the elbow up, intensifying the glow of the mark and the marks of those around them. The marks begins to radiate, with an almost blinding effect to those that aren't blessed with the mark. As the light dies down, all allies that had received the mark glow with the radiating light of the magic.

    Once the spell is set, all allies that had been in the range of the spell, gain an encasing of an auroran like light. This isn't a quick burst like spell, it is one that effects everyone else over time. Knowledge cannot be rushed, it has to be gained over time. The only way for that to happen, is through being patient for the full effects of the spell. For every post this spell is active, the user will gain a shield over time effect(the hp this shield gains each post is above). Since the shield will stack on to this, the effects of the light will as well, causing enemies within the range of the spell to miss at least one attack, whether it be melee or spell. This part of the spell signifies the ignorance that comes to others when new knowledge is gained. Once the end of the knowledge transfer is over, it accelerates the minds of all those that hold it, that it disperses out of their minds, and outwards towards all enemies, pushing them towards the outer border of the spell's boundaries.

    Strengths:
    - A powerful shield can be stacked up upon the activation of this spell
    - This spell can cause any enemy to waste at least a tiny bit of their energy, by attacking and missing
    -The power of the knowledge is so strong, that all enemies are knocked out to the boundaries of the spell by the end

    Weaknesses:
    - This spell is really reliant on the idea that allies will be able to withhold the battle for it to fully take into effects
    - Only those that are trustworthy or worthy enough(ic wise) for the spell will receive it
    - It takes a good bit of time for the spell to be fully activated
    - One has to have been able to learn a secret from a fairy before this spell can be used
    - Drains the caster completely unless they are H rank or above.

    Cringiness removed and stats (hopefully >.>) updated.
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    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Guest on 26th October 2018, 2:38 pm

    Approved.

    @Onyx Moon wrote:
    Keeper of Vice (Offensive spell) - Death Comes:

    Name:
    Death Comes

    Rank:
    H++

    Type:
    Guild Offensive – Charged AoE

    Duration:
    Up to 5 rounds due to being a charge up

    Cooldown:
    15

    Description:
    Death comes on swift wings or so they say, this is no mere boast to any who come across Onyx Moon's Keeper of Vice. Nothing about this guild spell seems run of the mill even from how it seemingly has no noticeable activation which is indeed the case. The keeper must merely start building up energy within their body of course this is extremely dangerous to its wielder as the longer they keep the strain the more damage it does to them, but while they are building up the energy unlike most charge spells they are still able to fight quite normally. Each round allows a build up of 50% spell rank damage (capping at x2.5), the damage can be released at any point in what can only be described a mass explosion by the Vice Keeper. This spell can go the max range of 1200m. Damage is spread equally over enemies of the guild meaning it can't hurt those who are innocent or bare the guilds mark. While charging the Keeper of vice gets a buff of 75% to both their physical and magical damage. (The buff only works for things that deal damage). There is a price for power of course, as said before the longer the build up the more the wielder pays for it, every round the keeper of vice continues to build up he loses 60 HP due to the strain and due to the nature of the spell healing spells are only half as effective on them.

    Strengths:

    - Charges up to deal more damage
    - Unable to harm those who are deemed as innocent or guild members
    - Gives a buff to attacks while charging
    - Non elemental so can't be eaten by slayers

    Weaknesses:

    - Keeper takes damage each round
    - Healing only works half as well on the keeper when active
    - Distance is smaller than one may expect from a spell of the same rank
    - Healing and other buff spells are unaffected by this spells magic buff
    - When triggered there is no do over in the spell so the Keeper has to be sure when they release the energy
    - If the keeper is knocked out the spell is safely dispersed dealing no damage and so wasted.

    Keeper of Virtue (Defensive spell) - Keeper's Secret:

    Name:
    Keeper's Secret

    Rank:
    H++

    Type:
    Guild Defensive – Healing Shield

    Duration:
    8 Posts

    Cooldown:
    15

    Description:
    It is said that the past holds many powerful secrets to anyone that has the time and patience to go looking for these ancient secrets. Onyx Moon it seems had managed to come across one of these secrets and ever since gifted it to the Keeper of Virtue so they may keep themselves and allies safe. The spell that the guild happened to come across a very interesting and powerful defence spell indeed, like their counterpart of 'vice' this has no visible way of seeing it's activation but unlike their counterpart they don't store the energy within their bodies in fact they spread it out between themselves and their allies. Those that are being affected by this spell get what can only be described as a shimmering bracelet of royal blue and white runes on their left wrist. What this does is covers people with 1260h HP (the equivalent of 3 H++ rank hits) equally amongst those with the marks. ( the more people shielded the less of a beating the shield of each person can take before fading. Max 6 people.) These shields are not visible to the naked eye but can be sensed through magical means and sight, when hit a ripple seem to show the hidden barrier. As a secondary effect those with the marking get the equivalent of being healed  for the same as a multi-target S+ rank heal over time spell would do (max 0.75x each per round). The marks are usable up to 750m away from the Keeper of Virtue. With power their comes drawback and responsibility none more apparent when dealing with the magic of old. Any under the protective effect of this spell may not attack if they do they lose it's protection and healing, in addition the strain of using such an ancient magic disorientates the original caster for one round leaving them immobilised and unable to attack, the last downfall to this ancient magic is that the Keeper loses 50% of their speed for five turns as they get their bearings once more.

    Strengths:

    - Can protect up to three people
    - Heals those being protected
    - Classed as non elemental so slayers can not eat it
    - Shield is like an unseen bubble

    Weaknesses:

    - Short distance
    - Immobilises caster
    - Debuffs caster
    - Those being protected can not attack or lose the benefit
    - Caster can not protect themselves while immobilised

    Keeper of Balance (Support Spell) - Elysium Touched:

    Name:
    Elysium Touched

    Rank:
    H++

    Type:
    Guild Support- Illusionary Immobilising Debuff

    Duration:
    10 Posts (1 post for initial activation)

    Cooldown:
    15 Posts

    Description:
    Even the damned can find themselves heaven touched if they try hard enough to see the light. Elysium Touched is another ancient spell that the Onyx Moon's guild 'happened' upon, seeing its strength they decided that it would be a good addition to the guild support system and thus kept it for themselves. The Keeper of Balance is gifted the ability to use this spell and unlike either side of this spell does have an activation method that can be seen. The warning sign of the spells imminent activation is the almost celestial blue glow their eyes take on before the very intricate set of hand gestures that quickly follow a round later. When fully activated the Keeper is covered in golden white glowing markings making it impossible for them to hide in natural shadow. With the markings in place an area of 1000m changes to look like whatever the keeper wishes; to those of same rank and below the keepers rank (caps at spells rank) this is a flawless solid illusion. Once the illusion is set it can not be changed so the keeper must be sure on what they want this to be before the spell is cast. The illusion itself does absolutely nothing though can be a hindrance for both ally and enemy alike depending on the scene chosen. The true strength of this ability is that due to the change around them it stops enemies in their tracks as they try and work out what is going on for a single round, what they don't seem to realise is that the air within the illusion has changed just slightly making them weaker (both physically and magically) by 75%. This spell does not affect non-hostile people, allies or those wearing the guilds mark. Due to the strain when the cooldown begins the Keeper of Balance is takes 50 % more damage from attacks that hit them for five rounds as their body gets readjusted.

    Strengths:

    - Creates a flawless solid illusion
    - Debuffs speed and both magical/physical attacks
    - Immobilises
    - Immobilisation/Debuff doesn't effect innocents, allies or guild members
    - Non elemental so can't be eaten by slayers

    Weaknesses:

    - Requires a round before full activation
    - Activation requires hand movements
    - Keeper can't hide in natural shadow
    - Illusion can be a hindrance to both friend and foe
    - Spell is based on perception (if the enemy isn't openly hostile the debuff/immobilisation won't affect them.)
    - Keeper takes added damage for three rounds when the duration is up
    - Smaller area of effect than one would expect from a spell of this rank
    - Can't be used if immobilised
    - Once illusion is set it can't be changed during the current activation of the spell

    Updated guild spells to work with the new rules
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    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Guest on 26th October 2018, 2:48 pm

    Approved.

    @Leona Jarnefeldt wrote:
    Fury of the Pack:



       Name: Fury of the Pack
       Rank: H++
       Type: Multiple Target
       Damage: One wolf deals 316 HP per attack while four wolves deal 79 HP per attack (stats are divided based on the number of wolves summoned, up to four)
       Range: 700 meters
       Speed: 600 Meters per second
       Duration: 1 Post
       Cooldown: One use per thread
       Downside: N/A
       Description: The user raises both hands and focuses silver magical energy in a circle around them, then calls out "FURY OF THE PACK!" as the silver energy explodes outward in a harmless blast. Up to four wolves are instantly summoned to the user's side. They can run at speeds of up to 350 meters per second, making them hard to outrun. They can also track targets by scent.
       Strengths:
       

         
    • Provides instant backup for a lone Ace/Guild Master
         
    • The spell can be tailored to the threat: one wolf or four can be called upon
         
    • The wolves move quickly, making them hard to outrun and hard (but not impossible) to hit before they attack
         
    • The wolves can track targets by scent, making them hard to avoid
         
    • The summoned wolves have good HP, making them able to take hits and still be a threat
         

       Weaknesses:
       

         
    • The wolves only last for one post, making the timing of their usage very important
         
    • Their attacks can be avoided or blocked
         
    • The spell's short duration makes it possible for skilled opponents to avoid the wolves until they disappear
         
    • Their ability to track by scent can be negated by appropriate countermeasures
         
    • They can be ensnared by spells, making the spell be wasted
         




    Winter Dome:


       Name: Winter Dome
       Rank: H++
       Type: Defensive, Area of Effect
       Damage: 420 HP of durability
       Range: 600 Meters
       Speed: 400 Meters per second
       Duration: 2 Posts
       Cooldown: 15 Posts
       Downside: N/A
       Description: The user holds their arms out at their sides with the palms facing outward. They focus glowing blue magical energy, then push outward while shouting "WINTER DOME!" A dome of clear ice blue energy is then formed, protecting the user and any guildmates under the dome. If it is not destroyed by enemy attacks, the dome lasts for two turns.
       Strengths:
       

         
    • Provides good protection for multiple guildmates
         
    • Despite the name, it has no special weakness to Fire
         
    • Dome is clear, allowing those within to see outside
         
    • Is quick to cast and covers a wide area
         

       Weaknesses:
       

         
    • Can also inadvertently shield enemies, trapping them in with guildmates and allies
         
    • Once dome is set, it cannot be moved until the spell is cast again
         
    • Lengthy cooldown makes good usage of Winter Dome's protection important
         
    • Dome is clear; enemies can see inside of it  
         


    Strength of the Pack:


       Name: Strength of the Pack
       Rank: H++
       Type: Utility, Buff
       Damage: 100% to Speed and Spell Damage
       Range: 600 Meters
       Speed: 400 Meters per second
       Duration: 8 Posts
       Cooldown: 15 Posts
       Downside: N/A
       Description: The user brings their hands out in front of them and channels silver magical energy. Then they shout "STRENGTH OF THE PACK!" and moves their hands to the side, summoning a pack of spirit wolves. They howl in unison, empowering any Silver Wolf members and allies with a boost to Speed and Spell Damage for eight posts.
       Strengths:
       

         
    • Speed and Spell Damage are boosted, making it good for use as a strong opening move or as a way to turn around a losing battle
         
    • Only Silver Wolf members and allies benefit from the spell
         
    • The spell has a respectable duration, ensuring that it is harder for enemies to wait out the spell's effects
         
         

       Weaknesses:
       

         
    • Cooldown is lengthy, making the timing of its usage important
         
    • Members and allies must be able to hear the howl for the buffs to take effect
         
    • Even with their increased power, spells can still be dodged or blocked
         

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    Fairy Tail

    1 Year Anniversary- Player 
    Lineage : None
    Position : None
    Posts : 33
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Fairy Tail on 29th October 2018, 10:27 pm

    Fairy Fireworks:
    Name: Fairy Fireworks
    Rank: H+
    Damage: 300 hp
    Range: 1,000 meters
    Speed: 800 mps
    Type: Instant; Area of Effect
    Duration: 1
    Cooldown: 1 thread
    Description:
    The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.

    After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area. This ring is large enough to envelope a space with a radius of 1,200 meters at first. It then proceeds to decrease at 800 mps until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a strange and beautiful sort of rain. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" (Such as a zombie or puppet/robot they are controlling) by the caster. When the spell is cast, all magical buffs and effects will be disabled, whether positive or negative no matter if the person is a friend or foe.

    Strengths:
    - Extremely high range allows for a large number of enemies to be eliminated at once.
    - The range can be adjusted by the caster for a more precise attack if necessary.

    Weaknesses:
    - It has basically only one effect, not much use besides that one effect either.
    - After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
    - You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area
    - All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting Fairy Fireworks.
    - Drains the caster completely unless they are H rank or above.
    Fairy Sphere:
    Name: Fairy Sphere
    Rank: H+
    Type: Absolute Defense/Time stopping (Area of Effect)
    Range: 1800 meters
    Speed: 200 mps
    Duration: Lasts for a maximum of 10 years frozen (5 threads)
    Cooldown: 1 thread
    Description:
    Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. It is a defensive spell in which the user casts a large orange aura in the shape of a dome over a certain area as small or as large are the user wants. This ‘sphere’ has the power to stop any spells of any rank, at any moment. Once cast, it is a place in which time stops, thus everyone within the sphere is fixed in a frozen state where they do not age, and are not harmed. This spell is an absolute defensive spell, and can only be activated or deactivated by either the Guild Master or one of the Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it. Any mage not in the guild of Fairy Tail will find themselves evicted from the sphere and teleported to an area just outside of it.

    Strengths:
    - It allows the User to cast it over a range a larger than Tenrou Island.
    - Being able to stop time is a massive Strength, but can also be a weakness. Stopping time can protect you, but when de-activated (this can only be done by the Aces or Guildmaster) everyone has not aged, and has no memories for the period of time they were frozen for. The maximum amount of time is 10 years (5 threads).
    - No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.

    Weaknesses:
    - No offensive purposes whatsoever.
    - If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
    - Costs the User 50% Magic Power
    - As previously mentioned, stopping time can be a huge weakness. This spell renders all members within the sphere unable to do anything at all. The space they are in is protected, but otherwise any enemies or opponents can do whatever they wish.
    Fairy's Promise:
    Name: Fairy's Promise
    Rank: H+
    Type: Holy, Supportive; Area of Effect
    Range: 1200 meters
    Speed: 800 mps
    Duration: 8 posts
    Cooldown: 1 thread
    Description:
    The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 1200 meters.

    By sending this surplus of energy out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 131 hp each post, adding up to a total of 1048 hp healed if they are within the area for the entire duration. If the mp choice is taken, then each spell casted during this duration deals 225% more damage, although the cost of casting the spell is the same as usual. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. The caster’s thoughts on all the people they cast Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.

    Strengths:
    - The amount of buffs it gives is tremendous
    - The multiple effects of this spell give it a tactical advantage
    - This spell has incredible range, making it extremely difficult to avoid
    Weaknesses:
    - If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
    - As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
    - All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
    - This spell drains 50% of the caster's magic power – 100% if below H rank.
    Fairy Knowledge:
    Name: Fairy Knowledge
    Rank: H+
    Shield Hp: 282 hp
    Range: 1,200 meters
    Speed: 800 mps
    Type: Area of Effect
    Duration: 8
    Cooldown: 1 thread
    Description:
    The caster of this spell when using it, will gain a vibrantly colored mark on their head. Instead of being the regular guild mark, it will be shown as two fairy wings placed upon the head of the user. It will glow as if it was an aurora itself as more begin to transfer to all allies around the person. All those seen as being worthy enough, and trustworthy enough of the knowledge of a true fairy, will be able to gain the effects of this spell. However, those seen that way will only be chosen by the user themselves. Upon usage, the user raises their arm outwards in front of them. With their hand cupped, they will begin to lift up their hand from the elbow up, intensifying the glow of the mark and the marks of those around them. The marks begins to radiate, with an almost blinding effect to those that aren't blessed with the mark. As the light dies down, all allies that had received the mark glow with the radiating light of the magic.

    Once the spell is set, all allies that had been in the range of the spell, gain an encasing of an auroran like light. This isn't a quick burst like spell, it is one that effects everyone else over time. Knowledge cannot be rushed, it has to be gained over time. The only way for that to happen, is through being patient for the full effects of the spell. For every post this spell is active, the user will gain a shield over time effect(the hp this shield gains each post is above). Since the shield will stack on to this, the effects of the light will as well, causing enemies within the range of the spell to miss at least one attack, whether it be melee or spell. This part of the spell signifies the ignorance that comes to others when new knowledge is gained. Once the end of the knowledge transfer is over, it accelerates the minds of all those that hold it, that it disperses out of their minds, and outwards towards all enemies, pushing them towards the outer border of the spell's boundaries.

    Strengths:
    - A powerful shield can be stacked up upon the activation of this spell
    - This spell can cause any enemy to waste at least a tiny bit of their energy, by attacking and missing
    -The power of the knowledge is so strong, that all enemies are knocked out to the boundaries of the spell by the end

    Weaknesses:
    - This spell is really reliant on the idea that allies will be able to withhold the battle for it to fully take into effects
    - Only those that are trustworthy or worthy enough(ic wise) for the spell will receive it
    - It takes a good bit of time for the spell to be fully activated
    - One has to have been able to learn a secret from a fairy before this spell can be used
    - Drains the caster completely unless they are H rank or above.

    @Madame Astrid Edits have been made!


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    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Guest on 2nd November 2018, 1:32 am

    Approved.

    @Fairy Tail wrote:
    Fairy Fireworks:
    Name: Fairy Fireworks
    Rank: H+
    Damage: 300 hp
    Range: 1,000 meters
    Speed: 800 mps
    Type: Instant; Area of Effect
    Duration: 1
    Cooldown: 1 thread
    Description:
    The caster of this spell, whether it be ace or GM will receive a golden tattoo on their arm upon learning it. Upon usage, the user raises their arm to the heavens; causing streaks of light and color to begin forming in the air around their arm. The gold Fairy Fireworks tattoo wrapped around their arm begins to glow with a golden light; and begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point where you can barely even move near them in all the wind, sparks, and energy swirling about. When the streaks of power fully tighten themselves into the tattoo, there is a brief moment of complete silence as the energies fully merge.

    After the spell is charged; the caster points their arm at the target like a shotgun, and an immense ring of angry golden sparks drives themselves towards the targeted area. This ring is large enough to envelope a space with a radius of 1,200 meters at first. It then proceeds to decrease at 800 mps until the wanted size is achieved, never losing any intensity. Then, the ring bursts apart completely, a huge explosion of powerful sparks shooting outwards to land on anything and everything within the space like a rain of fire and lightning. The sparks do not harm any members of Fairy Tail or allies of the guild in the area, instead falling silently around them like a strange and beautiful sort of rain. Fairy Fireworks can damage anything considered a "target" or "manned by the enemy" (Such as a zombie or puppet/robot they are controlling) by the caster. When the spell is cast, all magical buffs and effects will be disabled, whether positive or negative no matter if the person is a friend or foe.

    Strengths:
    - Extremely high range allows for a large number of enemies to be eliminated at once.
    - The range can be adjusted by the caster for a more precise attack if necessary.

    Weaknesses:
    - It has basically only one effect, not much use besides that one effect either.
    - After being only used once, you will end up with an extremely long cooldown. Basically, if you mess it up, there’s no going back.
    - You have to wait to detonate it as the ring shrinks from enormous size, as the ring takes 3-4 seconds to shrink around a target area
    - All other magical buffs and effects you have on you; (whether negative or positive) disappear and are set on Cooldown when you begin casting Fairy Fireworks.
    - Drains the caster completely unless they are H rank or above.
    Fairy Sphere:
    Name: Fairy Sphere
    Rank: H+
    Type: Absolute Defense/Time stopping (Area of Effect)
    Range: 1800 meters
    Speed: 200 mps
    Duration: Lasts for a maximum of 10 years frozen (5 threads)
    Cooldown: 1 thread
    Description:
    Fairy Sphere is one of the Three Great Magics of Fairy Tail with which only the Guildmaster and selected Aces can use. It is a defensive spell in which the user casts a large orange aura in the shape of a dome over a certain area as small or as large are the user wants. This ‘sphere’ has the power to stop any spells of any rank, at any moment. Once cast, it is a place in which time stops, thus everyone within the sphere is fixed in a frozen state where they do not age, and are not harmed. This spell is an absolute defensive spell, and can only be activated or deactivated by either the Guild Master or one of the Aces per thread. Only 1 one of the Aces may activate it, yet all aces plus the GM can de-activate it. Any mage not in the guild of Fairy Tail will find themselves evicted from the sphere and teleported to an area just outside of it.

    Strengths:
    - It allows the User to cast it over a range a larger than Tenrou Island.
    - Being able to stop time is a massive Strength, but can also be a weakness. Stopping time can protect you, but when de-activated (this can only be done by the Aces or Guildmaster) everyone has not aged, and has no memories for the period of time they were frozen for. The maximum amount of time is 10 years (5 threads).
    - No spell/s can break this Sphere at all. Even other Guild Spells of the same Rank cannot break this spell.

    Weaknesses:
    - No offensive purposes whatsoever.
    - If the Guildmaster and Ace are both within the Sphere, they will all be frozen for 5 threads. (Even though the Guildmaster or Ace can be outside the Sphere)
    - Costs the User 50% Magic Power
    - As previously mentioned, stopping time can be a huge weakness. This spell renders all members within the sphere unable to do anything at all. The space they are in is protected, but otherwise any enemies or opponents can do whatever they wish.
    Fairy's Promise:
    Name: Fairy's Promise
    Rank: H+
    Type: Holy, Supportive; Area of Effect
    Range: 1200 meters
    Speed: 800 mps
    Duration: 8 posts
    Cooldown: 1 thread
    Description:
    The user’s guild crest will have a special pattern running across it, a network of multicolored glowing veins as many as the number of people in the guild. Upon usage, the user cups their hand over their guild crest, extracting an orb of multicolored threads. As they gather up this energy, the intensity of the light increases until it looks white to the human eye, and is almost impossible to look upon. Passing one hand above the glowing mass, the user flicks it outwards as if flicking open a fan, spreading the spell out over an area of 1200 meters.

    By sending this surplus of energy out to all guild members within the area, depending on their situation, either their mp or hp will be increased greatly. If the hp choice is taken, each member will be healed 131 hp each post, adding up to a total of 1048 hp healed if they are within the area for the entire duration. If the mp choice is taken, then each spell casted during this duration deals 225% more damage, although the cost of casting the spell is the same as usual. Additionally, it reduces the mp of anyone the caster considers a true enemy by 50%. The caster’s thoughts on all the people they cast Fairy’s Promise on is a promise to themselves, and a promise to their guild. Only those they truly consider a guildmate shall receive the award, and only those considered truly enemies will be receive the punishment. Neutral parties will not be affected, besides being surrounded by a beautiful aura of golden light shining around them.

    Strengths:
    - The amount of buffs it gives is tremendous
    - The multiple effects of this spell give it a tactical advantage
    - This spell has incredible range, making it extremely difficult to avoid
    Weaknesses:
    - If you do not truly believe someone to be a friend/enemy in your heart, the spell will not affect them in that way.
    - As this is quite a difficult spell to master, the caster may have it backfire on them, instead taking away 20% of their health and freezing their age forever. This is a character development that the caster can choose whether to implement or not.
    - All buffs and effects that anyone affected by the spell had before are immediately nullified, whether they were positive or negative.
    - This spell drains 50% of the caster's magic power – 100% if below H rank.
    Fairy Knowledge:
    Name: Fairy Knowledge
    Rank: H+
    Shield Hp: 282 hp
    Range: 1,200 meters
    Speed: 800 mps
    Type: Area of Effect
    Duration: 8
    Cooldown: 1 thread
    Description:
    The caster of this spell when using it, will gain a vibrantly colored mark on their head. Instead of being the regular guild mark, it will be shown as two fairy wings placed upon the head of the user. It will glow as if it was an aurora itself as more begin to transfer to all allies around the person. All those seen as being worthy enough, and trustworthy enough of the knowledge of a true fairy, will be able to gain the effects of this spell. However, those seen that way will only be chosen by the user themselves. Upon usage, the user raises their arm outwards in front of them. With their hand cupped, they will begin to lift up their hand from the elbow up, intensifying the glow of the mark and the marks of those around them. The marks begins to radiate, with an almost blinding effect to those that aren't blessed with the mark. As the light dies down, all allies that had received the mark glow with the radiating light of the magic.

    Once the spell is set, all allies that had been in the range of the spell, gain an encasing of an auroran like light. This isn't a quick burst like spell, it is one that effects everyone else over time. Knowledge cannot be rushed, it has to be gained over time. The only way for that to happen, is through being patient for the full effects of the spell. For every post this spell is active, the user will gain a shield over time effect(the hp this shield gains each post is above). Since the shield will stack on to this, the effects of the light will as well, causing enemies within the range of the spell to miss at least one attack, whether it be melee or spell. This part of the spell signifies the ignorance that comes to others when new knowledge is gained. Once the end of the knowledge transfer is over, it accelerates the minds of all those that hold it, that it disperses out of their minds, and outwards towards all enemies, pushing them towards the outer border of the spell's boundaries.

    Strengths:
    - A powerful shield can be stacked up upon the activation of this spell
    - This spell can cause any enemy to waste at least a tiny bit of their energy, by attacking and missing
    -The power of the knowledge is so strong, that all enemies are knocked out to the boundaries of the spell by the end

    Weaknesses:
    - This spell is really reliant on the idea that allies will be able to withhold the battle for it to fully take into effects
    - Only those that are trustworthy or worthy enough(ic wise) for the spell will receive it
    - It takes a good bit of time for the spell to be fully activated
    - One has to have been able to learn a secret from a fairy before this spell can be used
    - Drains the caster completely unless they are H rank or above.

    @Madame Astrid Edits have been made!
    Aurora
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    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Aurora on 18th December 2018, 5:30 pm

    Aurora's joining the trend of Guild Spells.

    Aurora's Tears:

    Name: Aurora's tears
    Rank: H++
    Type: Area of effect
    Damage: 226
    Range: 1200 meters diameter radius
    Speed: 800 meters per second
    Duration: Three posts.
    Cooldown:
    Downside:
    Description: Upon casting, the Aurora guild tattoo of the caster, and any within the area starts to and turn into a shifting rainbow pattern. Around the user appears a rainbow patterned magic circle with the colors shifting, but bellow the caster is a pink version of the guild's symbol before an identical magic circle appears in the sky. A hail of rainbow liquid (A mix of water and light magic) comes down from the magic circle, at a fast pace, stinging all within the area. Anyone bearing the guild mark of Aurora, and who ever the caster considers an ally is unaffected. This spell can be considered a Light and water hybrid spell.


    Aurora's Light:
    Name: Aurora's light
    Rank: H++
    Type: Area of effect, healing, Guild Support.
    Heal: 113 HP
    Range: 800 meters
    Speed: 800 meters per second
    Duration: 1 post
    Cooldown:
    Downside:
    Description: Upon casting, the guild tattoo of the caster and anyone bearing the Aurora guild mark within range glows while a ball of light forms in the caster's hand. The caster lets the ball go as it floats itself high into the sky expanding until it explodes, forming a large aurora in the sky. The light from the aurora dispels any lingering clouds, fog, or light based magic S rank or lower, but must pay MP equal to the cost of the spell used in addition to take effect. Anyone under the aurora, bearing the mark of the Aurora guild, would feel the soothing light's effect as it restores their vitality.

    Aurora Guard:
    Name: Aurora Guard
    Rank: H++
    Type:Defensive
    Defence: Can take up to 630 damage.
    Range: 500 meters diameter
    Speed: 500 meters per second
    Duration: 15 posts maximum
    Cooldown:
    Downside:
    Description: A ball of light forms in the caster's hand, before floating into the air and spreading over the area as it gains the color scheme of an aurora forming the translucent dome. Anyone bearing the mark of Aurora can pass through this barrier with no problem, but no one else may pass through the barrier until it is destroyed. However the shield is weak to shadow and darkness based attacks, which deal an additional 15% damage to the dome.


    Last edited by Aurora on 29th January 2019, 4:22 pm; edited 1 time in total
    Johann
    Johann

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    Character Sheet
    First Magic: Saga of Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Johann on 29th January 2019, 3:30 pm

    All edits in this colour

    @Aurora wrote:Aurora's joining the trend of Guild Spells.

    Aurora's Tears:

    Name: Aurora's tears
    Rank: H++
    Type: Area of effect
    Damage: 226
    Range: 1600 meters diameter radius (Lower this to 1200m)
    Speed: 800 meters per second
    Duration: Three posts.
    Cooldown:
    Downside:
    Description: Upon casting, the Aurora guild tattoo of the caster, and any within the area starts to and turn into a shifting rainbow pattern. Around the user appears a rainbow patterned magic circle with the colors shifting, but bellow the caster is a pink version of the guild's symbol before an identical magic circle appears in the sky. A hail of rainbow liquid (A mix of water and light magic) comes down from the magic circle, at a fast pace, stinging all within the area. Anyone bearing the guild mark of Aurora, and who ever the caster considers an ally is unaffected. This spell can be considered a Light and water hybrid spell.


    Aurora's Light:
    Name: Aurora's light
    Rank: H++
    Type: Area of effect, healing, Guild Support.
    Heal: 200 HP (Lower this to 113 max)
    Range: 800 meters
    Speed: 800 meters per second
    Duration: 1 post
    Cooldown:
    Downside:
    Description: Upon casting, the guild tattoo of the caster and anyone bearing the Aurora guild mark within range glows while a ball of light forms in the caster's hand. The caster lets the ball go as it floats itself high into the sky expanding until it explodes, forming a large aurora in the sky. The light from the aurora dispels any lingering clouds, fog, or light based magic S rank or lower (Must pay the original spell cost in addition to the cost of this spell in order to dispel any spells this way). Anyone under the aurora, bearing the mark of the Aurora guild, would feel the soothing light's effect as it restores their vitality.

    Aurora Guard:
    Name: Aurora Guard
    Rank: H++
    Type:Defensive
    Defence: Can take up to 630 damage.
    Range: 500 meters diameter
    Speed: 500 meters per second
    Duration: 15 posts maximum
    Cooldown:
    Downside:
    Description: A ball of light forms in the caster's hand, before floating into the air and spreading over the area as it gains the color scheme of an aurora forming the translucent dome. Anyone bearing the mark of Aurora can pass through this barrier with no problem, but no one else may pass through the barrier until it is destroyed. However the shield is weak to shadow and darkness based attacks, which deal an additional 15% damage to the dome.


    _____________________________________________________________________________________

    Guild Spell Registration - Page 4 Johannsiggies
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    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Aurora on 29th January 2019, 4:22 pm

    edits made
    Johann
    Johann

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    Lineage : Einherjar
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    Third Magic: Maledict of War - Berserkir

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Johann on 30th January 2019, 9:46 am

    Approved

    @Aurora wrote:Aurora's joining the trend of Guild Spells.

    Aurora's Tears:

    Name: Aurora's tears
    Rank: H++
    Type: Area of effect
    Damage: 226
    Range: 1200 meters diameter radius
    Speed: 800 meters per second
    Duration: Three posts.
    Cooldown:
    Downside:
    Description: Upon casting, the Aurora guild tattoo of the caster, and any within the area starts to and turn into a shifting rainbow pattern. Around the user appears a rainbow patterned magic circle with the colors shifting, but bellow the caster is a pink version of the guild's symbol before an identical magic circle appears in the sky. A hail of rainbow liquid (A mix of water and light magic) comes down from the magic circle, at a fast pace, stinging all within the area. Anyone bearing the guild mark of Aurora, and who ever the caster considers an ally is unaffected. This spell can be considered a Light and water hybrid spell.


    Aurora's Light:
    Name: Aurora's light
    Rank: H++
    Type: Area of effect, healing, Guild Support.
    Heal: 113 HP
    Range: 800 meters
    Speed: 800 meters per second
    Duration: 1 post
    Cooldown:
    Downside:
    Description: Upon casting, the guild tattoo of the caster and anyone bearing the Aurora guild mark within range glows while a ball of light forms in the caster's hand. The caster lets the ball go as it floats itself high into the sky expanding until it explodes, forming a large aurora in the sky. The light from the aurora dispels any lingering clouds, fog, or light based magic S rank or lower, but must pay MP equal to the cost of the spell used in addition to take effect. Anyone under the aurora, bearing the mark of the Aurora guild, would feel the soothing light's effect as it restores their vitality.

    Aurora Guard:
    Name: Aurora Guard
    Rank: H++
    Type:Defensive
    Defence: Can take up to 630 damage.
    Range: 500 meters diameter
    Speed: 500 meters per second
    Duration: 15 posts maximum
    Cooldown:
    Downside:
    Description: A ball of light forms in the caster's hand, before floating into the air and spreading over the area as it gains the color scheme of an aurora forming the translucent dome. Anyone bearing the mark of Aurora can pass through this barrier with no problem, but no one else may pass through the barrier until it is destroyed. However the shield is weak to shadow and darkness based attacks, which deal an additional 15% damage to the dome.


    _____________________________________________________________________________________

    Guild Spell Registration - Page 4 Johannsiggies

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Dies Irae on 14th March 2019, 2:33 pm

    Dies Irae Guild Spells done and ready for approval

    Offensive:

    Name: Gospel of Annihilation
    Rank: H++
    Type: Single Target, Burst, Offensive
    Damage: 210 HP per post
    Range: 1,600 m
    Speed: 1,600 m/s
    Duration: 5 posts
    Description:
    The first of the seven Gospels of Dies Irae, a spell fashioned from ancient, powerful magic and inspired by aggression and vengeance. The Gospel of Annihilation represents the ideals of Dies Irae, a spell designed solely to destroy those that dare oppose the righteous judgment of the guild. To cast the spell, the user gently touches their guild mark, the red cross, along with their irises, flaring up with bright red color, an aura of incredible magical power appearing around them as they accumulating energy within their body, charging up the spell. This increases the user’s spell damage by 230% for the duration of the spell. For every post the user charges, glowing symbols of crimson color, resembling tribal markings, will spread further and further across their skin originating from their guild mark, the spell's power increasing by 0.5x H++ damage per post up to a maximum of 2.5x H++ damage on the fifth post. The spell can be released at any point within the duration, dealing the charged damage. If the spell isn't released on the last post of its duration it will simply dissipate.

    When the spell is released, all stored up magic power coalesces into a projectile of pure energy of blood-red color in one of the user’s hands, which is fired off at an enemy or area within the spell’s range at the spell’s speed, exploding into a massive burst of sheer force upon impact. This burst has a range of 1,000m around the point of impact, the explosion traveling outward at a speed of 800m/s, dealing the charged damage to anyone considered an enemy by the user. All those bearing the guild mark of Dies Irae and those considered allies by the user will be completely unaffected by this spell.

    Defensive:

    Name: Gospel of Perseverance
    Rank: H++
    Type: Burst, Defensive
    Durability: 1,260 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Description:
    The second of the seven Gospels of Dies Irae, a spell fashioned from ancient, powerful magic and inspired by friendship, comradery, and the wish to protect. The Gospel of Perseverance represents the ideals of Dies Irae, a spell designed solely to protect those who follow the righteous path and safeguard them from any harm. To cast the spell the user accumulates magical energy in their right hand, which manifests as a quietly flickering, crimson flame, before dropping to the ground, touching it. Upon doing so, a pulse of magical energy is released from the user’s position, resembling a wave of blood-red flame that covers an area of 1000m around the user at 800m/s. This wave affects only the user, members of Dies Irae and those considered allies by the user of the spell, leaving anyone and anything else completely unaffected.

    Those affected by the spell, however, will feel warmth and comfort as the magic sweeps over them and leaves behind a red aura that surrounds their forms. The aura acts as a personal shield, able to deflect up to 1,260 HP in damage before breaking. The durability of this shield is restored to full at the beginning of every post as the spell is recast, the spell itself not breaking even if the shield is destroyed. Additionally, those affected will find their physical forms strengthened by the ancient magic coursing through their veins, increasing both speed and strength by 115% for the duration of the spell as well as granting the affected a counter to paralysis and piercing effects, effects that would paralyze the affected instead halving their base speed and effects that pierce shields, damage reductions and armors dealing 50% less base damage when piercing a shield, damage reduction or armor. Furthermore, someone affected by this spell can, once per post, negate a spell that affects them along with all effects associated with it as long as it is within H++ burst range and they pay the original MP cost it took to produce the spell.

    Supportive:

    Name: Gospel of Determination
    Rank: H++
    Type: Burst, Supportive
    Healing: 420 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Description:
    The third of the seven Gospels of Dies Irae, a spell fashioned from ancient, powerful magic and inspired by bravery, virtue and undeterred persistence. The Gospel of Determination represents the ideals of Dies Irae, a spell designed solely to empower the members of the guild in their quest for righteousness and aid them in their fights. To cast the spell, the user folds their hands as if in prayer, a red aura that almost resembles smoke in appearance surrounding the forms of the user as well as every Dies Irae member and those the user considers allies within the spell's range at the spell's speed. Once the aura attaches to them, it will stick to their bodies for the duration of the spell, the red smoke following their every move and their forms blurring with the magical energy of the spell.

    This aura grants all those affected by the spell a 230% buff to a single stat of their choosing (Apart from stats with hard caps such as HP, Damage Reductions etc.) for the duration of the spell. Additionally, those affected will be aided by the aura of the spell, the damage they have sustained, no matter the source, reversed, restoring 420 HP to all affected every post for the duration of the spell. Furthermore, while this spell is active, the affected's spells can still be redirected, copied or negated, though much less efficiently. If a negation effect is used on one the affected's spells the spell in question is not completely negated, pushing through the effect, dealing 50% of the spells original damage. Redirection effects similarly lower the damage of the user's spells by 50% instead of completely redirecting them. If a copy effect is used on the affected's spells, the spell copied will manifest at 50% of its original strength.
    Onida
    Onida
     
     

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    Lineage : Blessed by the Fourth Wall
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    Character Sheet
    First Magic: Glitch Magic
    Second Magic: N/A
    Third Magic: N/A

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Onida on 14th March 2019, 2:36 pm

    @Dies Irae wrote:
    Dies Irae Guild Spells done and ready for approval

    Offensive:

    Name: Gospel of Annihilation
    Rank: H++
    Type: Single Target, Burst, Offensive
    Damage: 210 HP per post
    Range: 1,600 m
    Speed: 1,600 m/s
    Duration: 5 posts
    Description:
    The first of the seven Gospels of Dies Irae, a spell fashioned from ancient, powerful magic and inspired by aggression and vengeance. The Gospel of Annihilation represents the ideals of Dies Irae, a spell designed solely to destroy those that dare oppose the righteous judgment of the guild. To cast the spell, the user gently touches their guild mark, the red cross, along with their irises, flaring up with bright red color, an aura of incredible magical power appearing around them as they accumulating energy within their body, charging up the spell. This increases the user’s spell damage by 230% for the duration of the spell. For every post the user charges, glowing symbols of crimson color, resembling tribal markings, will spread further and further across their skin originating from their guild mark, the spell's power increasing by 0.5x H++ damage per post up to a maximum of 2.5x H++ damage on the fifth post. The spell can be released at any point within the duration, dealing the charged damage. If the spell isn't released on the last post of its duration it will simply dissipate.

    When the spell is released, all stored up magic power coalesces into a projectile of pure energy of blood-red color in one of the user’s hands, which is fired off at an enemy or area within the spell’s range at the spell’s speed, exploding into a massive burst of sheer force upon impact. This burst has a range of 1,000m around the point of impact, the explosion traveling outward at a speed of 800m/s, dealing the charged damage to anyone considered an enemy by the user. All those bearing the guild mark of Dies Irae and those considered allies by the user will be completely unaffected by this spell.

    Defensive:

    Name: Gospel of Perseverance
    Rank: H++
    Type: Burst, Defensive
    Durability: 1,260 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Description:
    The second of the seven Gospels of Dies Irae, a spell fashioned from ancient, powerful magic and inspired by friendship, comradery, and the wish to protect. The Gospel of Perseverance represents the ideals of Dies Irae, a spell designed solely to protect those who follow the righteous path and safeguard them from any harm. To cast the spell the user accumulates magical energy in their right hand, which manifests as a quietly flickering, crimson flame, before dropping to the ground, touching it. Upon doing so, a pulse of magical energy is released from the user’s position, resembling a wave of blood-red flame that covers an area of 1000m around the user at 800m/s. This wave affects only the user, members of Dies Irae and those considered allies by the user of the spell, leaving anyone and anything else completely unaffected.

    Those affected by the spell, however, will feel warmth and comfort as the magic sweeps over them and leaves behind a red aura that surrounds their forms. The aura acts as a personal shield, able to deflect up to 1,260 HP in damage before breaking. The durability of this shield is restored to full at the beginning of every post as the spell is recast, the spell itself not breaking even if the shield is destroyed. Additionally, those affected will find their physical forms strengthened by the ancient magic coursing through their veins, increasing both speed and strength by 115% for the duration of the spell as well as granting the affected a counter to paralysis and piercing effects, effects that would paralyze the affected instead halving their base speed and effects that pierce shields, damage reductions and armors dealing 50% less base damage when piercing a shield, damage reduction or armor. Furthermore, someone affected by this spell can, once per post, negate a spell that affects them along with all effects associated with it as long as it is within H++ burst range and they pay the original MP cost it took to produce the spell.

    Supportive:

    Name: Gospel of Determination
    Rank: H++
    Type: Burst, Supportive
    Healing: 420 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Description:
    The third of the seven Gospels of Dies Irae, a spell fashioned from ancient, powerful magic and inspired by bravery, virtue and undeterred persistence. The Gospel of Determination represents the ideals of Dies Irae, a spell designed solely to empower the members of the guild in their quest for righteousness and aid them in their fights. To cast the spell, the user folds their hands as if in prayer, a red aura that almost resembles smoke in appearance surrounding the forms of the user as well as every Dies Irae member and those the user considers allies within the spell's range at the spell's speed. Once the aura attaches to them, it will stick to their bodies for the duration of the spell, the red smoke following their every move and their forms blurring with the magical energy of the spell.

    This aura grants all those affected by the spell a 230% buff to a single stat of their choosing (Apart from stats with hard caps such as HP, Damage Reductions etc.) for the duration of the spell. Additionally, those affected will be aided by the aura of the spell, the damage they have sustained, no matter the source, reversed, restoring 420 HP to all affected every post for the duration of the spell. Furthermore, while this spell is active, the affected's spells can still be redirected, copied or negated, though much less efficiently. If a negation effect is used on one the affected's spells the spell in question is not completely negated, pushing through the effect, dealing 50% of the spells original damage. Redirection effects similarly lower the damage of the user's spells by 50% instead of completely redirecting them. If a copy effect is used on the affected's spells, the spell copied will manifest at 50% of its original strength.

    Guild Spell Registration - Page 4 6Ax2cOI


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    Guild Spell Registration - Page 4 I2vE54b
    Zabertooth
    Zabertooth

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Character Application Approved!- Magic Application Approved!- Player 
    Lineage : Descendant of the Storm Gods
    Position : None
    Posts : 346
    Guild : Rakshasa
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Ryo
    Experience : 9,462.5

    Character Sheet
    First Magic: Lightning Dragon Slayer Magic
    Second Magic: 3rd Gen (Locked)
    Third Magic:

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Zabertooth on 23rd March 2019, 9:35 pm

    Requesting the evaluation of guild spells for Rakshasa. The following three are our initial starting spells. Illustrations (if any) will be applied to the guild page.  


    Name: Savage Predator
    Rank: H++
    Type:  Melee, mult-target, buff, offensive, poison
    Damage: 945 damage
    Range: Melee
    Speed: Character speed
    Duration: 20
    Downside: Short range, easily dodged, due to aura around the hands can’t hide, easily seen.
    Description:
    The wielder of this guild spell causes an earthly, primal aura to take shape and focused towards their hands-- producing a series of ‘claws’ that consume the user’s own hands, with the glow of Rakshasa’s emblem on the backs of them. Every hit of the claws deal 945 damage per successful impact. In addition, the spell gives the wielder a 80% increase to any spell or ability that deals damage, regardless of melee or magical. When first successful hit of the claws, they spread a curse that drains 5% of enemy’s mana per round for the rest of the spell’s duration, regardless if they strike again or not.

    Name: Mark of the Wild
    Rank: H++
    Type: Supportive, Burst, Buff, Illusion
    Damage: N/A
    Range: 800 meters
    Speed: 800 meters per second
    Duration: 15
    Downside:
    Description:
    Power of the jungle runs through the very essence of those who bare the marking of Rakasha, this is both a blessing and a curse, the wielders mark begins to grow an angry red colour and from the mark black marks lines start to creep over the wielders body, their eyes also glowing as they start turning either a sickly amber or a deep blood red. This shows the strength that has been granted to the user and their guild allies, while also bringing fear into the enemies that may see them. Those affected by the spell gain 57.5% towards their spell speed and range, with an additional 57.5% towards melee and magical damage. From the wielder themselves a mist seems to start creeping out making an already bad scene even worse making it harder to tell friend from foe, though members with the guild mark will be able to see perfectly through it as if it wasn’t there. Enemies of the guild would be stopped in their tracks every third turn coming across such a being unsure if it was a figment of their imagination or reality.


    Name: Nature's Calling
    Rank: H++
    Type: Burst, Defensive, Rebound, Shield, Heal
    Shields Against: 1,260 Damage
    Range: 1200 meters
    Speed: 1200 meters per second
    Duration: 20
    Downside:
    Description:
    The caster seem to be surrounded in what can only be described in green semi translucent vines and leaves that creep around the wielder creating what seems to be a shield that can only be considered as a second skin. This spell giving them a shield of with 1,260 hp, this can be shared equally amongst the wielder and five of their allies each shield who will also gain the same effect around them when under the spells protection. While inside the shield it heals those within for burst S+ rank healing each round while the spell is active, if the wielder of this spell decides to pay original cost of an incoming spell once per round 50% of the it will be sent back to the original caster.


    _____________________________________________________________________________________

    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Einherjar
    Position : God of Persistence
    Posts : 3515
    Guild : Dies Irae - GM
    Cosmic Coins : 0
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    Age : 27
    Mentor : Ruvel
    Experience : 2,182,524
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Johann on 24th March 2019, 12:38 am

    All edits in this colour

    Spoiler:

    @Zabertooth wrote:Requesting the evaluation of guild spells for Rakshasa. The following three are our initial starting spells. Illustrations (if any) will be applied to the guild page.  


    Name: Savage Predator
    Rank: H++
    Type:  Melee, mult-target, buff, offensive, poison
    Damage: 945 damage (This is simply way too much damage. I don't know where you get this number from, but under no circumstance can or will I allow this. Please reduce this drastically)
    Range: Melee
    Speed: Character speed
    Duration: 20
    Downside: Short range, easily dodged, due to aura around the hands can’t hide, easily seen.
    Description:
    The wielder of this guild spell causes an earthly, primal aura to take shape and focused towards their hands-- producing a series of ‘claws’ that consume the user’s own hands, with the glow of Rakshasa’s emblem on the backs of them. Every hit of the claws deal 945 damage (See above) per successful impact. In addition, the spell gives the wielder a 80% increase to any spell or ability that deals damage, regardless of melee or magical (This is worded like a base damage increase, which is not allowed. Please state clearly which stats exactly are buffed). When first successful hit of the claws, they spread a curse that drains 5% of enemy’s mana per round for the rest of the spell’s duration, regardless if they strike again or not.

    Name: Mark of the Wild
    Rank: H++
    Type: Supportive, Burst, Buff, Illusion
    Damage: N/A
    Range: 800 meters
    Speed: 800 meters per second
    Duration: 15
    Downside:
    Description:
    Power of the jungle runs through the very essence of those who bare the marking of Rakasha (Within the range of the spell?), this is both a blessing and a curse, the wielders mark begins to grow an angry red colour and from the mark black marks lines start to creep over the wielders body, their eyes also glowing as they start turning either a sickly amber or a deep blood red. This shows the strength that has been granted to the user and their guild allies, while also bringing fear into the enemies that may see them. Those affected by the spell gain 57.5% towards their spell speed and range, with an additional 57.5% towards melee and magical damage. From the wielder themselves a mist seems to start creeping out making an already bad scene even worse making it harder to tell friend from foe (In order to cause mages to attack their allies you require OOC permission from those players, player-owned NPCs or event NPCs), though members with the guild mark will be able to see perfectly through it as if it wasn’t there. Enemies of the guild would be stopped in their tracks every third turn coming across such a being unsure if it was a figment of their imagination or reality. (Please clarify whether this is an immobilization effect or not. Additionally, this wording seems to dictate the way players have to roleplay their characters, which I suggest changing to make it less meta-gamey)


    Name: Nature's Calling
    Rank: H++
    Type: Burst, Defensive, Rebound, Shield, Heal (You class this as a burst spell, but it is worded like a Multi Target spell (i.e. can affect a set number of targets). Please clarify this or change this accordingly)
    Shields Against: 1,260 Damage
    Range: 1200 meters
    Speed: 1200 meters per second
    Duration: 20
    Downside:
    Description:
    The caster seem to be surrounded in what can only be described in green semi translucent vines and leaves that creep around the wielder creating what seems to be a shield that can only be considered as a second skin. This spell giving them a shield of with 1,260 hp, this can be shared equally amongst the wielder and five of their allies each shield who will also gain the same effect around them when under the spells protection. While inside the shield it heals those within for burst S+ rank healing each round while the spell is active, if the wielder of this spell decides to pay original cost of an incoming spell once per round 50% of the it will be sent back to the original caster. (This implies that the original spell being sent back is weakened by 50%, which would be a debuff to base damage that is not allowed. Please clarify what happens to the original spell that is being reflected)

    Please give me a bump when the suggested edits have been made


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    Guild Spell Registration - Page 4 Johannsiggies
    Zabertooth
    Zabertooth

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Character Application Approved!- Magic Application Approved!- Player 
    Lineage : Descendant of the Storm Gods
    Position : None
    Posts : 346
    Guild : Rakshasa
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Ryo
    Experience : 9,462.5

    Character Sheet
    First Magic: Lightning Dragon Slayer Magic
    Second Magic: 3rd Gen (Locked)
    Third Magic:

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Zabertooth on 24th March 2019, 8:21 am

    Fixing the suggestions with the aid of another member. Thank you

    Name: Savage Predator
    Rank: H++
    Type: Melee, mult-target, buff, offensive, poison
    Damage: 400 damage
    Range: Melee
    Speed: Character speed
    Duration: 20
    Downside: Short range, easily dodged, due to aura around the hands can’t hide, easily seen. Due to these drawbacks damage of this spell is increased 26%.
    Description:
    The wielder of this guild spell causes an earthly, primal aura to take shape and focused towards their hands-- producing a series of ‘claws’ that consume the user’s own hands, with the glow of Rakshasa’s emblem on the backs of them. Every hit of the claws deal 400 damage per successful impact. In addition, the spell gives the wielder a 115% buff both melee and magical abilities/spells, though this only affects things that do damage. When first successful hit of the claws, they spread a curse that drains 5% of enemy’s mana per round for the rest of the spell’s duration, regardless if they strike again or not.


    Name: Support of the Wild (Mark of the Wild)
    Rank: H++
    Type: Supportive, Burst, Buff, Illusion
    Damage: N/A
    Range: 800 meters
    Speed: 800 meters per second
    Duration: 15
    Downside:
    Description:
    Power of the jungle runs through the very essence of those who bare the marking of Rakasha, this is both a blessing and a curse, the wielders mark begins to grow an angry red colour and from the mark black marks lines start to creep over the wielders body, their eyes also glowing as they start turning either a sickly amber or a deep blood red. This shows the strength that has been granted to the user and their guild allies, while also bringing fear into the enemies that may see them. Those affected by the spell gain 57.5% towards their spell speed and range, with an additional 57.5% towards melee and magical damage. From the wielder themselves a mist seems to start creeping out making an already bad scene even worse making it harder to tell friend from foe. (This ability only makes it harder for it to be known if a person is attacking a friend or foe, ooc permission however will be asked for if it is to fully affect a player, player owned npc or an event npc.) though members with the guild mark will be able to see perfectly through it as if it wasn’t there. Enemies of the guild are immobilized every third turn due to seeing what could only be described nightmarish spirits.

    Name: Nature's Calling
    Rank: H++
    Type: Mult-target, Defensive, Rebound, Shield, Heal
    Shields Against: 948 Damage
    Range: 1200 meters
    Speed: 1200 meters per second
    Duration: 20
    Downside:
    Description:
    The caster seem to be surrounded in what can only be described in green semi translucent vines and leaves that creep around the wielder creating what seems to be a shield that can only be considered as a second skin. This spell giving them a shield of with 948 hp. This can be shared equally amongst the wielder and five of their allies each shield who will also gain the same effect around them when under the spells protection while within the spells range. While inside the shield it heals those within for range S+ rank healing each round  the spell is active, if the wielder of this spell decides to pay the original cost of a incoming spell the shield will take 50% of the damage but the other 50% will be sent back to the original caster of the spell in question. This effect can be done once per round.


    _____________________________________________________________________________________

    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Einherjar
    Position : God of Persistence
    Posts : 3515
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Mentor : Ruvel
    Experience : 2,182,524
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Johann on 27th March 2019, 10:55 am

    Spoiler:
    @Zabertooth wrote:Fixing the suggestions with the aid of another member. Thank you

    Name: Savage Predator
    Rank: H++
    Type:  Melee, mult-target, buff, offensive, poison
    Damage: 400 damage
    Range: Melee
    Speed: Character speed
    Duration: 20
    Downside: Short range, easily dodged, due to aura around the hands can’t hide, easily seen. Due to these drawbacks damage of this spell is increased 26%.
    Description:
    The wielder of this guild spell causes an earthly, primal aura to take shape and focused towards their hands-- producing a series of ‘claws’ that consume the user’s own hands, with the glow of Rakshasa’s emblem on the backs of them. Every hit of the claws deal 400 damage per successful impact. In addition, the spell gives the wielder a 115% buff both melee and magical abilities/spells, though this only affects things that do damage. When first successful hit of the claws, they spread a curse that drains 5% of enemy’s mana per round for the rest of the spell’s duration, regardless if they strike again or not.


    Name: Support of the Wild (Mark of the Wild)
    Rank: H++
    Type: Supportive, Burst, Buff, Illusion
    Damage: N/A
    Range: 800 meters
    Speed: 800 meters per second
    Duration: 15
    Downside:
    Description:
    Power of the jungle runs through the very essence of those who bare the marking of Rakasha, this is both a blessing and a curse, the wielders mark begins to grow an angry red colour and from the mark black marks lines start to creep over the wielders body, their eyes also glowing as they start turning either a sickly amber or a deep blood red. This shows the strength that has been granted to the user and their guild allies, while also bringing fear into the enemies that may see them. Those affected by the spell gain 57.5% towards their spell speed and range, with an additional 57.5% towards melee and magical damage. From the wielder themselves a mist seems to start creeping out making an already bad scene even worse making it harder to tell friend from foe. (This ability only makes it harder for it to be known if a person is attacking a friend or foe, ooc permission however will be asked for if it is to fully affect a player, player owned npc or an event npc.) though members with the guild mark will be able to see perfectly through it as if it wasn’t there. Enemies of the guild are immobilized every third turn due to seeing what could only be described nightmarish spirits.

    Name: Nature's Calling
    Rank: H++
    Type: Mult-target, Defensive, Rebound, Shield, Heal
    Shields Against: 948 Damage
    Range: 1200 meters
    Speed: 1200 meters per second
    Duration: 20
    Downside:
    Description:
    The caster seem to be surrounded in what can only be described in green semi translucent vines and leaves that creep around the wielder creating what seems to be a shield that can only be considered as a second skin. This spell giving them a shield of with 948 hp. This can be shared equally amongst the wielder and five of their allies each shield who will also gain the same effect around them when under the spells protection while within the spells range. While inside the shield it heals those within for range S+ rank healing each round  the spell is active, if the wielder of this spell decides to pay the original cost of a incoming spell the shield will take 50% of the damage but the other 50% will be sent back to the original caster of the spell in question. This effect can be done once per round.

    Guild Spell Registration - Page 4 OHDD1mB


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    Guild Spell Registration - Page 4 Johannsiggies
    Errings Rising
    Errings Rising

    1 Year Anniversary- Player 
    Lineage : None
    Position : None
    Posts : 5
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Experience : 0

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Errings Rising on 9th April 2019, 2:43 pm

    Errings Risings Guild Spells are ready for things ^^

    Canaries Ministration - Support:

    Name: Canaries Ministration
    Rank: H++
    Type: Burst, Support, Buff - Magical Resistance, Debuff - Spell Damage
    Damage: N/A
    Range: 800 meters
    Speed: 800 meters per second
    Duration: 25 posts
    Downside: N/A
    Description: Hiding within the ranks of enemies, or even from afar to keep a safe distance, are those whom are considered to be canaries who sing tales to the ears of those who need it. These canaries hear things others tend to not, thus being able to inform others of what is ahead of them, sooner, before whatever is ahead come crashing down on them. When these canaries sing aloud though, those with Errings Risings guild mark are given an assistance with their endeavors.

    Canaries Ministration is a buff that is activated for those whom have the guild mark on their bodies or are considered allies to Errings Rising. When the one dubbed the canary lets out a whistle, they begin to gather magic within them before letting out a second whistle that ends up being a higher pitch and louder than the first, releasing the magic around them. As that second whistle is let loose, those within the range with the guild mark, or an ally, are instantly buffed of their magical resistance by 50% while also debuffing the spell damage of anyone without a guild mark, or not an ally, by 57.5% at the same time while also debuffing the spell range and speed by 32.5%.

    Marauders Ire - Offensive:

    Name: Marauders Ire
    Rank: H++
    Type: Multiple-Target, Lightning, Knockback
    Damage: 316 HP Per Hit
    Range: 1400 meters
    Speed: 1200 meters per second
    Duration: 8 Posts
    Downside: N/A
    Description: Within the ranks of your enemies is the one whom attacks during the battle who can cause the most damage. They’re the ones you need to keep an eye out for in desperate times, of either side of the battle. Marauder’s seek out their next victims before they’re able to strike, intending for them to have all that they must before they go in for their kill.

    Marauders Ire is an offensive lightning spell that’s main purpose is to cause harm to those who do not bear the guild symbol or are an ally. The one whom is dubbed the marauder of the guild is able to gather up the mana in their eyes, which causes them to glow a gastly color, and as soon as they spy their targets, they throw out their hand and bolts of light will shoot from above within the range, dealing 316 damage per hit to those outside of the guild circle. Alternatively the lightning can shoot just in front of the target and knock them back up to 70 meters from where they stood originally if hit every second round.

    Despoilers Ward - Defensive:

    Name: Despoilers Ward
    Rank: H++
    Type: Multiple-Target, Defensive, Invisible (partially)
    Shield Defense: 948 HP
    Range: 1400 meters
    Speed: 1200 meters per second
    Duration: 20 posts
    Downside: The shield can not make one purely invisible, they can still be sensed, smelled, and loud footsteps can be heard.
    Description: During the times of war, there are people who will take what was not theirs originally. Seemingly in secret without others knowledge sometimes. They claim the loot that was left behind, or even can take them before they’re left behind. The more one despoils from an area, or the pricier an object one collects, the better. But sometimes, one can loot during the midsts of battle and would require protecting.

    Despoilers Ward is a shield that works for those whom have the guild mark on their bodies or are considered allies to Errings Rising. For the one whom is dubbed the despoiler to cast the ward, they must hold their hand out and gather magical energy in it before letting out a pulse of energy. The energy will go out to those who bear the guild mark or are allies, having a soft greenish glow to them before a barely visible domed shield is over them, protecting them for 948 HP total. While also shielding from attacks, the shield is able to make one appear to be like they are invisible on command by the despoiler, or even the one bearing the shield, by them giving off a soft whistle with the shield applied. For the purpose of plot this shield is able to make the ones underneath completely invisible, however, for pvp purposes they are only 70% invisible and almost leave an outline as they move.
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Einherjar
    Position : God of Persistence
    Posts : 3515
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Mentor : Ruvel
    Experience : 2,182,524
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Johann on 9th April 2019, 2:59 pm

    @Errings Rising wrote:Errings Risings Guild Spells are ready for things ^^

    Canaries Ministration - Support:

    Name: Canaries Ministration
    Rank: H++
    Type: Burst, Support, Buff - Magical Resistance, Debuff - Spell Damage
    Damage: N/A
    Range: 800 meters
    Speed: 800 meters per second
    Duration: 25 posts
    Downside: N/A
    Description: Hiding within the ranks of enemies, or even from afar to keep a safe distance, are those whom are considered to be canaries who sing tales to the ears of those who need it. These canaries hear things others tend to not, thus being able to inform others of what is ahead of them, sooner, before whatever is ahead come crashing down on them. When these canaries sing aloud though, those with Errings Risings guild mark are given an assistance with their endeavors.

    Canaries Ministration is a buff that is activated for those whom have the guild mark on their bodies or are considered allies to Errings Rising. When the one dubbed the canary lets out a whistle, they begin to gather magic within them before letting out a second whistle that ends up being a higher pitch and louder than the first, releasing the magic around them. As that second whistle is let loose, those within the range with the guild mark, or an ally, are instantly buffed of their magical resistance by 50% while also debuffing the spell damage of anyone without a guild mark, or not an ally, by 57.5% at the same time while also debuffing the spell range and speed by 32.5%.

    Marauders Ire - Offensive:

    Name: Marauders Ire
    Rank: H++
    Type: Multiple-Target, Lightning, Knockback
    Damage: 316 HP Per Hit
    Range: 1400 meters
    Speed: 1200 meters per second
    Duration: 8 Posts
    Downside: N/A
    Description: Within the ranks of your enemies is the one whom attacks during the battle who can cause the most damage. They’re the ones you need to keep an eye out for in desperate times, of either side of the battle. Marauder’s seek out their next victims before they’re able to strike, intending for them to have all that they must before they go in for their kill.

    Marauders Ire is an offensive lightning spell that’s main purpose is to cause harm to those who do not bear the guild symbol or are an ally. The one whom is dubbed the marauder of the guild is able to gather up the mana in their eyes, which causes them to glow a gastly color, and as soon as they spy their targets, they throw out their hand and bolts of light will shoot from above within the range, dealing 316 damage per hit to those outside of the guild circle. Alternatively the lightning can shoot just in front of the target and knock them back up to 70 meters from where they stood originally if hit every second round.

    Despoilers Ward - Defensive:

    Name: Despoilers Ward
    Rank: H++
    Type: Multiple-Target, Defensive, Invisible (partially)
    Shield Defense: 948 HP
    Range: 1400 meters
    Speed: 1200 meters per second
    Duration: 20 posts
    Downside: The shield can not make one purely invisible, they can still be sensed, smelled, and loud footsteps can be heard.
    Description: During the times of war, there are people who will take what was not theirs originally. Seemingly in secret without others knowledge sometimes. They claim the loot that was left behind, or even can take them before they’re left behind. The more one despoils from an area, or the pricier an object one collects, the better. But sometimes, one can loot during the midsts of battle and would require protecting.

    Despoilers Ward is a shield that works for those whom have the guild mark on their bodies or are considered allies to Errings Rising. For the one whom is dubbed the despoiler to cast the ward, they must hold their hand out and gather magical energy in it before letting out a pulse of energy. The energy will go out to those who bear the guild mark or are allies, having a soft greenish glow to them before a barely visible domed shield is over them, protecting them for 948 HP total. While also shielding from attacks, the shield is able to make one appear to be like they are invisible on command by the despoiler, or even the one bearing the shield, by them giving off a soft whistle with the shield applied. For the purpose of plot this shield is able to make the ones underneath completely invisible, however, for pvp purposes they are only 70% invisible and almost leave an outline as they move.

    Guild Spell Registration - Page 4 FbVA7uB


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    Guild Spell Registration - Page 4 Johannsiggies
    Hidden Blades
    Hidden Blades

    Lineage : None
    Position : None
    Posts : 19
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Hidden Blades on 13th April 2019, 12:31 pm


    HB Spells Ready for grading and approval.


    The Assassins Final Order:

    Name:  The Assassins Final Order
    Rank:  H++
    Type:  Burst, Offencsive, Piercing DoT, Effect
    Damage:  420 HP immediate, then 210HP per round
    Range:   1,000 m
    Speed:   800 m/s
    Duration:   3 posts
    Downside:  N/A
    Description:  The Director of Combat has seen things that would frighten even the most veteran assassins, and in their long career has learned on rule. One commandment. One truth, above all others. The best Defensive is swift, and merciless offensive, with a show of absolute power. This idea, and the name of the guild, is taken literary when this spell is used. The user pushes their hand forward, and touches their guildmark suddenly summoning a phantom dagger made of magic which quickly multiplies into an uncountable amount of ethereal, and magical blades which become a whirlwind of magic around the user attacking all enemies within range before suddenly disappearing into nothing, as if a ghost vanishing in the night.

    For the duration of this spell, the user gets a buff to spell damage equal to 230%
    These blades have an instance magical property that is unlike any other. Should they encounter any resistances, magical or otherwise, they can pierce through as if the resistance is not there. If this happens, the base damage of this spell is cut in half. Anything within range cut by one of these blades is immediately subjected to 420 HP damage as the blade cuts them, just as a spell or physical attack would. However, that is not where the assault stops, these blades just like a serrated knife sear into the soul and magic of the person damaged, and do Damage over Time in the form of a soul bleed. This secondary damage does NOT apply if someone was not damaged by one of the initial blades. This secondary damage bleeds the user once per turn for three turns after they have been affected, dealing 0.5 H++ Damage (210) each turn. This damage is internal to the user, and due to only being applied if they have been damaged by the first initial attack, the bleed is unaffected by armor and magical protections which protect externally.

    Knowledge is Power:

    Name: Knowledge is Power
    Rank:  H++
    Type:  Burst, Defensive, Buff, Copy
    Durability: 1260 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: N/A
    Description: The Director of intelligence knows one thing to be paramount among all others, and that is the truth ‘Knowledge is Power’. This simple truth allows them to warp the ethernanos in the air to fit their whim, and their mission. After focusing their mind, and clearing their thoughts the user of this spell slams their hands onto the ground and causes a wave of ethernanos to surge outwards centered on them. This wave of power is invisible to all but those with the hidden blade guild mark, and at most will feel like a breeze blowing in the winds.

    These ethernanos clasp onto members of the Hidden Blades within range and provide a boost to aid in the mission at hand, all allies within range get a buff to defensive effects equal to 100%, and a boost to speed equal to 80%, and the effectiveness of any debuffs they receive are reduced by 50%. In addition, they are affected by the following.
    First, each round they get an invisible film of ethernano which coats their skin or clothes. This film acts as a shield defending against 1260 HP damage, and restoring this coat at the beginning of each of their posts, in addition to this the film of ethernano is resistant to piercing damage, meaning all effects that would pierce through its shield are reduced by 50%. These ethernanos, however, have a secondary even more dangerous effect.

    Second, should a person coated in this effect be affected by an enemy’s spell, or should the shield be damaged by an enemy’s spell, the affected person is suddenly flooded with the knowledge of that spell. The can, if they spend mana equal to the spell, duplicate the effect as if they were the caster any time before the end of their next turn, only once per turn. This does not negate or stop the original spell, but only allows the affected person to cast it, as long as it is of equal or lower rank to this one, and the affected person is of high enough rank to cast said spell.

    Ultimate Reinforcement:

    Name: Ultimate Reinforcement
    Rank:  H++
    Type:  Burst, Effect, Heal
    Healing:  420 HP
    Range:  1,000 m
    Speed:  800 m/s
    Duration:  25 posts
    Downside:  N/A
    Description:  The Director of Support has learned one important lesson, which is paramount among all others, and that is the importance of resources. This simple idea is what leads to the creation, and requirement of such complex magic in times of dire need. The user is able to warp the atmosphere in the area, and modify the magic in the area. After focusing on their goal, and the mission they spread their arms wide and a wave of magic seeps from their body, surging outwards encompassing a massive range. This magic fills all air, and curves around barriers filling anything that is not air tight.

    While within this effect, and touched by this magic, members of Hidden Blades, denounced by their guild marks, get the following effects. First, they get a 50% buff to a stat of their choice among Spell Damage, Spell Durability, Healing Effectiveness, or Physical Strength, depending on what is needed for their job, and while within this magical cloud they regenerate 5% HP, and MP per round, not to exceed caps.

    In addition to this, the cloud has another important effect for allies within. While within range, those affected are healed 420HP once per turn, and can at will nullify one negative effect or debuff which is affecting them, if they pay mana equal to the cost of the effect.
    However, the Director knows it is not just the resources of their team that matters, but also of any adversaries they might face. As such, while within range, and affected by this spell anyone without the Hidden Blades guild mark is subjected to the following. The cloud modifies the magic in the air and makes it harder for those affected to defend themselves, giving them a 50% debuff to all resistances. In addition to that, they have a harder time connecting to or modifying their magic, as such they get a Debuff to Spell Cost equal to 50%, and Finally the cloud itself is toxic to those affected, and if someone does not have the Hidden Blades guild mark, they get a burn to HP and MP equal to 5%


    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Einherjar
    Position : God of Persistence
    Posts : 3515
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Mentor : Ruvel
    Experience : 2,182,524
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Guild Spell Registration - Page 4 Empty Re: Guild Spell Registration

    Post by Johann on 19th April 2019, 4:27 pm

    @Hidden Blades wrote:

    HB Spells Ready for grading and approval.


    The Assassins Final Order:

    Name:  The Assassins Final Order
    Rank:  H++
    Type:  Burst, Offencsive, Piercing DoT, Effect
    Damage:  420 HP immediate, then 210HP per round
    Range:   1,000 m
    Speed:   800 m/s
    Duration:   3 posts
    Downside:  N/A
    Description:  The Director of Combat has seen things that would frighten even the most veteran assassins, and in their long career has learned on rule. One commandment. One truth, above all others. The best Defensive is swift, and merciless offensive, with a show of absolute power. This idea, and the name of the guild, is taken literary when this spell is used. The user pushes their hand forward, and touches their guildmark suddenly summoning a phantom dagger made of magic which quickly multiplies into an uncountable amount of ethereal, and magical blades which become a whirlwind of magic around the user attacking all enemies within range before suddenly disappearing into nothing, as if a ghost vanishing in the night.

    For the duration of this spell, the user gets a buff to spell damage equal to 230%
    These blades have an instance magical property that is unlike any other. Should they encounter any resistances, magical or otherwise, they can pierce through as if the resistance is not there. If this happens, the base damage of this spell is cut in half. Anything within range cut by one of these blades is immediately subjected to 420 HP damage as the blade cuts them, just as a spell or physical attack would. However, that is not where the assault stops, these blades just like a serrated knife sear into the soul and magic of the person damaged, and do Damage over Time in the form of a soul bleed. This secondary damage does NOT apply if someone was not damaged by one of the initial blades. This secondary damage bleeds the user once per turn for three turns after they have been affected, dealing 0.5 H++ Damage (210) each turn. This damage is internal to the user, and due to only being applied if they have been damaged by the first initial attack, the bleed is unaffected by armor and magical protections which protect externally.

    Knowledge is Power:

    Name: Knowledge is Power
    Rank:  H++
    Type:  Burst, Defensive, Buff, Copy
    Durability: 1260 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: N/A
    Description: The Director of intelligence knows one thing to be paramount among all others, and that is the truth ‘Knowledge is Power’. This simple truth allows them to warp the ethernanos in the air to fit their whim, and their mission. After focusing their mind, and clearing their thoughts the user of this spell slams their hands onto the ground and causes a wave of ethernanos to surge outwards centered on them. This wave of power is invisible to all but those with the hidden blade guild mark, and at most will feel like a breeze blowing in the winds.

    These ethernanos clasp onto members of the Hidden Blades within range and provide a boost to aid in the mission at hand, all allies within range get a buff to defensive effects equal to 100%, and a boost to speed equal to 80%, and the effectiveness of any debuffs they receive are reduced by 50%. In addition, they are affected by the following.
    First, each round they get an invisible film of ethernano which coats their skin or clothes. This film acts as a shield defending against 1260 HP damage, and restoring this coat at the beginning of each of their posts, in addition to this the film of ethernano is resistant to piercing damage, meaning all effects that would pierce through its shield are reduced by 50%. These ethernanos, however, have a secondary even more dangerous effect.

    Second, should a person coated in this effect be affected by an enemy’s spell, or should the shield be damaged by an enemy’s spell, the affected person is suddenly flooded with the knowledge of that spell. The can, if they spend mana equal to the spell, duplicate the effect as if they were the caster any time before the end of their next turn, only once per turn. This does not negate or stop the original spell, but only allows the affected person to cast it, as long as it is of equal or lower rank to this one, and the affected person is of high enough rank to cast said spell.

    Ultimate Reinforcement:

    Name: Ultimate Reinforcement
    Rank:  H++
    Type:  Burst, Effect, Heal
    Healing:  420 HP
    Range:  1,000 m
    Speed:  800 m/s
    Duration:  25 posts
    Downside:  N/A
    Description:  The Director of Support has learned one important lesson, which is paramount among all others, and that is the importance of resources. This simple idea is what leads to the creation, and requirement of such complex magic in times of dire need. The user is able to warp the atmosphere in the area, and modify the magic in the area. After focusing on their goal, and the mission they spread their arms wide and a wave of magic seeps from their body, surging outwards encompassing a massive range. This magic fills all air, and curves around barriers filling anything that is not air tight.

    While within this effect, and touched by this magic, members of Hidden Blades, denounced by their guild marks, get the following effects. First, they get a 50% buff to a stat of their choice among Spell Damage, Spell Durability, Healing Effectiveness, or Physical Strength, depending on what is needed for their job, and while within this magical cloud they regenerate 5% HP, and MP per round, not to exceed caps.

    In addition to this, the cloud has another important effect for allies within. While within range, those affected are healed 420HP once per turn, and can at will nullify one negative effect or debuff which is affecting them, if they pay mana equal to the cost of the effect.
    However, the Director knows it is not just the resources of their team that matters, but also of any adversaries they might face. As such, while within range, and affected by this spell anyone without the Hidden Blades guild mark is subjected to the following. The cloud modifies the magic in the air and makes it harder for those affected to defend themselves, giving them a 50% debuff to all resistances. In addition to that, they have a harder time connecting to or modifying their magic, as such they get a Debuff to Spell Cost equal to 50%, and Finally the cloud itself is toxic to those affected, and if someone does not have the Hidden Blades guild mark, they get a burn to HP and MP equal to 5%



    Guild Spell Registration - Page 4 OHDD1mB


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    Guild Spell Registration - Page 4 Johannsiggies

      Current date/time is 23rd May 2019, 10:53 am