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• Patch Notes •                 • New User Guide •                • Guild Information •

    Guild Spell Registration

    Admin
    Admin

    Lineage : Admin
    Posts : 873
    Guild : Staff
    Cosmic Coins : 100
    Dungeon Tokens : 100
    Mentor : Seijin
    Experience : 1,000,000

    Character Sheet
    First Magic: Admin Magic
    Second Magic: Mod Magic
    Third Magic:

    Guild Spell Registration Empty Guild Spell Registration

    Post by Admin 24th February 2020, 7:31 am

    Guild Spell Registration 8BvBOJ4


    GUILD SPELLS
    This is where you come to register guild spells. All of the information about guild spells are here


    • A guild spell is H++ (an H+ spell that is 100% stronger).
    • Aces have access to one spell, they must be S rank to learn it.
    • A guild is allowed three guild spells for free, four more may be purchased after that from the shop.
    • Use the spell template below, as always they can't be used until they are approved.
    • Previous Guild Spell Registration thread can be found here.

    Code:


    [b]Name:[/b] (Name of the Spell )
    [b]Rank:[/b] H++
    [b]Category:[/b] (The Spell Category/Categories this guild spell includes)
    [b]Type:[/b] (Single Target, Multiple Target, Area of Effect, Burst.)
    [b]Damage:[/b] (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
    [b]Range:[/b] (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
    [b]Speed:[/b] (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
    [b]Duration:[/b] (How long does the spell last?)
    [b]Downside:[/b] (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
    [b]Description:[/b] (How the spell is cast, what it looks like, what it does, extra info. )




    Janet Cinderfeild
    Janet Cinderfeild

    X-Mas Event Participant- 1 Year Anniversary- Player 
    Lineage : Rage of the Hybrid Dragon
    Position : Warlord of Vengeance
    Posts : 1136
    Guild : N/a
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Experience : 1,543,554

    Character Sheet
    First Magic: Ancient Dragon Takeover
    Second Magic: Nightshade Slayer
    Third Magic: Dragon Contracting

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Janet Cinderfeild 31st March 2020, 7:12 am

    Name: Deconstructing Touch
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Single Target, DoT, Debuff, HP Drain, MP Drain, Immobilization
    Damage: 315 HP per post
    Range: Melee
    Speed: Melee
    Duration: 5 posts
    Downside: Sacrificing range and speed for 50% more damage. Costs double base MP to cast in exchange for 50% stronger debuff
    Description: The user of the spell mutters a short arcane incantation, their guild symbol beginning to glow in an eery, dark aura before eventually turning completely black. One of the user’s extremities is coated in an aura that embodies pure destruction, glistening with radiating, dark energy that appears almost like a black smoke. The user can touch an opponent within their melee range and at their own speed with this aura, the aura dissipating harmlessly should they miss. If they strike a target successfully, however, the spell will take hold, the affected target immediately experiencing a rush of pain throughout their whole body unlike anything they’ve ever felt before. The area where the spell touched them will turn black, their skin brittle, and their flesh rotten before disintegrating entirely. This spell, almost appearing like a particularly virulent infection, spreads further every post, dealing 315 HP in damage every post it is active, the magic sapping any and all strength from the affected opponent. They lose 5% of their HP and 5% of their MP every post this spell is active, suffer from a 345% debuff to their strength, and are immobilized by overwhelming pain on the first post of this spell.


    Name: Elysium, Garden of Creation
    Rank: H++
    MP Cost: 420 MP
    Category: Supportive
    Type: Burst, Buff, HP regen, MP regen, Counter-Effect
    Healing: 630 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: Costs double base MP to cast in exchange for 50% more healing
    Description: Concentrating the essence of creation within their form, the caster’s guild mark begins to glow in a deeply warm, gentle aura. The user spreads their arms, an aura of golden light bursting outwards from their position, even transforming the terrain within the spell’s range. Flowers, grass, and trees will begin sprouting from every nook and cranny, no matter the user’s current location, and cover the area around the user entirely, transforming it into the fabled garden of Elysium, Paradise, a feeling of warmth and comfort filling every ally of the user within the range of the spell. As long as individuals the user considers allies remain within the garden, they heal 630 HP per post. Regardless of whether individuals stay within the garden or not, they can choose to receive a 230% increase to either their strength or their spell damage for the duration of the spell. They are additionally enveloped by a golden aura, the gentle and comforting warmth of the user’s will to protect and safeguard them regenerating both 5% of their MP and 5% of their HP once per post for the duration of the spell. Lastly, the user and every ally is blessed by Elysium’s boon, the wish to ensure that they remain strong and healthy, granting them a counter-effect to debuffs, which reduces the potency of every debuff placed upon an affected party by 50%.


    Name: Extraplanar Construction
    Rank: H++
    MP Cost: 420 MP
    Category: Defensive
    Type: Burst, Anti-Piercing, Negation, Buff, Counter-Effect, Teleport
    Durability: 630 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: Costs double base MP to cast in exchange for 50% more durability
    Description: The user embodies the core of construction, the universe around them bending its shape at their very whim. Once the spell is activated, the caster’s guild mark begins to glow in its natural color, endowing them with the will to protect their comrades. While this spell is active the user receives a 230% buff to spell durability, along with a counter-effect to immobilization effects, meaning that immobilizations affecting the user will instead reduce their base speed by 50%. While this spell is active the user can control the shape of the terrain around them freely and use it to create a defensive barrier once per post, which can block up to 630 HP in damage and cannot be pierced by piercing spells. The shape of this barrier is entirely up to the user, as long as it occurs within the range of the spell at the spell’s speed. Only one barrier may be created per post. If that barrier is destroyed, the barrier cannot be reformed until the user’s next post. Once per post, if an opponent’s spell or ability hits the barrier, the user of this spell can chose to spend MP equivalent to the original cost of the spell or ability hitting the barrier in order to instantly negate that spell/ability and all associated effects. Only one spell or ability may be negated per post, and only spells or abilities of H++ rank or lower. Additionally, should the user find themselves in peril, they may use the power bestowed upon them by the spell to merge with the terrain around them and reappear from the terrain anywhere within a radius of 1,000 meters around them instantly once per post.


    _____________________________________________________________________________________

    Guild Spell Registration EVCuZsf


    Magic:
    Saraphina
    Saraphina

    The White Queen


    The White Queen

    Administrator- Moderator- Main Account- Quality Badge Level 1 - Quality Badge Level 2 - Quality Badge Level 3 - Guild Master- S-Rank- A-Rank- Job Creator- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Unknown Powerhouse- Guild Creator- Achiever- Expert Achiever- Buddy Buddy- Sticking Around- Dank Memer- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Lineage Making Contest Participant- Character Application Approved! - Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage! - Join A Faction!- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Player 
    Lineage : Blizzard's Frostburn
    Position : None
    Posts : 3788
    Guild : Errings Rising - GM
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Experience : 1,357,557

    Character Sheet
    First Magic: Aspect of Divinity
    Second Magic:
    Third Magic:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Saraphina 2nd April 2020, 11:07 pm

    mmm ready for regrading uwu i think, it is 2 am here at the time of posting this

    Canaries Ministration - Supportive:

    Name: Canaries Ministration
    Rank: H++
    MP Cost: 210 MP
    Category: Supportive
    Type: Burst, Buff - Magical Resistance, Debuff - Spell Damage
    Healing: 420 HP
    Range: 1000 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 and health.

    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 healed for 420 HP and are 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% at the same time while also debuffing the spell range and speed by 32%.
    Marauders Ire - Offensive:

    Name: Marauders Ire
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: Multiple-Target, Lightning, Knockback
    Damage: 316 HP
    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 damage 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++
    MP Cost: 210 MP
    Category: Defensive
    Type: Multiple-Target, Invisible (partially)
    Shield Defense: 950 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 midst 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 up to 25 people 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 950 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.


    _____________________________________________________________________________________

    Nessa Cordelia Lux
    Nessa Cordelia Lux

    Starlight Maiden


    Starlight Maiden

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Main Account- 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- Rising Star- Custom Slayer- Neutral Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Idolize- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Sticking Around- Dank Memer- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Haiku Contest Participant- Richie Rich- Rich- 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!- Supreme Grand Master [5000]- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 2nd Place Event/Contest Winner- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Seijin On Your Friends List- Have Onida On Your Friend's List- Have an Admin as a friend!- Have aeluri On Your Friend's List- Best GFX Artist Award- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Virtue
    Posts : 6990
    Guild : Fairy Tail
    Cosmic Coins : 45
    Dungeon Tokens : 0
    Experience : 26,209

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

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Nessa Cordelia Lux 5th April 2020, 4:33 am

    Spoiler:
    @Janet Cinderfeild wrote:Name: Deconstructing Touch
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Single Target, DoT, Debuff, HP Drain, MP Drain, Immobilization
    Damage: 315 HP per post
    Range: Melee
    Speed: Melee
    Duration: 5 posts
    Downside: Sacrificing range and speed for 50% more damage. Costs double base MP to cast in exchange for 50% stronger debuff
    Description: The user of the spell mutters a short arcane incantation, their guild symbol beginning to glow in an eery, dark aura before eventually turning completely black. One of the user’s extremities is coated in an aura that embodies pure destruction, glistening with radiating, dark energy that appears almost like a black smoke. The user can touch an opponent within their melee range and at their own speed with this aura, the aura dissipating harmlessly should they miss. If they strike a target successfully, however, the spell will take hold, the affected target immediately experiencing a rush of pain throughout their whole body unlike anything they’ve ever felt before. The area where the spell touched them will turn black, their skin brittle, and their flesh rotten before disintegrating entirely. This spell, almost appearing like a particularly virulent infection, spreads further every post, dealing 315 HP in damage every post it is active, the magic sapping any and all strength from the affected opponent. They lose 5% of their HP and 5% of their MP every post this spell is active, suffer from a 345% debuff to their strength, and are immobilized by overwhelming pain on the first post of this spell.


    Name: Elysium, Garden of Creation
    Rank: H++
    MP Cost: 420 MP
    Category: Supportive
    Type: Burst, Buff, HP regen, MP regen, Counter-Effect
    Healing: 630 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: Costs double base MP to cast in exchange for 50% more healing
    Description: Concentrating the essence of creation within their form, the caster’s guild mark begins to glow in a deeply warm, gentle aura. The user spreads their arms, an aura of golden light bursting outwards from their position, even transforming the terrain within the spell’s range. Flowers, grass, and trees will begin sprouting from every nook and cranny, no matter the user’s current location, and cover the area around the user entirely, transforming it into the fabled garden of Elysium, Paradise, a feeling of warmth and comfort filling every ally of the user within the range of the spell. As long as individuals the user considers allies remain within the garden, they heal 630 HP per post. Regardless of whether individuals stay within the garden or not, they can choose to receive a 230% increase to either their strength or their spell damage for the duration of the spell. They are additionally enveloped by a golden aura, the gentle and comforting warmth of the user’s will to protect and safeguard them regenerating both 5% of their MP and 5% of their HP once per post for the duration of the spell. Lastly, the user and every ally is blessed by Elysium’s boon, the wish to ensure that they remain strong and healthy, granting them a counter-effect to debuffs, which reduces the potency of every debuff placed upon an affected party by 50%.


    Name: Extraplanar Construction
    Rank: H++
    MP Cost: 420 MP
    Category: Defensive
    Type: Burst, Anti-Piercing, Negation, Buff, Counter-Effect, Teleport
    Durability: 630 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: Costs double base MP to cast in exchange for 50% more durability
    Description: The user embodies the core of construction, the universe around them bending its shape at their very whim. Once the spell is activated, the caster’s guild mark begins to glow in its natural color, endowing them with the will to protect their comrades. While this spell is active the user receives a 230% buff to spell durability, along with a counter-effect to immobilization effects, meaning that immobilizations affecting the user will instead reduce their base speed by 50%. While this spell is active the user can control the shape of the terrain around them freely and use it to create a defensive barrier once per post, which can block up to 630 HP in damage and cannot be pierced by piercing spells. The shape of this barrier is entirely up to the user, as long as it occurs within the range of the spell at the spell’s speed. Only one barrier may be created per post. If that barrier is destroyed, the barrier cannot be reformed until the user’s next post. Once per post, if an opponent’s spell or ability hits the barrier, the user of this spell can chose to spend MP equivalent to the original cost of the spell or ability hitting the barrier in order to instantly negate that spell/ability and all associated effects. Only one spell or ability may be negated per post, and only spells or abilities of H++ rank or lower. Additionally, should the user find themselves in peril, they may use the power bestowed upon them by the spell to merge with the terrain around them and reappear from the terrain anywhere within a radius of 1,000 meters around them instantly once per post.

    Guild Spell Registration Pg4yhn10


    _____________________________________________________________________________________

    Guild Spell Registration 60582_s

    Nessa Cordelia Lux
    Nessa Cordelia Lux

    Starlight Maiden


    Starlight Maiden

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Main Account- 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- Rising Star- Custom Slayer- Neutral Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Idolize- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Sticking Around- Dank Memer- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Haiku Contest Participant- Richie Rich- Rich- 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!- Supreme Grand Master [5000]- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 2nd Place Event/Contest Winner- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Seijin On Your Friends List- Have Onida On Your Friend's List- Have an Admin as a friend!- Have aeluri On Your Friend's List- Best GFX Artist Award- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Virtue
    Posts : 6990
    Guild : Fairy Tail
    Cosmic Coins : 45
    Dungeon Tokens : 0
    Experience : 26,209

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

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Nessa Cordelia Lux 5th April 2020, 4:44 am

    Spoiler:
    @Saraphina wrote:mmm ready for regrading uwu i think, it is 2 am here at the time of posting this

    Canaries Ministration - Supportive:

    Name: Canaries Ministration
    Rank: H++
    MP Cost: 210 MP
    Category: Supportive
    Type: Burst, Buff - Magical Resistance, Debuff - Spell Damage
    Healing: 420 HP
    Range: 1000 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 and health.

    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 healed for 420 HP and are 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% at the same time while also debuffing the spell range and speed by 32%.
    Marauders Ire - Offensive:

    Name: Marauders Ire
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: Multiple-Target, Lightning, Knockback
    Damage: 316 HP
    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 damage 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++
    MP Cost: 210 MP
    Category: Defensive
    Type: Multiple-Target, Invisible (partially)
    Shield Defense: 950 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 midst 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 up to 25 people 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 950 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 Pg4yhn10


    _____________________________________________________________________________________

    Guild Spell Registration 60582_s

    avatar
    Fairy Tail

    1 Year Anniversary- Player 
    Lineage : None
    Position : None
    Posts : 48
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Fairy Tail 10th April 2020, 2:46 pm

    Fairy Tail Guild Spells- Reworked~

    Fairy Fireworks:
    Name: Fairy Fireworks
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: MT | Buff, Piercing, Drain
    Damage: 474 HP
    Range: 700 Meters
    Speed: 1200 Mps
    Duration: 25
    Duration: Sacrifice 50% range & one effect for 50% more base damage.
    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 shining color to begin forming in the air around their arm. The Fairy Fireworks tattoo wrapped around their arm begins to glow with a pure light; and it begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point even moving around them is a struggle due to the furious wind, sparks, and energy swirling about. When the streaks of energy fully binds itself into the tattoo, there is a brief moment of complete silence as the spell's power fully merges.

    The caster will then point their arm at the target and activate the spell, from which the energy bound to the tattoos will surge forth in the form of a huge, explosive volley. Thus releasing powerful sparks that soar outwards into the sky like fireworks, before raining down on it’s targets. If this attack hits a shield, barrier or armour it will pierce through at the cost of 50% of it’s base damage. Additionally any enemies hit by the spell will have their HP and MP drained by 10% for the spell’s duration. The sparks do not harm any members of Fairy Tail or allies of the guild in the area. Once activated the caster will receive a 115% buff to both spell speed and spell damage, these spells can also affect up to 24 allies of the casters choosing to give them the same buff for the remainder of the spell’s duration.

    ”Fairy Fireworks”:

    Guild Spell Registration HpZAho9]

    Fairy's Promise:
    Name: Fairy's Promise
    Rank: H++
    MP Cost: 210 MP
    Category: Supportive
    Type: Burst |  Buff,  Counter, Negation, Reflection, Teleport
    Healing: 630HP
    Range:  500 Meters
    Speed: 400 Mps
    Duration: 25
    Downside: Sacrifice 50% Range and speed for 50% more base healing.
    Description:
    When the caster activates this spell, their guildmark will light up with various patterns, a network of multicoloured 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 immense orb of light. As they gather up this energy, the intensity of the light increases until it appears as a white mass of pure energy so bright that it 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 the spell’s range. By sending this surplus of energy out to all guild members within the area they are able to heal them significantly once per post. 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 or ally shall receive the benefit of the spell.

    Once activated the caster and any allies touched by the spell will receive a healing buff of 230% for the remainder of the spell's duration. Additionally, they will have a temporary counter, reducing the effects of any debuffs by 50%. On top of this, the wielder can teleport once per post, to any point within the spell's range. Due to the intense cleansing power of the magic, once per post the user can negate a single spell of H++ or lower, granted they pay the MP cost of the spell being negated. Furthermore once per post, the caster can reflect an enemies spell back at them, granted that they pay the equivalent mana cost twice, granted the spell is H++ or lower. Any spell negated or reflected must come into contact with the magical energy of the spell (within its range) to be affected.


    ”Fairy Promise”:

    Guild Spell Registration Tenor



    Fairy Knowledge:
    Name: Fairy Knowledge
    Rank: H++
    MP Cost: 420 MP
    Category: Defensive / Supportive
    Type: Burst | Buff, Negation
    Durability: 840 HP
    Healing: 420HP
    Range: 1,000 Meters
    Speed: 800 Mps
    Duration: 25
    Duration: Costs double MP for 50% more base durability, Sacrifices 2x Effects for 50% more durability buff.
    Description:
    Fairy Tail has over time accumulated vast magical knowledge through its members and with each member it has learned more about the arcane secrets to magical power. Once cast, the user will erupt with magic energy, flowing around them like waves, this magical energy splits off, fluttering away like fairy wings, increasing in vast mass as the spell’s power gathers. It then releases a wave of pure energy over every guild member and ally so long as they are in the caster range. All those seen as being worthy 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 and healing them using the caster’s magic. Allies of the guild will receive honorary branding and thus are also affected by the perks of this magic, as long as they are within the spell's range. Additionally from the caster’s hand, a surge of magical light will stretch around them, forming a giant dome of fairy light which shields them against damage. This shield will restore it’s HP at the beginning of every post. Once activated the caster and all allies within range receive a buff of 345% to their durability. Additionally, the wielder of this spell, should they come into contact with an enemies spell, are able to negate the spell once per post. Granted the spell is H++ or lower and they pay the equivalent mana cost of the spell being negated.

    ”Fairy Knowledge”:

    Guild Spell Registration RavGRzv

    Fairy Law:
    Name: Fairy Law
    Rank: H++
    MP Cost: 320 MP
    Category: Offensive
    Type: Burst | Buff, Piercing, Charge, Drain
    Damage: (Charges for 315 per post) 1575 HP on release.
    Range: 750 Meters
    Speed: 1000 Mps
    Duration: 5
    Downside: 25% Less Range for  25% more speed. Sacrifices 1x Effect & Cost 50% more Mana for 50% more base damage.
    Description:

    This spell has been passed down through Fairy Tail’s Aces and Guildmasters, and now, it’s in your possession. With the blessing and pride of your predecessors, explode!

    The caster of this spell holds both hands in front of their chest as the Fairy Law tattoos light up from the user’s hands. An orb manifests between the hands and lights up like a miniature sun for a brief moment, before the caster claps their hands around the orb and completely smothers it, building up pressure until the spell is ready to be cast. During this, the ground slowly shakes up, and the air around the caster is pushed away. Light surrounds the caster like a blinding halo. Once the spell is ready, the caster’s left eye reveals a golden magic circle, and in a flash, the light from between the caster’s hands expands like a blitz with the power of a nuke. The sudden explosion is harmless to other Fairy Tail Wizards as well as allies recognized as such by the caster themselves, but every enemy of Fairy Tail will be burned away by its expanding ray.

    This spell will store it’s magical energy over the course of five posts, before releasing its mass power at the end of the charge. This spell’s damage can be released at an earlier post, however, it’s duration will end at the point of release and it will not be able to charge for the remainder of its potential damage in that casting. Once activated, the caster of this spell, as well as any allies hit by the spell, will receive a buff of 230% to spell damage for the remainder of the spell’s duration. Any enemies hit by this spell will receive a 10% drain to MP for the remainder of the spell’s duration, additionally, should the spell hit a shield, armour or barrier it will pierce through at the cost of 50% of its base damage.


    ”Fairy Law”:

    Guild Spell Registration RAXcGbO


    _____________________________________________________________________________________

    Nero
    Nero

    Administrator- Moderator- Developer/GFX Artist- Main Account- Mythical VIP Status- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- Custom Slayer- God Slayer- Demon Slayer- Legal Guild Ace- Neutral Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- EXP Grinder- Jewel Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Idolize- Unknown Powerhouse- Unknown Legend- The Completionist- Guild Creator- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Sticking Around- Loyal to the Bone- Dank Memer- Fan Artist- Taskmaster- 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- Supreme Grand Master [5000]- Grand Master [2000]- 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- 1 Year Anniversary- Player-
    Lineage : Assassin's Shadow
    Position : None
    Posts : 10174
    Guild : Rune Knights
    Cosmic Coins : 50
    Dungeon Tokens : 0
    Age : 24
    Experience : 3,108,432
    Brownie Points : ( ͡° ͜ʖ ͡°)

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Nero 10th April 2020, 3:19 pm

    Spoiler:
    @Fairy Tail wrote:Fairy Tail Guild Spells- Reworked~

    Fairy Fireworks:
    Name: Fairy Fireworks
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: MT | Buff, Piercing, Drain
    Damage: 474 HP
    Range: 700 Meters
    Speed: 1200 Mps
    Duration: 25
    Duration: Sacrifice 50% range & one effect for 50% more base damage.
    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 shining color to begin forming in the air around their arm. The Fairy Fireworks tattoo wrapped around their arm begins to glow with a pure light; and it begins to radiate a pulsing aura of powerful energy. The magical pressure surrounds them to the point even moving around them is a struggle due to the furious wind, sparks, and energy swirling about. When the streaks of energy fully binds itself into the tattoo, there is a brief moment of complete silence as the spell's power fully merges.

    The caster will then point their arm at the target and activate the spell, from which the energy bound to the tattoos will surge forth in the form of a huge, explosive volley. Thus releasing powerful sparks that soar outwards into the sky like fireworks, before raining down on it’s targets. If this attack hits a shield, barrier or armour it will pierce through at the cost of 50% of it’s base damage. Additionally any enemies hit by the spell will have their HP and MP drained by 10% for the spell’s duration. The sparks do not harm any members of Fairy Tail or allies of the guild in the area. Once activated the caster will receive a 115% buff to both spell speed and spell damage, these spells can also affect up to 24 allies of the casters choosing to give them the same buff for the remainder of the spell’s duration.

    ”Fairy Fireworks”:

    Guild Spell Registration HpZAho9]

    Fairy's Promise:
    Name: Fairy's Promise
    Rank: H++
    MP Cost: 210 MP
    Category: Supportive
    Type: Burst |  Buff,  Counter, Negation, Reflection, Teleport
    Healing: 630HP
    Range:  500 Meters
    Speed: 400 Mps
    Duration: 25
    Downside: Sacrifice 50% Range and speed for 50% more base healing.
    Description:
    When the caster activates this spell, their guildmark will light up with various patterns, a network of multicoloured 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 immense orb of light. As they gather up this energy, the intensity of the light increases until it appears as a white mass of pure energy so bright that it 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 the spell’s range. By sending this surplus of energy out to all guild members within the area they are able to heal them significantly once per post. 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 or ally shall receive the benefit of the spell.

    Once activated the caster and any allies touched by the spell will receive a healing buff of 230% for the remainder of the spell's duration. Additionally, they will have a temporary counter, reducing the effects of any debuffs by 50%. On top of this, the wielder can teleport once per post, to any point within the spell's range. Due to the intense cleansing power of the magic, once per post the user can negate a single spell of H++ or lower, granted they pay the MP cost of the spell being negated. Furthermore once per post, the caster can reflect an enemies spell back at them, granted that they pay the equivalent mana cost twice, granted the spell is H++ or lower. Any spell negated or reflected must come into contact with the magical energy of the spell (within its range) to be affected.


    ”Fairy Promise”:

    Guild Spell Registration Tenor



    Fairy Knowledge:
    Name: Fairy Knowledge
    Rank: H++
    MP Cost: 420 MP
    Category: Defensive / Supportive
    Type: Burst | Buff, Negation
    Durability: 840 HP
    Healing: 420HP
    Range: 1,000 Meters
    Speed: 800 Mps
    Duration: 25
    Duration: Costs double MP for 50% more base durability, Sacrifices 2x Effects for 50% more durability buff.
    Description:
    Fairy Tail has over time accumulated vast magical knowledge through its members and with each member it has learned more about the arcane secrets to magical power. Once cast, the user will erupt with magic energy, flowing around them like waves, this magical energy splits off, fluttering away like fairy wings, increasing in vast mass as the spell’s power gathers. It then releases a wave of pure energy over every guild member and ally so long as they are in the caster range. All those seen as being worthy 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 and healing them using the caster’s magic. Allies of the guild will receive honorary branding and thus are also affected by the perks of this magic, as long as they are within the spell's range. Additionally from the caster’s hand, a surge of magical light will stretch around them, forming a giant dome of fairy light which shields them against damage. This shield will restore it’s HP at the beginning of every post. Once activated the caster and all allies within range receive a buff of 345% to their durability. Additionally, the wielder of this spell, should they come into contact with an enemies spell, are able to negate the spell once per post. Granted the spell is H++ or lower and they pay the equivalent mana cost of the spell being negated.

    ”Fairy Knowledge”:

    Guild Spell Registration RavGRzv

    Fairy Law:
    Name: Fairy Law
    Rank: H++
    MP Cost: 320 MP
    Category: Offensive
    Type: Burst | Buff, Piercing, Charge, Drain
    Damage: (Charges for 315 per post) 1575 HP on release.
    Range: 750 Meters
    Speed: 1000 Mps
    Duration: 5
    Downside: 25% Less Range for  25% more speed. Sacrifices 1x Effect & Cost 50% more Mana for 50% more base damage.
    Description:

    This spell has been passed down through Fairy Tail’s Aces and Guildmasters, and now, it’s in your possession. With the blessing and pride of your predecessors, explode!

    The caster of this spell holds both hands in front of their chest as the Fairy Law tattoos light up from the user’s hands. An orb manifests between the hands and lights up like a miniature sun for a brief moment, before the caster claps their hands around the orb and completely smothers it, building up pressure until the spell is ready to be cast. During this, the ground slowly shakes up, and the air around the caster is pushed away. Light surrounds the caster like a blinding halo. Once the spell is ready, the caster’s left eye reveals a golden magic circle, and in a flash, the light from between the caster’s hands expands like a blitz with the power of a nuke. The sudden explosion is harmless to other Fairy Tail Wizards as well as allies recognized as such by the caster themselves, but every enemy of Fairy Tail will be burned away by its expanding ray.

    This spell will store it’s magical energy over the course of five posts, before releasing its mass power at the end of the charge. This spell’s damage can be released at an earlier post, however, it’s duration will end at the point of release and it will not be able to charge for the remainder of its potential damage in that casting. Once activated, the caster of this spell, as well as any allies hit by the spell, will receive a buff of 230% to spell damage for the remainder of the spell’s duration. Any enemies hit by this spell will receive a 10% drain to MP for the remainder of the spell’s duration, additionally, should the spell hit a shield, armour or barrier it will pierce through at the cost of 50% of its base damage.


    ”Fairy Law”:

    Guild Spell Registration RAXcGbO

    Guild Spell Registration 7A0mzdb
    Serilda Sinclair
    Serilda Sinclair

    Ice Queen


    Ice Queen

    Developer/GFX Artist- Main Account- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- Custom Slayer- God Slayer- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- So Extra- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Helper- Guild Creator- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Dank Memer- Taskmaster- Richie Rich- Rich- 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- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- X-Mas Event Participant- Motor City Rush- Best GFX Artist Award- Player 
    Lineage : Scion of the Void King
    Position : Goddess of Conviction
    Posts : 1022
    Guild : Rune Knights (GM)
    Cosmic Coins : 200
    Dungeon Tokens : 0
    Experience : 5,575,453

    Character Sheet
    First Magic: Voidwalking
    Second Magic: Sword of Wrath
    Third Magic: Cruorthurgy

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Serilda Sinclair 28th April 2020, 10:44 am

    Proof of extra guild spell purchases:

    Name: The Spears of Fiore
       Rank: H++
       MP Cost: 420 MP
       Category: Offensive
       Type: Multi Target, Burst, Buff, HP Drain, MP Drain, Piercing
       Damage: 474 HP per hit (MT) | 630 HP (Burst)
       Range: 1,400 m (MT) | 1,000 m (Burst)
       Speed: 1,200 m/s (MT) | 800 m/s (Burst)
       Duration: 25 posts
       Downside: Doubled base MP cost for 50% more damage. The user sacrifices 10% of their max HP and 10% of their max MP upon casting this spell for 50% stronger HP drain and 50% stronger MP drain
       Description: Upon activation of this spell, the user expends a large amount of magical energy to create a large magic circle that will spread out beneath their feet, glowing in a deeply golden color, the symbol of the Rune Knights suspended in its midst. This magic circle will serve to reinforce the user's arcane strength by flooding their system with excess magical energy, increasing their Spell Damage by 230% for the duration of this spell, the circle persisting as long as the spell is active.

       Further, while the spell is active, the user has access to another aspect of the arcane nature of the circle, which acts as a conceptualization of not only those that have fought and given their lives in the defense of Fiore and its citizens but also those that are united in the struggle to continue to do their duty to protect this same nation, each person and entity entrusting the user with a spear that represents their fighting spirit. The user can freely materialize these spears, which are created from pure arcane energy, at their own leisure and control them through their own willpower, each spear shining with a similarly golden color to the circle. Every spear that is materialized through this ability can move up to the spell's MT range when launched at a target or multiple targets and moves at the spell's MT speed.

       Alternatively, once per post, the user can materialize all spears entrusted to them at the same time, filling the space above them with thousands upon thousands of projectiles that, upon the user's command, will rain down in a radius up to the spell's Burst range around the user, starting at their own position and gradually spreading outwards towards the edge of the radius at the spell's Burst speed. Only the Multi Target version or the Burst version of this spell may be used in any given single post, and both can never be used in the same post. Regardless of which version is used, the spears cannot harm those the user considers allies or innocents and will instead phase through such individuals. Every target hit with a spear is inflicted with an overwhelming surge of magical energy that overloads their system, draining them of 15% of their max HP and 15% of their max MP once per post for the duration of the spell. Additionally, both variations of this spell can pierce through magical shields, armors, and barriers, bypassing defenses of such nature, though the spell's base damage is subsequently reduced by 50% should it be used to do so.


       Name: Iustitia, Sword of Righteousness
       Rank: H++
       Requip Type: Weapon
       Grade: Normal
       Linked Equipment: Strong Weapon
       Requip Damage: 622 HP per hit
       Requip Durability: N/a
       Range: Melee
       Speed: Melee
       Duration: 25 posts
       Downside: Sacrificing range and speed for 50% more requip damage
       Description: The user's guild mark will begin to glow in a golden color, allowing them to stretch out their hand and summon into their grasp the physical manifestation of the Rune Knight's mission to act as a bastion of justice in Fiore: A one-handed sword of magnificent make, the blade alight with magical energy and a glow of a golden hue similar to that of their guild mark. Steeped in pure magical power through a special enchantment, this weapon releases an unrelenting arcane aura around itself, giving it an extreme sharpness that allows it to cut through most mundane objects with ease and ensuring that the blade itself cannot be destroyed, no matter how much punishment it may suffer, in a sense symbolizing the Rune Knights themselves.

       
    Iustitia:
    Guild Spell Registration 7uNPDNh

       
    Requip Ability:

       Name: Lux Iustitiae, the Light of Justice
       Rank: H++
       MP Cost: 420 MP
       Category: Offensive
       Type: Burst, Buff, Charge, Piercing
       Damage: 315 HP per post
       Range: 1,000 m
       Speed: 800 m/s
       Duration: 5 posts
       Downside: Doubled base MP cost for 50% more damage. Sacrificing 2 base effects for 50% stronger buff
       Description: The user begins channeling magical energy into the blade of the sword, which begins to emit golden light with stronger intensity the more magical energy it absorbs, the concentation of magical power in the sword and the user increasing the user's Spell Damage by 345% for the duration of the ability. For every post the ability is active, the user can funnel more magical energy into the blade, the weapon charging up with progressively more and more damage, up to a maximum of 2.5x the damage of the ability on the 5th post after its activation. This ability, however, can be released at any point during its duration, dealing the charged damage and ending the duration of the ability. If the charged damage isn't released on the 5th post, the ability fades ineffectually and ends its duration.

       When the ability is released, the sword begins to discharge all stored energy in a nigh blinding golden light around itself. With a single swing of the blade and a flash of magical energy, the user channels all stored energy into a given direction, creating a massive burst of force that will spread outward in a cone-like shape from the position of the user up to the ability's max range at the ability's speed. The wave of force is not a traditional spell solely built for destructive potential and instead is strong enough to tear apart the fabric of reality, leaving everything the user desires to protect or preserve untouched, however, violently ripping and tearing apart everything the user seeks to destroy, dealing the charged damage to every opponent hit with the wave of force. This power exists not solely on our realm, but tears through dimensions, allowing the ability to pierce through magical shields, armors, and barriers, bypassing defenses of such nature, though the ability's base damage is subsequently reduced by 50% should it be used to do so.
       


       Name: Aegis of Order
       Rank: H++
       MP Cost: 210 MP
       Category: Defensive
       Type: Burst, Buff, MP Regen, HP Regen
       Durability: 1,890 HP
       Range: 500 m
       Speed: 400 m/s
       Duration: 25 posts
       Downside: Sacrificing 50% range and speed for 50% more durability. Sacrificing 2 base effects for 50% stronger buff
       Description: The activation of this spell is subtle and almost without visual indicator, though the effect it produces is all the more grand in return. With an unseeming spark of golden energy, which increases the user's Spell Durability by 345% for the duration of this spell, the user can release a massive wave of magical energy. This wave of pure arcane force can take various different shapes, such as a bubble, dome, or wall, and acts as a physical manifestation of the user's will to protect and defend the innocent, which expands out at the spell's speed, producing a massive barrier that can cover an area anywhere up to the spell's maximum range, shielding those on the inside from incoming damage. The barrier itself appears nigh invisible, but ripples with golden energy when hit and shatters like glass when broken.

       Simultaneously, along with the barrier, a more subtle golden light is released from the user's position, which spreads out from the user's position up to the spell's range at the spell's speed, anyone the user considers an ally benefitting from a protective charm infused in the same spell. This restores the MP and HP of those affected by 10% of their max HP and max MP once per post for the ability's duration. The barrier can be created once per post while the spell is active, or alternatively, can restore its durability to full once per post if still active. The shape the barrier takes is up to the user and can be changed according to the user's will, though it cannot exceed the radius of the spell's range around the user.


       Name: Sanctuary
       Rank: H++
       MP Cost: 420 MP
       Category: Supportive
       Type: AoE, Buff (Strength, Spell Damage, Spell Healing, Spell Durability, Spell Speed, Spell Range)
       Healing: 315 HP
       Range: 600 m
       Speed: 500 m/s
       Duration: 25 posts
       Downside: Doubled base MP cost for 50% more healing. Sacrificing 50% range and speed for 50% stronger buff
       Description: Placing a palm on the ground, the user can cause a massive magic circle to expand outward from their position up to the spell's max range at the spell's speed, the circle itself alight with pure magical power. Emitting a gentle glow, the circle will stay in the area for the duration of the spell, acting as the physical manifestation of the user's will to aid those in need and shelter them from harm. All individuals the user considers friendly will, should they remain within the confines of the circle, be healed once per post. Their wounds will close, and damage they have sustained will fade as if it had never been there to begin with. While this spell's capacity to heal allies is limited compared to other spells of comparable power, the main effect of the spell lies within its capability to reinforce allies affected by it and strengthen them. If an allied target is touched by the circle, an immense quantity of magical energy will flood into their system, integrating seamlessly into the affected target's own body and thus granting them a temporary power boost. The user, as well as any affected allied target, will receive a 345% buff for the duration of the spell, which can be freely distributed amongst the following stats once the spell affects them for the first time: Strength, Spell Damage, Spell Healing, Spell Durability, Spell Speed, or Spell Range. Once the buffs have been allocated, they are set for the duration of the spell and cannot be reallocated or switched around as long as the spell remains active


       Name: Ode to the Stalwart
       Rank: H++
       MP Cost: 420 MP
       Category: Supportive, Defensive
       Type: Burst, Blinding, Anti-Piercing, Negation, Teleport
       Healing: 630 HP
       Durability: 420 HP
       Range: 1,000 m
       Speed: 800 m/s
       Duration: 25 posts
       Downside: Doubled base MP cost for 50% more healing.
       Description: The user of the spell briefly concentrates magical energy within their body before clapping their hands, releasing a blinding flash of magical light that will erupt outwards, washing over the space between themselves and the spell's max range at the spell's speed. This can be repeated up to once per post for the spell's duration. Allies of the user will perceive this wave as a gentle, caring warmth that will seep into their form and ease their pain, possessing extremely strong regenerative qualities. Any ally touched by the light will be healed, the healing in question so strong that even damaged organs or limbs can be restored in a matter of moments, wounds and damage the affected targets have sustained seemingly being reversed in not more than a few seconds. Allies will also be surrounded by a subtle aura of golden light, which will act as a shield for the duration of the spell, protecting them from incoming damage. This shield cannot be pierced by spells with piercing effects and can restore it's durability once per post provided the light touches the affected allies again.

       All those considered an enemy by the caster, however, will perceive the wave of light as an incredibly bright flash that drowns out even the sun itself, and if the wave of light touches them, they will be completely blinded for a single post. Targets can only be blinded this way once every other post, and only if the blinding wave of light hits them again. Further, if the wave of light hits an enemy's spell or ability and makes physical contact with it, the user of the spell can choose to use the light to burn the hostile spell away in its entirety and thus negate it. Only one spell or ability per post may be negated, only spells of H++ rank or lower may be negated, and only if the user of this spell pays the original MP cost of the spell or ability being negated will the negation be successful. Lastly, the user can choose to, once per post for the spell's duration, in another flash of light, vanish, reappearing anywhere within the spell's range in an instant.


    _____________________________________________________________________________________

    Nessa Cordelia Lux
    Nessa Cordelia Lux

    Starlight Maiden


    Starlight Maiden

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Main Account- 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- Rising Star- Custom Slayer- Neutral Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Idolize- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Sticking Around- Dank Memer- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Haiku Contest Participant- Richie Rich- Rich- 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!- Supreme Grand Master [5000]- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 2nd Place Event/Contest Winner- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Seijin On Your Friends List- Have Onida On Your Friend's List- Have an Admin as a friend!- Have aeluri On Your Friend's List- Best GFX Artist Award- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Virtue
    Posts : 6990
    Guild : Fairy Tail
    Cosmic Coins : 45
    Dungeon Tokens : 0
    Experience : 26,209

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

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Nessa Cordelia Lux 2nd May 2020, 7:10 am

    Spoiler:
    @Serilda Sinclair wrote:
    Proof of extra guild spell purchases:

    Name: The Spears of Fiore
       Rank: H++
       MP Cost: 420 MP
       Category: Offensive
       Type: Multi Target, Burst, Buff, HP Drain, MP Drain, Piercing
       Damage: 474 HP per hit (MT) | 630 HP (Burst)
       Range: 1,400 m (MT) | 1,000 m (Burst)
       Speed: 1,200 m/s (MT) | 800 m/s (Burst)
       Duration: 25 posts
       Downside: Doubled base MP cost for 50% more damage. The user sacrifices 10% of their max HP and 10% of their max MP upon casting this spell for 50% stronger HP drain and 50% stronger MP drain
       Description: Upon activation of this spell, the user expends a large amount of magical energy to create a large magic circle that will spread out beneath their feet, glowing in a deeply golden color, the symbol of the Rune Knights suspended in its midst. This magic circle will serve to reinforce the user's arcane strength by flooding their system with excess magical energy, increasing their Spell Damage by 230% for the duration of this spell, the circle persisting as long as the spell is active.

       Further, while the spell is active, the user has access to another aspect of the arcane nature of the circle, which acts as a conceptualization of not only those that have fought and given their lives in the defense of Fiore and its citizens but also those that are united in the struggle to continue to do their duty to protect this same nation, each person and entity entrusting the user with a spear that represents their fighting spirit. The user can freely materialize these spears, which are created from pure arcane energy, at their own leisure and control them through their own willpower, each spear shining with a similarly golden color to the circle. Every spear that is materialized through this ability can move up to the spell's MT range when launched at a target or multiple targets and moves at the spell's MT speed.

       Alternatively, once per post, the user can materialize all spears entrusted to them at the same time, filling the space above them with thousands upon thousands of projectiles that, upon the user's command, will rain down in a radius up to the spell's Burst range around the user, starting at their own position and gradually spreading outwards towards the edge of the radius at the spell's Burst speed. Only the Multi Target version or the Burst version of this spell may be used in any given single post, and both can never be used in the same post. Regardless of which version is used, the spears cannot harm those the user considers allies or innocents and will instead phase through such individuals. Every target hit with a spear is inflicted with an overwhelming surge of magical energy that overloads their system, draining them of 15% of their max HP and 15% of their max MP once per post for the duration of the spell. Additionally, both variations of this spell can pierce through magical shields, armors, and barriers, bypassing defenses of such nature, though the spell's base damage is subsequently reduced by 50% should it be used to do so.


       Name: Iustitia, Sword of Righteousness
       Rank: H++
       Requip Type: Weapon
       Grade: Normal
       Linked Equipment: Strong Weapon
       Requip Damage: 622 HP per hit
       Requip Durability: N/a
       Range: Melee
       Speed: Melee
       Duration: 25 posts
       Downside: Sacrificing range and speed for 50% more requip damage
       Description: The user's guild mark will begin to glow in a golden color, allowing them to stretch out their hand and summon into their grasp the physical manifestation of the Rune Knight's mission to act as a bastion of justice in Fiore: A one-handed sword of magnificent make, the blade alight with magical energy and a glow of a golden hue similar to that of their guild mark. Steeped in pure magical power through a special enchantment, this weapon releases an unrelenting arcane aura around itself, giving it an extreme sharpness that allows it to cut through most mundane objects with ease and ensuring that the blade itself cannot be destroyed, no matter how much punishment it may suffer, in a sense symbolizing the Rune Knights themselves.

       
    Iustitia:
    Guild Spell Registration 7uNPDNh

       
    Requip Ability:

       Name: Lux Iustitiae, the Light of Justice
       Rank: H++
       MP Cost: 420 MP
       Category: Offensive
       Type: Burst, Buff, Charge, Piercing
       Damage: 315 HP per post
       Range: 1,000 m
       Speed: 800 m/s
       Duration: 5 posts
       Downside: Doubled base MP cost for 50% more damage. Sacrificing 2 base effects for 50% stronger buff
       Description: The user begins channeling magical energy into the blade of the sword, which begins to emit golden light with stronger intensity the more magical energy it absorbs, the concentation of magical power in the sword and the user increasing the user's Spell Damage by 345% for the duration of the ability. For every post the ability is active, the user can funnel more magical energy into the blade, the weapon charging up with progressively more and more damage, up to a maximum of 2.5x the damage of the ability on the 5th post after its activation. This ability, however, can be released at any point during its duration, dealing the charged damage and ending the duration of the ability. If the charged damage isn't released on the 5th post, the ability fades ineffectually and ends its duration.

       When the ability is released, the sword begins to discharge all stored energy in a nigh blinding golden light around itself. With a single swing of the blade and a flash of magical energy, the user channels all stored energy into a given direction, creating a massive burst of force that will spread outward in a cone-like shape from the position of the user up to the ability's max range at the ability's speed. The wave of force is not a traditional spell solely built for destructive potential and instead is strong enough to tear apart the fabric of reality, leaving everything the user desires to protect or preserve untouched, however, violently ripping and tearing apart everything the user seeks to destroy, dealing the charged damage to every opponent hit with the wave of force. This power exists not solely on our realm, but tears through dimensions, allowing the ability to pierce through magical shields, armors, and barriers, bypassing defenses of such nature, though the ability's base damage is subsequently reduced by 50% should it be used to do so.
       


       Name: Aegis of Order
       Rank: H++
       MP Cost: 210 MP
       Category: Defensive
       Type: Burst, Buff, MP Regen, HP Regen
       Durability: 1,890 HP
       Range: 500 m
       Speed: 400 m/s
       Duration: 25 posts
       Downside: Sacrificing 50% range and speed for 50% more durability. Sacrificing 2 base effects for 50% stronger buff
       Description: The activation of this spell is subtle and almost without visual indicator, though the effect it produces is all the more grand in return. With an unseeming spark of golden energy, which increases the user's Spell Durability by 345% for the duration of this spell, the user can release a massive wave of magical energy. This wave of pure arcane force can take various different shapes, such as a bubble, dome, or wall, and acts as a physical manifestation of the user's will to protect and defend the innocent, which expands out at the spell's speed, producing a massive barrier that can cover an area anywhere up to the spell's maximum range, shielding those on the inside from incoming damage. The barrier itself appears nigh invisible, but ripples with golden energy when hit and shatters like glass when broken.

       Simultaneously, along with the barrier, a more subtle golden light is released from the user's position, which spreads out from the user's position up to the spell's range at the spell's speed, anyone the user considers an ally benefitting from a protective charm infused in the same spell. This restores the MP and HP of those affected by 10% of their max HP and max MP once per post for the ability's duration. The barrier can be created once per post while the spell is active, or alternatively, can restore its durability to full once per post if still active. The shape the barrier takes is up to the user and can be changed according to the user's will, though it cannot exceed the radius of the spell's range around the user.


       Name: Sanctuary
       Rank: H++
       MP Cost: 420 MP
       Category: Supportive
       Type: AoE, Buff (Strength, Spell Damage, Spell Healing, Spell Durability, Spell Speed, Spell Range)
       Healing: 315 HP
       Range: 600 m
       Speed: 500 m/s
       Duration: 25 posts
       Downside: Doubled base MP cost for 50% more healing. Sacrificing 50% range and speed for 50% stronger buff
       Description: Placing a palm on the ground, the user can cause a massive magic circle to expand outward from their position up to the spell's max range at the spell's speed, the circle itself alight with pure magical power. Emitting a gentle glow, the circle will stay in the area for the duration of the spell, acting as the physical manifestation of the user's will to aid those in need and shelter them from harm. All individuals the user considers friendly will, should they remain within the confines of the circle, be healed once per post. Their wounds will close, and damage they have sustained will fade as if it had never been there to begin with. While this spell's capacity to heal allies is limited compared to other spells of comparable power, the main effect of the spell lies within its capability to reinforce allies affected by it and strengthen them. If an allied target is touched by the circle, an immense quantity of magical energy will flood into their system, integrating seamlessly into the affected target's own body and thus granting them a temporary power boost. The user, as well as any affected allied target, will receive a 345% buff for the duration of the spell, which can be freely distributed amongst the following stats once the spell affects them for the first time: Strength, Spell Damage, Spell Healing, Spell Durability, Spell Speed, or Spell Range. Once the buffs have been allocated, they are set for the duration of the spell and cannot be reallocated or switched around as long as the spell remains active


       Name: Ode to the Stalwart
       Rank: H++
       MP Cost: 420 MP
       Category: Supportive, Defensive
       Type: Burst, Blinding, Anti-Piercing, Negation, Teleport
       Healing: 630 HP
       Durability: 420 HP
       Range: 1,000 m
       Speed: 800 m/s
       Duration: 25 posts
       Downside: Doubled base MP cost for 50% more healing.
       Description: The user of the spell briefly concentrates magical energy within their body before clapping their hands, releasing a blinding flash of magical light that will erupt outwards, washing over the space between themselves and the spell's max range at the spell's speed. This can be repeated up to once per post for the spell's duration. Allies of the user will perceive this wave as a gentle, caring warmth that will seep into their form and ease their pain, possessing extremely strong regenerative qualities. Any ally touched by the light will be healed, the healing in question so strong that even damaged organs or limbs can be restored in a matter of moments, wounds and damage the affected targets have sustained seemingly being reversed in not more than a few seconds. Allies will also be surrounded by a subtle aura of golden light, which will act as a shield for the duration of the spell, protecting them from incoming damage. This shield cannot be pierced by spells with piercing effects and can restore it's durability once per post provided the light touches the affected allies again.

       All those considered an enemy by the caster, however, will perceive the wave of light as an incredibly bright flash that drowns out even the sun itself, and if the wave of light touches them, they will be completely blinded for a single post. Targets can only be blinded this way once every other post, and only if the blinding wave of light hits them again. Further, if the wave of light hits an enemy's spell or ability and makes physical contact with it, the user of the spell can choose to use the light to burn the hostile spell away in its entirety and thus negate it. Only one spell or ability per post may be negated, only spells of H++ rank or lower may be negated, and only if the user of this spell pays the original MP cost of the spell or ability being negated will the negation be successful. Lastly, the user can choose to, once per post for the spell's duration, in another flash of light, vanish, reappearing anywhere within the spell's range in an instant.

    Guild Spell Registration Pg4yhn10


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    Guild Spell Registration 60582_s

    Hidden Blades
    Hidden Blades

    Lineage : None
    Position : None
    Posts : 36
    Cosmic Coins : 0
    Dungeon Tokens : 0
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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Hidden Blades 5th May 2020, 11:37 am


    Newest HB Spell ready for approval~

    Gladii Absconditum:

    Name: Gladii Absconditum, The Hidden Blades
    Rank: H++
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment: Strong Weapon (p.°243)
    Requip Damage: 622 HP per hit
    Requip Durability: N/a
    Range: Melee
    Speed: Melee
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% additional requip damage
    Description: These twin daggers are the physical manifestation of the guild that possesses them, crafted specifically to embody the ideals of Hidden Blades, and especially it's Combat Branch: Unrelenting strength, overwhelming swiftness, and a quick, certain, and merciless death. Enchanted with a variation of forbidden death magic, these blades are able to store and release an aura of pure darkness that radiates with sinister energies. The blades themselves are nearly weightless, extremely durable, so much so that it is physically impossible to break them, and will forever retain a sharp edge. After all, a dull blade is not a tool fit for a member of Hidden Blades. These daggers, though, possess another secret, an ability that is as much an affront to all things living as it is threatening: Enchanted with death magic, any injury imparted by these blades, no matter how large or small, will force a curse of the most malicious kind upon its targets, tainting them and, ultimately, causing instant death upon being struck (Requires explicit OOC permission to be used on players, player-owned NPCs, and Event NPCs in any way), a thing as dangerous as it is useful for a guild of Assassins, wouldn't you agree?

    Guild Spell Registration JbMCVKQ

    Creed of the Executioner:

    Name: Creed of the Executioner
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Burst, Charge, Dual Buff (Strength, Spell Damage), Dual Damage (Melee, Spell Damage), Piercing
    Damage: 315 HP per post (Melee Damage OR Spell Damage)
    Range: Melee
    Speed: Melee
    Duration: 5
    Downside: Doubled base MP cost for 50% more damage. User must sacrifice 10% of their max HP upon casting this ability for 50% stronger buff
    Description: The user of the ability begins concentrating magical energy within the blades, which will manipalute the nature of the user's own power and transform it into something sinister, dark, and entirely unholy, allowing the user to gradually store more and more death magic within the blades. This magic, while being quite destructive in nature and harming even the user, will also strengthen them considerably, granting them a 345% buff to either Strength or Spell Damage for the duration of this ability. Once the buff has been allocated, it is set for the duration of the ability and cannot be reallocated or switched around as long as the ability remains active. Over the course of the duration of this ability, the daggers will collect and store more and more sinister energy, the damage of the ability increasing for every post it remains active, up to a maximum of 2.5x the original damage for a Burst spell of this rank (factoring in the downside) on the 5th post after it's activation.

    The ability, however, can be released at any point during its duration. To release the ability, the user surrounds the blades with an aura of pure death magic before using both of them to attack a target within their melee range at their own movement speed. Upon striking the target, the aura will corrupt and destroy everything it touches, the user's target being no exception, dealing the charged damage in a massive blast of death magic. This ability can either use Spell Damage or Melee Damage as basis for its damage calculations, though only one of the two may be picked per casting of the ability, it must be picked once the ability is cast initially, and, once decided, cannot be switched until the duration of this ability runs out. The death magic used in this ability is stronger than normal magic, so strong that it will easily burn through defensive spells, barriers, shields, and armors of any kind, bypassing them to deal damage to the target directly, though, if used in such a way, sacrificing 50% of its base damage


    Sivvy
    Sivvy

    Administrator- Moderator- Developer/GFX Artist- Main Account- Mythical VIP Status- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Custom Slayer- Dragon Slayer- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Jewel Grinder- Job Creator- Working Together- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Idolize- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Sticking Around- Dank Memer- Fan Artist- Taskmaster- Halloween Social- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 2nd Place Event/Contest Winner- Summer Special Participant- Have an Admin as a friend!- Player 
    Lineage : Seal of Balance
    Position : None
    Posts : 1427
    Guild : Dies Irae - Co-GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Johann von Snacc
    Experience : 4,511
    Brownie Points : Literally Infinite

    Character Sheet
    First Magic: Metal Dragon Slayer
    Second Magic: Fable Requip
    Third Magic:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Sivvy 23rd May 2020, 2:23 pm

    ❀:
    @Hidden Blades wrote:

    Newest HB Spell ready for approval~

    Gladii Absconditum:

    Name: Gladii Absconditum, The Hidden Blades
    Rank: H++
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment: Strong Weapon (p.°243)
    Requip Damage: 622 HP per hit
    Requip Durability: N/a
    Range: Melee
    Speed: Melee
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% additional requip damage
    Description: These twin daggers are the physical manifestation of the guild that possesses them, crafted specifically to embody the ideals of Hidden Blades, and especially it's Combat Branch: Unrelenting strength, overwhelming swiftness, and a quick, certain, and merciless death. Enchanted with a variation of forbidden death magic, these blades are able to store and release an aura of pure darkness that radiates with sinister energies. The blades themselves are nearly weightless, extremely durable, so much so that it is physically impossible to break them, and will forever retain a sharp edge. After all, a dull blade is not a tool fit for a member of Hidden Blades. These daggers, though, possess another secret, an ability that is as much an affront to all things living as it is threatening: Enchanted with death magic, any injury imparted by these blades, no matter how large or small, will force a curse of the most malicious kind upon its targets, tainting them and, ultimately, causing instant death upon being struck (Requires explicit OOC permission to be used on players, player-owned NPCs, and Event NPCs in any way), a thing as dangerous as it is useful for a guild of Assassins, wouldn't you agree?

    Guild Spell Registration JbMCVKQ

    Creed of the Executioner:

    Name: Creed of the Executioner
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Burst, Charge, Dual Buff (Strength, Spell Damage), Dual Damage (Melee, Spell Damage), Piercing
    Damage: 315 HP per post (Melee Damage OR Spell Damage)
    Range: Melee
    Speed: Melee
    Duration: 5
    Downside: Doubled base MP cost for 50% more damage. User must sacrifice 10% of their max HP upon casting this ability for 50% stronger buff
    Description: The user of the ability begins concentrating magical energy within the blades, which will manipalute the nature of the user's own power and transform it into something sinister, dark, and entirely unholy, allowing the user to gradually store more and more death magic within the blades. This magic, while being quite destructive in nature and harming even the user, will also strengthen them considerably, granting them a 345% buff to either Strength or Spell Damage for the duration of this ability. Once the buff has been allocated, it is set for the duration of the ability and cannot be reallocated or switched around as long as the ability remains active. Over the course of the duration of this ability, the daggers will collect and store more and more sinister energy, the damage of the ability increasing for every post it remains active, up to a maximum of 2.5x the original damage for a Burst spell of this rank (factoring in the downside) on the 5th post after it's activation.

    The ability, however, can be released at any point during its duration. To release the ability, the user surrounds the blades with an aura of pure death magic before using both of them to attack a target within their melee range at their own movement speed. Upon striking the target, the aura will corrupt and destroy everything it touches, the user's target being no exception, dealing the charged damage in a massive blast of death magic. This ability can either use Spell Damage or Melee Damage as basis for its damage calculations, though only one of the two may be picked per casting of the ability, it must be picked once the ability is cast initially, and, once decided, cannot be switched until the duration of this ability runs out. The death magic used in this ability is stronger than normal magic, so strong that it will easily burn through defensive spells, barriers, shields, and armors of any kind, bypassing them to deal damage to the target directly, though, if used in such a way, sacrificing 50% of its base damage



    Guild Spell Registration LodJbSR


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    Guild Spell Registration 60437_s
    avatar
    Fairy Tail

    1 Year Anniversary- Player 
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    Guild : Fairy Tail
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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Fairy Tail 28th November 2020, 5:33 am

    Three new Fairy Tail Guild Spells coming up >:D

    Fairy Soul:
    Name: Fairy Soul
    Rank: H++
    MP Cost: 315 MP
    Category: Offensive / Defensive
    Type: Burst | Buff, Teleport, MP Drain
    Damage: 315HP
    Defense: 1260HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 25
    Downside: 50% Less Range And Speed For 50% More Base Damage. Sacrifices 1x Effect & Cost 50% More Mana For 50% More Base Durability.
    Description:
    Fairy Tail has been led by many Guildmasters over the time of its existence. Each one shared the same kind of responsibility over the guild as its leading figure. This devotion to their duties and to protect the guild at all costs was like a red string running through each one’s heart - from the first Guildmaster to the last - and the string’s coating fire only intensifying with each new generation. This string bound them together at a spiritual level, and while many are not to be found or reported dead today, every Guildmaster’s soul is linked together and has manifested as a blazing, white string that can be summoned via this Guild Spell.

    This string will slither out of the caster’s Guild Tattoo and hug their arms, legs, torso and heart. The string is coated in white, dazzling fire, and it carries round circles with a number embedded on them to symbolize the number of Guildmasters. It has its own life and jabs out at any enemy of Fairy Tail near the caster, and the string will also block spells and attacks by increasing its width and becoming a full-body armor. Three effects will always take place; the caster will gain a 115% Buff to both Spell Damage and Spell Durability, and the caster can choose max five allies in the spell’s range to grant this buff as well. When an enemy has been hit, they have -10% of their max MP drained per post. This also grants the caster the ability to teleport once per post max at this spell’s range.

    Fairy Strike:
    Name: Fairy Strike
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: Burst | DoT, Mobility, Buff, Debuff, Immobilization
    Damage: 315HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 5
    Downside: 50% Less Range And Speed For 50% More Base Damage.
    Description:
    When getting up close and personal with your greatest enemies, Fairy Tail wants to ensure the survival and safety of their guildmates. Albeit cruel but just, this spell has only the following purposes; to weaken and injure the foe as much as possible, and to ensure that the caster of this spell shall not fear any following attack from the target. Sometimes, one punch is all it takes...

    The caster of this spell clenches their dominant fist, and in doing so, allows their fist to be covered in a familiar, golden light akin to many other Guild Spells of Fairy Tail. This time, however, the flickering and aggressivity of the other spells is lacking, and instead, the caster’s fist is emitting a soft contour of golden-yellow, solid light. The flickering flashes and blitz-like fashion of the other Guild Spells is replaced with a stable, intense vibration that causes the visual effect of your fist to look 3x bigger than normal. Clenching your fist even harder reduces this vibration, but its intensity only increases until you dash off to punch a deemed enemy of Fairy Tail. As you dash off, fairy wings - which look like huge, colorful mosquito wings - emerge from your back to boost you forward on your trajectory towards the enemy. While this spell is active, the caster gains a huge buff to Spell Damage by +115% due to the effectiveness of the vibrations in their fist. Upon hitting your foe with this spell, said foe will suffer damage on the initial post of being hit, and all of the built-up magic pulsating in their fist travels directly into the foe and begins injuring them from the inside, causing each of the next 4 posts to be excruciatingly painful to them (repeating, inner damage) until a total of 2.5x of the spell’s base Damage has been reached. The hit foe will also be unable to counter-attack properly after being hit, because they will suffer a Debuff to Movement Speed by -115% for the duration of the spell. The intense pain intends to lock down the motor functions of their muscles too, resulting in an Immobilization for 1 post when hit. They will have to be hit again after the initial cooldown by 1 post in order to be immobilized again.

    Fairy Cry:
    Name: Fairy Cry
    Rank: H++
    Requip Type: Weapon
    Grade: Normal Requip
    Linked Equipment: https://www.fairytail-rp.com/t37730p350-the-armory#417617 ← Strong(+) Weapon
    Requip Damage: 622HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 25
    Downside: Sacrifices 50% Range and Speed for 50% More Requip Damage.
    Description: By poking their Guild Mark, the caster can summon this ancient staff and pull it directly out from their Guild Mark as if the mark served as a portal. The staff has spent most of its time buried deep under the earth of Tenrou Island, and it was formed by condensed Ethernano that has been gathered and influenced by one thousand years of pressure underground. Due to its structure, it is five times as heavy as an ordinary staff, so it can serve as a battle club if one finds the need for that. Its condensed mana leaks out of its surface constantly - a bright, golden flame that appears dazzling and pleasing to the touch for the Fairy Tail Wizard, but appears as ferocious and unforgiving as hellfire to any enemy who lays their eyes on it.

    Ability:

    Name: Fairy Sprite
    Rank: H++
    MP Cost: 210 MP
    Category: Supportive
    Type: Burst | DoT (Healing Over Time), Buff, HP Regen, MP Regen, Counter-Effect Debuffs
    Healing: 315HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 5
    Downside: 50% Less Range And Speed for 50% More Base Healing.
    Description: By poking the ground underneath one’s feet or holding it up in the air, the golden flames that surround the staff burst out in all directions. These flames intend to surround any Fairy Tail Wizard within their range and heal up their wounds. These flames stick onto the wizards for 5 posts, healing them by 315HP per post until they’ve been healed up to 2.5x that amount at the end of the fifth post. The flames do more than just healing; while active, the caster is granted a buff to Spell Healing by +230%. Each target of this spell also gain a +10% HP Regen as well as +10% MP Regen per post for the duration. If the target(s) suffers from a debuff to one stat, then this spell also attempts to work against that negative power, thus halving said debuff.


    Last edited by Fairy Tail on 23rd February 2021, 1:03 pm; edited 1 time in total


    _____________________________________________________________________________________

    Nero
    Nero

    Administrator- Moderator- Developer/GFX Artist- Main Account- Mythical VIP Status- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- Custom Slayer- God Slayer- Demon Slayer- Legal Guild Ace- Neutral Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- EXP Grinder- Jewel Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Idolize- Unknown Powerhouse- Unknown Legend- The Completionist- Guild Creator- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Sticking Around- Loyal to the Bone- Dank Memer- Fan Artist- Taskmaster- 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- Supreme Grand Master [5000]- Grand Master [2000]- 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- 1 Year Anniversary- Player-
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    Character Sheet
    First Magic:
    Second Magic:
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    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Nero 29th December 2020, 8:28 am

    Edits in this color

    Spoiler:
    @Fairy Tail wrote:Three new Fairy Tail Guild Spells coming up >:D

    Fairy Soul:
    Name: Fairy Soul
    Rank: H++
    MP Cost: 315 MP
    Category: Offensive / Defensive
    Type: Burst | Buff, Teleport, MP Drain
    Damage: 315HP
    Defense: 1260HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 25
    Downside: 50% Less Range And Speed For 50% More Base Damage. Sacrifices 1x Effect & Cost 50% More Mana For 50% More Base Durability.
    Description:
    Fairy Tail has been led by many Guildmasters over the time of its existence. Each one shared the same kind of responsibility over the guild as its leading figure. This devotion to their duties and to protect the guild at all costs was like a red string running through each one’s heart - from the first Guildmaster to the last - and the string’s coating fire only intensifying with each new generation. This string bound them together at a spiritual level, and while many are not to be found or reported dead today, every Guildmaster’s soul is linked together and has manifested as a blazing, white string that can be summoned via this Guild Spell.

    This string will slither out of the caster’s Guild Tattoo and hug their arms, legs, torso and heart. The string is coated in white, dazzling fire, and it carries round circles with a number embedded on them to symbolize the number of Guildmasters. It has its own life and jabs out at any enemy of Fairy Tail near the caster, and the string will also block spells and attacks by increasing its width and becoming a full-body armor. Three effects will always take place; the caster will gain a 115% Buff to both Spell Damage and Spell Durability, and the caster can choose max five allies in the spell’s range to grant this buff as well. When an enemy has been hit, they have -10% of their max MP drained per post. This also grants the caster the ability to teleport once per post max at this spell’s range.

    Fairy Strike:
    Name: Fairy Strike
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: Burst | DoT, Mobility, Buff, Debuff, Immobilization
    Damage: 315HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 25 (As this spell is a DoT, its duration has to be lowered in accordance with the rule that states that DoT spells may only deal up to 2.5x of a spell's normal damage value for their rank and type over an equal number of posts. As such, either the duration of this spell must be lowered to 5 posts, or the damage of this spell must be lowered accordingly)
    Downside: 50% Less Range And Speed For 50% More Base Damage.
    Description:
    When getting up close and personal with your greatest enemies, Fairy Tail wants to ensure the survival and safety of their guildmates. Albeit cruel but just, this spell has only the following purposes; to weaken and injure the foe as much as possible, and to ensure that the caster of this spell shall not fear any following attack from the target. Sometimes, one punch is all it takes...

    The caster of this spell clenches their dominant fist, and in doing so, allows their fist to be covered in a familiar, golden light akin to many other Guild Spells of Fairy Tail. This time, however, the flickering and aggressivity of the other spells is lacking, and instead, the caster’s fist is emitting a soft contour of golden-yellow, solid light. The flickering flashes and blitz-like fashion of the other Guild Spells is replaced with a stable, intense vibration that causes the visual effect of your fist to look 3x bigger than normal. Clenching your fist even harder reduces this vibration, but its intensity only increases until you dash off to punch a deemed enemy of Fairy Tail. As you dash off, fairy wings - which look like huge, colorful mosquito wings - emerge from your back to boost you forward on your trajectory towards the enemy. While this spell is active, the caster gains a huge buff to Spell Damage by +115% due to the effectiveness of the vibrations in their fist. Upon hitting your foe with this spell, said foe will suffer damage on the initial post of being hit, and all of the built-up magic pulsating in their fist travels directly into the foe and begins injuring them from the inside, causing each of the next 4 posts to be excruciatingly painful to them (repeating, inner damage) until a total of 2.5x of the spell’s base Damage has been reached. The hit foe will also be unable to counter-attack properly after being hit, because they will suffer a Debuff to Movement Speed by -115% for the duration of the spell. The intense pain intends to lock down the motor functions of their muscles too, resulting in an Immobilization for 1 post when hit. They will have to be hit again after the initial cooldown by 1 post in order to be immobilized again.

    Fairy Cry:
    Name: Fairy Cry
    Rank: H++
    Requip Type: Weapon
    Grade: Normal Requip
    Linked Equipment: https://www.fairytail-rp.com/t37730p350-the-armory#417617 ← Strong(+) Weapon
    Requip Damage: 622HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 25
    Downside: Sacrifices 50% Range and Speed for 50% More Requip Damage.
    Description: By poking their Guild Mark, the caster can summon this ancient staff and pull it directly out from their Guild Mark as if the mark served as a portal. The staff has spent most of its time buried deep under the earth of Tenrou Island, and it was formed by condensed Ethernano that has been gathered and influenced by one thousand years of pressure underground. Due to its structure, it is five times as heavy as an ordinary staff, so it can serve as a battle club if one finds the need for that. Its condensed mana leaks out of its surface constantly - a bright, golden flame that appears dazzling and pleasing to the touch for the Fairy Tail Wizard, but appears as ferocious and unforgiving as hellfire to any enemy who lays their eyes on it.

    Ability:

    Name: Fairy Sprite
    Rank: H++
    MP Cost: 210 MP
    Category: Supportive
    Type: Burst | DoT (Healing Over Time), Buff, HP Regen, MP Regen, Counter-Effect Debuffs
    Healing: 315HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 5
    Downside: 50% Less Range And Speed for 50% More Base Healing.
    Description: By poking the ground underneath one’s feet or holding it up in the air, the golden flames that surround the staff burst out in all directions. These flames intend to surround any Fairy Tail Wizard within their range and heal up their wounds. These flames stick onto the wizards for 5 posts, healing them by 315HP per post until they’ve been healed up to 2.5x that amount at the end of the fifth post. The flames do more than just healing; while active, the caster is granted a buff to Spell Healing by +230%. Each target of this spell also gain a +10% HP Regen as well as +10% MP Regen per post for the duration. If the target(s) suffers from a debuff to a stat by a percentage, then this spell also lowers that debuff by -50%. (This is not how counter-effects to debuffs function. Counter effects to debuffs may halve a debuff affecting the given entity benefitting from said counter, but it cannot be lowered by a flat 50%, as this wording implies. Please rework this counter effect accordingly)
    Serilda Sinclair
    Serilda Sinclair

    Ice Queen


    Ice Queen

    Developer/GFX Artist- Main Account- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- Custom Slayer- God Slayer- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- So Extra- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Helper- Guild Creator- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Dank Memer- Taskmaster- Richie Rich- Rich- 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- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- X-Mas Event Participant- Motor City Rush- Best GFX Artist Award- Player 
    Lineage : Scion of the Void King
    Position : Goddess of Conviction
    Posts : 1022
    Guild : Rune Knights (GM)
    Cosmic Coins : 200
    Dungeon Tokens : 0
    Experience : 5,575,453

    Character Sheet
    First Magic: Voidwalking
    Second Magic: Sword of Wrath
    Third Magic: Cruorthurgy

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Serilda Sinclair 23rd January 2021, 12:09 pm

    Information:
    Link to additional Offensive and Defensive spells.

    Iustitia is merely being updated to reflect the change from it's linked equipment being upgraded from strong to artifact(+). No other changes were made.

    Name: Brutus
    Rank: H++
    MP Cost: 420 MP
    Grade: Normal
    Linked Equipment: Pet Shop, Page 16 p.°379
    Melee Damage: 315 HP per hit
    Summon HP: 2,250 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: Assigned rank MP cost to the summon for 50% more melee damage. Doubled base MP cost for 50% higher Summon HP
    Description: Like all military dogs, Brutus was trained into the life of war as a pup. From the start, he was always an exceptionally disciplined hound that was enthusiastic to follow the commands of his designated soldier, eager to hunt enemy targets and sniff out trouble. Unfortunately, there was a violent skirmish that broke out, leaving his bonded soldier killed in action, and Brutus in critical condition. Though Brutus recovered physically, he lost sight in one of his eyes and was never the same, emotionally. He became surly and mistrusting, easily agitated and spooked, along with a number of other signs of emotional trauma. As a last ditch effort to keep him from having to be put down, he was sent to a specialized rehabilitation center for traumatized police and military canines. Not only did his time at the center save his life, but he was renewed with his old vigor and showed strong signs of being ready and willing to return to the life of a working military dog. And interestingly enough, he refuses to go anywhere without the small brown and cream colored kitten that he managed to bond with at the rehab center. While he no longer has the puppy like innocence of his time before the attack, and he can certainly be brooding and menacing when he wants, he does show a slight mischievous streak like that of a crafty old man with a salty sense of humor.

    Brutus:

    Guild Spell Registration 6af12ab736dd84a285955342ef9bb1c9

    Ability:


    Name: Attack Dog
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: Multi Target, Burst, Buff, Mobility
    Damage: 316 HP per hit (MT) | 420 HP (Burst)
    Range: 1,400 m (MT) | 1,000 m (Burst)
    Speed: 1,200 m/s (MT) | 800 m/s (Burst)
    Duration: 25 posts
    Downside: Sacrificing 2 effects for 50% stronger buff
    Description: With the flash of a magic circle around his feet, Brutus howls loudly. He can designate up to 25 targets in range of the spell, including himself, all of which will receive a 315% buff to their Spell Damage as their moral is raised by the presence of this loyal canine. Brutus himself is not to be underestimated, however. His claws and teeth are the equivalent of magical weapons, and with a powerful spell on his side, chasing down criminals has never been easier. He can break into a massively swift sprint up to once per post, allowing him to move to any point within 1,000 meters of himself at 800 m/s. Further, all claw strikes and bites he performs can deal the spell's MT damage for the duration of the spell, or alternatively, he can peform one crushing bite or claw strike once per post, dealing the spell's Burst damage. Lastly, Brutus can growl menacingly before releasing an earth-shattering bark that takes the form of a visible soundwave, which spreads out in a cone shape before him. This can be done multiple times per post, soundwaves shot out this way dealing MT damage and travelling up to the spell's MT range at the spell's MT speed, or he can collect his power for a single, stronger sounwave once per post, in which case the soundwave will deal the spell's Burst damage to any opponent it hits, moving at the spell's Burst speed up to the spell's Burst range. Only the spell's MT version or the spell's Burst version may be used in a single given post for the duration of this ability, and never both. The maximum number of strikes that Brutus can make against multiple targets is 25 per post.


    Name: Fortress Mk.III
    Rank: H++
    Requip Type: Armor
    Grade: Normal
    Linked Equipment: Armory, Page 16 p.°383
    Requip Damage: N/a
    Requip Durability: 6,750 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% higher durability
    Description: Crafted by the intelligent and enthusiastic minds of the Engineering Department, the Fortress Mk.III was designed to be the ultimate suit of armor that could withstand an incredible amount of damage in order to protect its wearer. It is comprised of the most durable steel the Rune Knights could get their hands on, and powered by a lacrima core in the chest plate that both fuels the suit's automated systems and energizes the wearer in various ways.

    Fortress Mk.III:

    Guild Spell Registration 438dea82fab0e2fbebf5d5fb97593c1b

    Ability:


    Name: Defender Titan
    Rank: H++
    MP Cost: 210 MP
    Category: Defensive, Supportive
    Type: Single Target, Buff, Anti-Piercing
    Durability: 630 HP
    Healing: 420 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% more durability. Sacrificing 2 effects for 50% stronger buff
    Description: As soon as this combat suit is powered with magical energy its circuits and motors come alive, allowing it to function as an unbreakable shield. The armor around the user's body is incredibly tough and can take a hefty load of damage without sustaining even so much as a scratch. Its extraordinary toughness allows it to take up to 630 HP of damage before breaking, and it's so tough that even spells containing piercing effects cannot break through it. The durability of this armor is restored to full once per post for the spell's duration through it's auto-maintenance function. Further, the life support and assistance systems inside the power armor are not only capable of deflecting damage, but also provide the user with other helpful benefits. The artificial intelligence that is part of this suit's systems advises the user in combat, granting them a 315% buff to their Spell Durability while the armor is active. Further, the suit's life support systems actively secretes an experimental healing salve that is capable of rapidly closing wounds and reversing damage the user has sustained, healing the one inside the armor for 420 HP per post this ability is active.


    Name: Iustitia, Sword of Righteousness
      Rank: H++
      Requip Type: Weapon
      Grade: Normal
      Linked Equipment: Artifact(+) Weapon
      Requip Damage: 622 HP per hit
      Requip Durability: N/a
      Range: Melee
      Speed: Melee
      Duration: 25 posts
      Downside: Sacrificing range and speed for 50% more requip damage
      Description: The user's guild mark will begin to glow in a golden color, allowing them to stretch out their hand and summon into their grasp the physical manifestation of the Rune Knight's mission to act as a bastion of justice in Fiore: A one-handed sword of magnificent make, the blade alight with magical energy and a glow of a golden hue similar to that of their guild mark. Steeped in pure magical power through a special enchantment, this weapon releases an unrelenting arcane aura around itself, giving it an extreme sharpness that allows it to cut through most mundane objects with ease and ensuring that the blade itself cannot be destroyed, no matter how much punishment it may suffer, in a sense symbolizing the Rune Knights themselves.

     
    Iustitia:
    Guild Spell Registration 7uNPDNh

     
    Requip Ability:

      Name: Lux Iustitiae, the Light of Justice
      Rank: H++
      MP Cost: 420 MP
      Category: Offensive
      Type: Burst, Buff, Charge, Piercing
      Damage: 315 HP per post
      Range: 1,000 m
      Speed: 800 m/s
      Duration: 5 posts
      Downside: Doubled base MP cost for 50% more damage. Sacrificing 2 base effects for 50% stronger buff
      Description: The user begins channeling magical energy into the blade of the sword, which begins to emit golden light with stronger intensity the more magical energy it absorbs, the concentation of magical power in the sword and the user increasing the user's Spell Damage by 345% for the duration of the ability. For every post the ability is active, the user can funnel more magical energy into the blade, the weapon charging up with progressively more and more damage, up to a maximum of 2.5x the damage of the ability on the 5th post after its activation. This ability, however, can be released at any point during its duration, dealing the charged damage and ending the duration of the ability. If the charged damage isn't released on the 5th post, the ability fades ineffectually and ends its duration.

      When the ability is released, the sword begins to discharge all stored energy in a nigh blinding golden light around itself. With a single swing of the blade and a flash of magical energy, the user channels all stored energy into a given direction, creating a massive burst of force that will spread outward in a cone-like shape from the position of the user up to the ability's max range at the ability's speed. The wave of force is not a traditional spell solely built for destructive potential and instead is strong enough to tear apart the fabric of reality, leaving everything the user desires to protect or preserve untouched, however, violently ripping and tearing apart everything the user seeks to destroy, dealing the charged damage to every opponent hit with the wave of force. This power exists not solely on our realm, but tears through dimensions, allowing the ability to pierce through magical shields, armors, and barriers, bypassing defenses of such nature, though the ability's base damage is subsequently reduced by 50% should it be used to do so.
     


    Last edited by Serilda Sinclair on 16th February 2021, 7:47 am; edited 1 time in total


    _____________________________________________________________________________________

    Silver Wolf
    Silver Wolf

    Player 
    Lineage : None
    Position : None
    Posts : 12
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Silver Wolf 26th January 2021, 8:02 am



    Below the reworked Guild Spells for Silver Wolf. All additional Guild Spell slots have been acquired here

    Name: Ley Line Arcania
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive, Defensive
    Type: Burst, Buff, Anti-Piercing, Teleport, Immobilization
    Damage: 630 HP
    Durability: 420 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% more damage. User must pay 10% of their total HP when casting this spell for 50% stronger buff
    Description: The arcane power contained within the Ley Line located underneath Silver Wolf's guild hall is hard to quantify, rumored to be of proportions that are unfathomable to the human mind. Still, as protectors of the Ley Line, certain members of Silver Wolf enjoy the aid of this nexus of magical power, almost as if the world itself assisted them. In times of need, the user can spend their own power to call upon that of the Ley Line under their protection, the will of the world providing them with overwhelming strength in return. When this spell is cast, the user's guild mark will glow in its own color, calling the power of the Ley Line to their aid. This enables them to absorb enormous quantities of magical power from the surrounding world, increasing their own magical capabilities exponentially. While keeping the large amounts of power under control is somewhat damaging to the user's body, the user's Spell Damage is increased by 315% for the duration of this spell. The magic power absorbed by the user can immediately be used in the user's own magic, coating their form in an aura that drives their own powers to the utmost limit and uses one or more elements or concepts from one or more of the user's magics (aesthethic only, element/s are up for the user to pick. Example: The user possesses wind magic, coating them in an aura of hurricane-force winds).

    This aura serves a twofold purpose, firstly acting as a shield around the user's form which can take up to 420 HP in damage before breaking and cannot be pierced by spells or abilities that contain piercing effects. The durability of this shield is restored to full once per post for the spell's duration. Secondly, the user can, once per post for the duration of this spell, utilize the aura around them in an offensive manner, allowing them to instantly teleport to a given point within the range of the spell. Once they have teleported, they can strike an opponent within their melee range or alternatively strike the ground or another surface. Upon impacting with the strike, the aura around them releases a massive blast of the element/s or concept/s that it's made of, creating a gigantic explosion that extends up to the spell's range around their position at the spell's speed, dealing the spell's damage to all those hit with it. Further, all hit by this spell are briefly overwhelmed by the sheer mass of magical power that hit them, disorienting them and immobilizing them for a single post. Targets may only be immobilized once every other post at max and must be hit again once this cooldown has passed in order to be immobilized anew.




    Name: Ley Line Overload
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Burst, DoT, MP Drain, HP Drain
    Damage: 315 HP per post
    Range: 1,250 m
    Speed: 1,000 m/s
    Duration: 5 posts
    Downside: Doubled base MP cost for 50% more damage. Sacrificing 2 base effects for 25% more range and speed
    Description: This spell functions in a manner similar to "Ley Line Arcania", though instead of absorbing the overwhelming power of the surrounding world into their body, the caster utilizes it in a different style. Stretching out a hand, the user briefly accumulates all power of the surrounding world into a sphere within their palm, the arcane orb glowing in a bright, ice-blue color and radiating overwhelming magical energy. Once this process is complete, the user crushes the sphere within their hand, releasing, in an instant, massive amounts of magical power. This magical power is imbued with the elements of ice, wind, and darkness all at the same time, creating a gigantic snowstorm at the user's position that spreads out into all directions around the user, up to the spell's range around them at the spell's speed. Temperatures drop well below zero and all living things within the area will be inflicted with severe frostbite and grievous wounds resulting from the freezing temperatures, dealing 315 HP of damage to them if hit. The frostbite and cold will continue to deal damage over the duration of several posts, even if the affected opponent leaves the area after being hit, dealing 315 HP of damage every post thereafter until the fifth post after the spell's activation has been reached. The cold and resulting pain will also disorient affected targets, draining them of 10% of their total HP and 10% of their total MP once per post for the remainder of the spell's duration.




    Name: Guardian Wolf's Claws
    Rank: H++
    MP Cost: 210 MP
    Take-Over Type: Partial
    Grade: Normal
    Take-Over Buff: +258% Speed
    Melee Damage: 210 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% more damage. Rank MP cost assigned to this Take-Over for 50% stronger Take-Over buff
    Description: Utilizing the power of the Guardian Wolves that protect the guild hall of Silver Wolf, the user embodies an aspect of these same Guardian Wolves. Argent-hued energy swirls around the user's hands and fingers briefly before coalescing into a physical shape, granting them beast-like claws that are razor-sharp and can be used for devastatingly powerful slashing attacks as well as animalistic swiftness while the Take-Over is active.

    Appearance:

    Guild Spell Registration UslAn90

    Ability:


    Name: Guardian Spirit Pack
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Multi Target, Buff, Piercing, Homing
    Damage: 474 HP per hit
    Range: 1,400 m
    Speed: 1,200 m/s
    Duration: 25 posts
    Downside: Sacrificing 2 base effects for 50% more damage. Doubled base MP cost for 50% stronger buff
    Description: With a wolf-like howl, the user can send out a pulse of argent-hued energy, the guild mark of Silver Wolf on their body glowing in a deeply ice-blue, ethereal color. The user and up to 24 additional targets within range viewed as an ally by the caster are granted a 315% buff to their speed. The energy used by the guardian wolves of Silver Wolf will begin to circulate through the user's system, the claws around their fingers shrouded in an ethereal projection of an actual guardian wolf's claws, allowing them to deal this spell's damage with every strike they perform. Strikes that connect with opponents deal overwhelmingly strong magical frost damage. Further, the user can freely summon ice-blue projections of guardian wolves to their side while this spell is active. These projections are nothing more than phantoms and cannot be interacted with, possessing no sentience, but they are inherently imbued with the strong drive to defend Silver Wolf and it's goals, sprinting towards the nearest enemy within the spell's range at the spell's speed and purse them in an attempt to bite into their flesh, dealing freezing ice damage. Enemies can be pursued up to the spell's range at max and only for a distance of up to the spell's range at the most. All damage dealt by this spell is classed as piercing damage, meaning it can easily penetrate shields, barriers, armors, and other defenses, though the spell's base damage is reduced by 50% in cases where this piercing is applied. A max of 25 wolves can be created in a given post.





    Name: Arms of the Defender
    Rank: H++
    MP Cost: 420 MP
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment: Armory, Page 16 p.°392
    Requip Damage: 622 HP per hit
    Requip Durability: N/a
    Range: 1,250 m
    Speed: 1,000 m/s
    Duration: 25 posts
    Downside: Rank MP cost assigned to this Requip for 50% more damage. Doubled base MP cost for 25% more range and speed
    Description: An ancient spell uncovered by Silver Wolf that is as much mysterious as it is powerful, allowing the user to manifest any weapon they can conceptualize with nothing but a thought, creating the desired weapon from scratch. This power seamlessly integrates into the user's magics and can be used to incorporate any theme/s, element/s, and concept/s the user has control over. Naturally, this power is heavily dependent upon the user's imagination, but one thing remains a constant: As long as it is in possession of Silver Wolf, it will be used to defend the guild and the secrets it protects.

    Ability:


    Name: Defender's Will
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Single Target, Multi Target, Buff, Piercing, Homing, Negation
    Damage: 630 HP (ST) | 474 HP per hit (MT)
    Range: 2,400 m (ST) | 2,100 m (MT)
    Speed: 2,400 m/s (ST) | 1,800 m/s (MT)
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% more damage. User must sacrifice 30% of their total HP when activating this ability. In return, range, speed, and the buff are increased by 50% respectively.
    Description: Utilizing the power of this ancient spell, the user can coat their weapon in any element or elements / concept or concepts they control in their magics, their form erupting with powerful ancient arcane power. This increases the user's spell damage by 315% while this spell is active. If the user materializes a melee weapon, the weapon in question can be used to either deliver a single massively powerful strike at the spell's ST speed, dealing ST Damage, or can be used to perform multiple strikes at the spell's MT speed, dealing MT damage with each hit. It can also be launched at targets within the spell's ST range in a single massive throw at the spell's ST speed, or the user can create and launch multiple weapons at a rapid pace at targets within the spell's MT range at the spell's MT speed, both variations dealing their respective damage. If a ranged weapon is created, it can fire either a single overwhelmingly powerful projectile or multiple less powerful projectiles, following the same limitations. Only either the Single Target version of this spell or the Multi Target version of this spell may be used in a single given post during the spell's duration. A max of 25 projectiles or weapons may be fired or launched if the MT version of this ability is used.

    Regardless of which version is used, the user can control any weapon and projectile created through this spell with nothing but a mere thought, allowing them to wield the weapons even without touching them. If a weapon is used or destroyed, a new one can be created in its place, or the old one can be called back in an instant. Projectiles and weapons created by this spell automatically home in on opponents that are aimed at, but only home if within the spell's respective range around the user and only for a distance of up to the version's respective range at max. Attacks made through the use of this spell can pierce through defenses such as armors, shields, and barriers, though the attack in question sacrifices 50% of its base damage when used to pierce defenses. Lastly, as the defender of Silver Wolf, the user has the ability to negate a single spell or ability once per post using the sheer force of their willpower. The spell or ability being negated must be of H++ Rank or lower, the user must pay MP equal to the cost of the spell or ability being negated, and the spell or ability must be within spell rank burst range around the user in order to be negated successfully.





    Name: Aegis Lupus
    Rank: H++
    Requip Type: Armor
    Grade: Normal
    Linked Equipment: Armory, Page 16 p.°399
    Requip Damage: N/a
    Requip Durability: 6,750 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% higher durability
    Description: An armor that presents one of the greatest technological marvels of Silver Wolf, created to enhance the endurance of a fighter beyond reasonable levels. Some quantity of Oblivium and Adamantite was used in its construction, and as such, it possesses considerable anti-magical qualities and an extreme durability, being a welcome addition to any fighter's arsenal and a testament to the inventiveness of Silver Wolf.

    Plot Ability: The Armor features a jetpack for effortless flight at the user's speed. Further, the user has access to a complete combat HUD, which displays information such as their own HP and MP, movement speed, condition, etc., and with OOC permission when used against players, player-owned NPCs, or Event NPCs, it can even display information about spells and other abilities it has analyzed.

    Appearance:

    Guild Spell Registration AGX84HA

    Ability:


    Name: Oblivium Steel
    Rank: H++
    MP Cost: 420 MP
    Category: Defensive
    Type: Single Target, Anti-Piercing, Buff, Reflection, Redirection, Negation
    Durability: 630 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% increased durability. Sacrificing range and speed for 50% stronger buff
    Description: When supplied with magical power, the material of the armor springs to life, activating the technological systems implemented within the combat suit. The faint hum of vibration fills the air around the user, and around their form, an invisible shield of anti-magic is created, buffing the user's Spell Durability by 315%. This personal shield fits around the armor perfectly and can take up to 630 HP of damage before breaking. The durability of this shield is restored to full once per post as the armor's anti-magic generators reassemble it, and its exceptional design means it cannot be pierced by spells containing piercing effects. The primary strength of this shield, however, lies in its anti-magical qualities. Once per post, the user can reflect a spell or ability back at an attacker, provided the spell or ability makes contact with the armor or its shield, the spell or ability is of H++ Rank or lower, and the user pays twice the MP cost of the spell or ability being reflected. Further, the user can once per post redirect a spell or ability that makes contact with the armor or shield (though the spell or ability in question cannot be redirected at another individual), effectively neutralizing it. This can only be done if the spell or ability is of H++ Rank or lower and the user pays MP equal to the original cost of the spell or ability being redirected. Lastly, the user can once per post negate an incoming spell or ability that makes contact with this armor or shield entirely, provided the spell or ability is of H++ Rank or lower and the user pays the MP cost equivalent to the original cost of the spell or ability being negated.





    Name: Ley Line's Citadel
    Rank: H++
    MP Cost: 420 MP
    Category: Defensive, Offensive
    Type: Burst, Buff, Piercing, HP Drain, MP Drain
    Durability: 1,260 HP
    Damage: 630 HP
    Range: 500 m
    Speed: 400 m/s
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% higher durability. Range and speed lowered by 50% for 50% higher damage
    Description: A spell devised to protect the guild of Silver Wolf and the Ley Line it guards in cases of emergency. Raising their right arm to the sky, a massive magic circle, which engulfs the guild symbol of Silver Wolf within it, will extend up to the spell's range around the user at the spell's speed with a massive burst of magical power. The magic circle will persist around the user for the duration of the spell. As soon as it has expanded to its full range, it will instantly form a dome made from pure white arcane magic that encircles the target area around the user. The dome will move with the user. No one viewed as an enemy by the caster can enter or leave the dome, while allies are free to enter and leave freely as long as the dome has durability remaining. The dome possesses a durability of 1,890 HP, which is restored to full once per post of the spell's duration. As this spell was created to essentially form a sanctuary, an undefeatable fortress for Silver Wolf. Creatures and existences seen as an enemy by the caster cannot exist within this sanctuary, and they find themselves feeling this contradiction via a sharp increase in gravity around their form, crushing them and their bodies while all strength seems to be sapped from them. If an enemy is within the magic circle, this will automatically apply to them, the enemy receiving 630 HP of damage every post they remain within the magic circle and dome. Further, the strength sapped from them will drain all enemies affected by this of 10% of their total HP and 10% of their total MP once per post for the spell's duration. This crushing damage is so strong that it easily shatters mundane defenses, penetrating armor, shields, and barriers, though this reduces the spell's base damage by 50% in cases where such an effect occurs.




    Name: Cursed Tome of Undying
    Rank: H++
    MP Cost: 420 MP
    Category: Supportive
    Type: Burst, Buff (Spell Damage, Strength, Speed), HP Drain, MP Drain
    Healing: 630 HP
    Range: 500 m
    Speed: 400 m/s
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% more healing. 50% reduced range and speed for 50% stronger buff
    Description: A tome found by Silver Wolf on one of its many expeditions. While from the outside it appears like a simple leather book, it contains the sigil needed to cast an immensely powerful spell, some rumoring that it is a dark art akin to necromancy, though this has yet to be proven. The spell is capable of restoring flesh and heal any wound, proving to be one of the strongest healing spells in existence, though it also carries a dark secret. When casting this spell, the tome appears beside the user, rapidly flipping through its own pages until it reaches the ones bearing the sigil of the spell, a golden magic circle glowing on the opened double page. With a flash of magical energy, the tome closes and disappears, a dark mist spreading out from the user's position up to spell range around the user at the spell's speed. While appearing ominous, the mist is anything but ... to allies, at least. All those seen as allies by the caster of the spell will not only receive a 315% buff to either Spell Damage, Strength, or Speed at their own choosing, they will also be healed for 630 HP. Their wounds will close and any damage their bodies suffered will be magically restored, no matter the source or extent of the damage or wounds they have incurred. All those seen as enemies by the caster, however, will be afflicted with a more sinister consequence when making contact with the mist, finding it poisonous to them. The mist will break down their physical body as well as their magical system, draining them of 10% of their total HP and 10% of their total MP once per post for the rest of the spell's duration.

    Sivvy
    Sivvy

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    Character Sheet
    First Magic: Metal Dragon Slayer
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    Third Magic:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Sivvy 8th February 2021, 2:58 am

    Your grading!:

    @Serilda Sinclair wrote:
    Information:
    Link to additional Offensive and Defensive spells.

    Iustitia is merely being updated to reflect the change from it's linked equipment being upgraded from strong to artifact(+). No other changes were made.

    Name: Brutus
    Rank: H++
    MP Cost: 420 MP
    Grade: Normal
    Linked Equipment: Pet Shop, Page 16 p.°379
    Melee Damage: 315 HP per hit
    Summon HP: 2,250 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: Assigned rank MP cost to the summon for 50% more melee damage. Doubled base MP cost for 50% higher Summon HP
    Description: Like all military dogs, Brutus was trained into the life of war as a pup. From the start, he was always an exceptionally disciplined hound that was enthusiastic to follow the commands of his designated soldier, eager to hunt enemy targets and sniff out trouble. Unfortunately, there was a violent skirmish that broke out, leaving his bonded soldier killed in action, and Brutus in critical condition. Though Brutus recovered physically, he lost sight in one of his eyes and was never the same, emotionally. He became surly and mistrusting, easily agitated and spooked, along with a number of other signs of emotional trauma. As a last ditch effort to keep him from having to be put down, he was sent to a specialized rehabilitation center for traumatized police and military canines. Not only did his time at the center save his life, but he was renewed with his old vigor and showed strong signs of being ready and willing to return to the life of a working military dog. And interestingly enough, he refuses to go anywhere without the small brown and cream colored kitten that he managed to bond with at the rehab center. While he no longer has the puppy like innocence of his time before the attack, and he can certainly be brooding and menacing when he wants, he does show a slight mischievous streak like that of a crafty old man with a salty sense of humor.

    Brutus:

    Guild Spell Registration 6af12ab736dd84a285955342ef9bb1c9

    Ability:


    Name: Attack Dog
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: Multi Target, Burst, Buff, Mobility
    Damage: 316 HP per hit (MT) | 420 HP (Burst)
    Range: 1,400 m (MT) | 1,000 m (Burst)
    Speed: 1,200 m/s (MT) | 800 m/s (Burst)
    Duration: 25 posts
    Downside: Sacrificing 2 effects for 50% stronger buff
    Description: With the flash of a magic circle around his feet, Brutus howls loudly. He can designate up to 25 targets in range of the spell, including himself, all of which will receive a 315% buff to their Spell Damage as their moral is raised by the presence of this loyal canine. Brutus himself is not to be underestimated, however. His claws and teeth are the equivalent of magical weapons, and with a powerful spell on his side, chasing down criminals has never been easier. He can break into a massively swift sprint up to once per post, allowing him to move to any point within 1,000 meters of himself at 800 m/s. Further, all claw strikes and bites he performs can deal the spell's MT damage for the duration of the spell, or alternatively, he can peform one crushing bite or claw strike once per post, dealing the spell's Burst damage. Lastly, Brutus can growl menacingly before releasing an earth-shattering bark that takes the form of a visible soundwave, which spreads out in a cone shape before him. This can be done multiple times per post, soundwaves shot out this way dealing MT damage and travelling up to the spell's MT range at the spell's MT speed, or he can collect his power for a single, stronger sounwave once per post, in which case the soundwave will deal the spell's Burst damage to any opponent it hits, moving at the spell's Burst speed up to the spell's Burst range. Only the spell's MT version or the spell's Burst version may be used in a single given post for the duration of this ability, and never both. [Per the most recent patch affecting MT spells, please clarify how many strikes can be manifested per post.]


    Name: Fortress Mk.III
    Rank: H++
    Requip Type: Armor
    Grade: Normal
    Linked Equipment: Armory, Page 16 p.°383
    Requip Damage: N/a
    Requip Durability: 6,750 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% higher durability
    Description: Crafted by the intelligent and enthusiastic minds of the Engineering Department, the Fortress Mk.III was designed to be the ultimate suit of armor that could withstand an incredible amount of damage in order to protect its wearer. It is comprised of the most durable steel the Rune Knights could get their hands on, and powered by a lacrima core in the chest plate that both fuels the suit's automated systems and energizes the wearer in various ways.

    Fortress Mk.III:

    Guild Spell Registration 438dea82fab0e2fbebf5d5fb97593c1b

    Ability:


    Name: Defender Titan
    Rank: H++
    MP Cost: 210 MP
    Category: Defensive, Supportive
    Type: Single Target, Buff, Anti-Piercing
    Durability: 630 HP
    Healing: 420 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% more durability. Sacrificing 2 effects for 50% stronger buff
    Description: As soon as this combat suit is powered with magical energy its circuits and motors come alive, allowing it to function as an unbreakable shield. The armor around the user's body is incredibly tough and can take a hefty load of damage without sustaining even so much as a scratch. Its extraordinary toughness allows it to take up to 630 HP of damage before breaking, and it's so tough that even spells containing piercing effects cannot break through it. The durability of this armor is restored to full once per post for the spell's duration through it's auto-maintenance function. Further, the life support and assistance systems inside the power armor are not only capable of deflecting damage, but also provide the user with other helpful benefits. The artificial intelligence that is part of this suit's systems advises the user in combat, granting them a 315% buff to their Spell Durability while the armor is active. Further, the suit's life support systems actively secretes an experimental healing salve that is capable of rapidly closing wounds and reversing damage the user has sustained, healing the one inside the armor for 420 HP per post this ability is active.


    Name: Iustitia, Sword of Righteousness
      Rank: H++
      Requip Type: Weapon
      Grade: Normal
      Linked Equipment: Artifact(+) Weapon
      Requip Damage: 622 HP per hit
      Requip Durability: N/a
      Range: Melee
      Speed: Melee
      Duration: 25 posts
      Downside: Sacrificing range and speed for 50% more requip damage
      Description: The user's guild mark will begin to glow in a golden color, allowing them to stretch out their hand and summon into their grasp the physical manifestation of the Rune Knight's mission to act as a bastion of justice in Fiore: A one-handed sword of magnificent make, the blade alight with magical energy and a glow of a golden hue similar to that of their guild mark. Steeped in pure magical power through a special enchantment, this weapon releases an unrelenting arcane aura around itself, giving it an extreme sharpness that allows it to cut through most mundane objects with ease and ensuring that the blade itself cannot be destroyed, no matter how much punishment it may suffer, in a sense symbolizing the Rune Knights themselves.

     
    Iustitia:
    Guild Spell Registration 7uNPDNh

     
    Requip Ability:

      Name: Lux Iustitiae, the Light of Justice
      Rank: H++
      MP Cost: 420 MP
      Category: Offensive
      Type: Burst, Buff, Charge, Piercing
      Damage: 315 HP per post
      Range: 1,000 m
      Speed: 800 m/s
      Duration: 5 posts
      Downside: Doubled base MP cost for 50% more damage. Sacrificing 2 base effects for 50% stronger buff
      Description: The user begins channeling magical energy into the blade of the sword, which begins to emit golden light with stronger intensity the more magical energy it absorbs, the concentation of magical power in the sword and the user increasing the user's Spell Damage by 345% for the duration of the ability. For every post the ability is active, the user can funnel more magical energy into the blade, the weapon charging up with progressively more and more damage, up to a maximum of 2.5x the damage of the ability on the 5th post after its activation. This ability, however, can be released at any point during its duration, dealing the charged damage and ending the duration of the ability. If the charged damage isn't released on the 5th post, the ability fades ineffectually and ends its duration.

      When the ability is released, the sword begins to discharge all stored energy in a nigh blinding golden light around itself. With a single swing of the blade and a flash of magical energy, the user channels all stored energy into a given direction, creating a massive burst of force that will spread outward in a cone-like shape from the position of the user up to the ability's max range at the ability's speed. The wave of force is not a traditional spell solely built for destructive potential and instead is strong enough to tear apart the fabric of reality, leaving everything the user desires to protect or preserve untouched, however, violently ripping and tearing apart everything the user seeks to destroy, dealing the charged damage to every opponent hit with the wave of force. This power exists not solely on our realm, but tears through dimensions, allowing the ability to pierce through magical shields, armors, and barriers, bypassing defenses of such nature, though the ability's base damage is subsequently reduced by 50% should it be used to do so.
     

    Just one small edit. :D


    chonk SW spells:

    @Silver Wolf wrote:


    Below the reworked Guild Spells for Silver Wolf. All additional Guild Spell slots have been acquired here

    Name: Ley Line Arcania
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive, Defensive
    Type: Burst, Buff, Anti-Piercing, Teleport, Immobilization
    Damage: 630 HP
    Durability: 420 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% more damage. User must pay 10% of their total HP when casting this spell for 50% stronger buff
    Description: The arcane power contained within the Ley Line located underneath Silver Wolf's guild hall is hard to quantify, rumored to be of proportions that are unfathomable to the human mind. Still, as protectors of the Ley Line, certain members of Silver Wolf enjoy the aid of this nexus of magical power, almost as if the world itself assisted them. In times of need, the user can spend their own power to call upon that of the Ley Line under their protection, the will of the world providing them with overwhelming strength in return. When this spell is cast, the user's guild mark will glow in its own color, calling the power of the Ley Line to their aid. This enables them to absorb enormous quantities of magical power from the surrounding world, increasing their own magical capabilities exponentially. While keeping the large amounts of power under control is somewhat damaging to the user's body, the user's Spell Damage is increased by 315% for the duration of this spell. The magic power absorbed by the user can immediately be used in the user's own magic, coating their form in an aura that drives their own powers to the utmost limit and uses one or more elements or concepts from one or more of the user's magics (aesthethic only, element/s are up for the user to pick. Example: The user possesses wind magic, coating them in an aura of hurricane-force winds).

    This aura serves a twofold purpose, firstly acting as a shield around the user's form which can take up to 420 HP in damage before breaking and cannot be pierced by spells or abilities that contain piercing effects. The durability of this shield is restored to full once per post for the spell's duration. Secondly, the user can, once per post for the duration of this spell, utilize the aura around them in an offensive manner, allowing them to instantly teleport to a given point within the range of the spell. Once they have teleported, they can strike an opponent within their melee range or alternatively strike the ground or another surface. Upon impacting with the strike, the aura around them releases a massive blast of the element/s or concept/s that it's made of, creating a gigantic explosion that extends up to the spell's range around their position at the spell's speed, dealing the spell's damage to all those hit with it. Further, all hit by this spell are briefly overwhelmed by the sheer mass of magical power that hit them, disorienting them and immobilizing them for a single post. Targets may only be immobilized once every other post at max and must be hit again once this cooldown has passed in order to be immobilized anew.




    Name: Ley Line Overload
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Burst, DoT, MP Drain, HP Drain
    Damage: 315 HP per post
    Range: 1,250 m
    Speed: 1,000 m/s
    Duration: 5 posts
    Downside: Doubled base MP cost for 50% more damage. Sacrificing 2 base effects for 25% more range and speed
    Description: This spell functions in a manner similar to "Ley Line Arcania", though instead of absorbing the overwhelming power of the surrounding world into their body, the caster utilizes it in a different style. Stretching out a hand, the user briefly accumulates all power of the surrounding world into a sphere within their palm, the arcane orb glowing in a bright, ice-blue color and radiating overwhelming magical energy. Once this process is complete, the user crushes the sphere within their hand, releasing, in an instant, massive amounts of magical power. This magical power is imbued with the elements of ice, wind, and darkness all at the same time, creating a gigantic snowstorm at the user's position that spreads out into all directions around the user, up to the spell's range around them at the spell's speed. Temperatures drop well below zero and all living things within the area will be inflicted with severe frostbite and grievous wounds resulting from the freezing temperatures, dealing 315 HP of damage to them if hit. The frostbite and cold will continue to deal damage over the duration of several posts, even if the affected opponent leaves the area after being hit, dealing 315 HP of damage every post thereafter until the fifth post after the spell's activation has been reached. The cold and resulting pain will also disorient affected targets, draining them of 10% of their total HP and 10% of their total MP once per post for the remainder of the spell's duration.




    Name: Guardian Wolf's Claws
    Rank: H++
    MP Cost: 210 MP
    Take-Over Type: Partial
    Grade: Normal
    Take-Over Buff: +258% Speed
    Melee Damage: 210 HP per hit
    Range: Melee
    Speed: Melee
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% more damage. Rank MP cost assigned to this Take-Over for 50% stronger Take-Over buff
    Description: Utilizing the power of the Guardian Wolves that protect the guild hall of Silver Wolf, the user embodies an aspect of these same Guardian Wolves. Argent-hued energy swirls around the user's hands and fingers briefly before coalescing into a physical shape, granting them beast-like claws that are razor-sharp and can be used for devastatingly powerful slashing attacks as well as animalistic swiftness while the Take-Over is active.

    Appearance:

    Guild Spell Registration UslAn90

    Ability:


    Name: Guardian Spirit Pack
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Multi Target, Buff, Piercing, Homing
    Damage: 474 HP per hit
    Range: 1,400 m
    Speed: 1,200 m/s
    Duration: 25 posts
    Downside: Sacrificing 2 base effects for 50% more damage. Doubled base MP cost for 50% stronger buff
    Description: With a wolf-like howl, the user can send out a pulse of argent-hued energy, the guild mark of Silver Wolf on their body glowing in a deeply ice-blue, ethereal color. The user and up to 24 additional targets within range viewed as an ally by the caster are granted a 315% buff to their speed. The energy used by the guardian wolves of Silver Wolf will begin to circulate through the user's system, the claws around their fingers shrouded in an ethereal projection of an actual guardian wolf's claws, allowing them to deal this spell's damage with every strike they perform. Strikes that connect with opponents deal overwhelmingly strong magical frost damage. Further, the user can freely summon ice-blue projections of guardian wolves to their side while this spell is active. These projections are nothing more than phantoms and cannot be interacted with, possessing no sentience, but they are inherently imbued with the strong drive to defend Silver Wolf and it's goals, sprinting towards the nearest enemy within the spell's range at the spell's speed and purse them in an attempt to bite into their flesh, dealing freezing ice damage. Enemies can be pursued up to the spell's range at max and only for a distance of up to the spell's range at the most. All damage dealt by this spell is classed as piercing damage, meaning it can easily penetrate shields, barriers, armors, and other defenses, though the spell's base damage is reduced by 50% in cases where this piercing is applied. A max of 25 wolves can be created in a given post.





    Name: Arms of the Defender
    Rank: H++
    MP Cost: 420 MP
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment: Armory, Page 16 p.°392
    Requip Damage: 622 HP per hit
    Requip Durability: N/a
    Range: 1,250 m
    Speed: 1,000 m/s
    Duration: 25 posts
    Downside: Rank MP cost assigned to this Requip for 50% more damage. Doubled base MP cost for 25% more range and speed
    Description: An ancient spell uncovered by Silver Wolf that is as much mysterious as it is powerful, allowing the user to manifest any weapon they can conceptualize with nothing but a thought, creating the desired weapon from scratch. This power seamlessly integrates into the user's magics and can be used to incorporate any theme/s, element/s, and concept/s the user has control over. Naturally, this power is heavily dependent upon the user's imagination, but one thing remains a constant: As long as it is in possession of Silver Wolf, it will be used to defend the guild and the secrets it protects.

    Ability:


    Name: Defender's Will
    Rank: H++
    MP Cost: 420 MP
    Category: Offensive
    Type: Single Target, Multi Target, Buff, Piercing, Homing, Negation
    Damage: 630 HP (ST) | 474 HP per hit (MT)
    Range: 2,400 m (ST) | 2,100 m (MT)
    Speed: 2,400 m/s (ST) | 1,800 m/s (MT)
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% more damage. User must sacrifice 30% of their total HP when activating this ability. In return, range, speed, and the buff are increased by 50% respectively.
    Description: Utilizing the power of this ancient spell, the user can coat their weapon in any element or elements / concept or concepts they control in their magics, their form erupting with powerful ancient arcane power. This increases the user's spell damage by 315% while this spell is active. If the user materializes a melee weapon, the weapon in question can be used to either deliver a single massively powerful strike at the spell's ST speed, dealing ST Damage, or can be used to perform multiple strikes at the spell's MT speed, dealing MT damage with each hit. It can also be launched at targets within the spell's ST range in a single massive throw at the spell's ST speed, or the user can create and launch multiple weapons at a rapid pace at targets within the spell's MT range at the spell's MT speed, both variations dealing their respective damage. If a ranged weapon is created, it can fire either a single overwhelmingly powerful projectile or multiple less powerful projectiles, following the same limitations. Only either the Single Target version of this spell or the Multi Target version of this spell may be used in a single given post during the spell's duration. A max of 25 projectiles or weapons may be fired or launched if the MT version of this ability is used.

    Regardless of which version is used, the user can control any weapon and projectile created through this spell with nothing but a mere thought, allowing them to wield the weapons even without touching them. If a weapon is used or destroyed, a new one can be created in its place, or the old one can be called back in an instant. Projectiles and weapons created by this spell automatically home in on opponents that are aimed at, but only home if within the spell's respective range around the user and only for a distance of up to the version's respective range at max. Attacks made through the use of this spell can pierce through defenses such as armors, shields, and barriers, though the attack in question sacrifices 50% of its base damage when used to pierce defenses. Lastly, as the defender of Silver Wolf, the user has the ability to negate a single spell or ability once per post using the sheer force of their willpower. The spell or ability being negated must be of H++ Rank or lower, the user must pay MP equal to the cost of the spell or ability being negated, and the spell or ability must be within spell rank burst range around the user in order to be negated successfully.





    Name: Aegis Lupus
    Rank: H++
    Requip Type: Armor
    Grade: Normal
    Linked Equipment: Armory, Page 16 p.°399
    Requip Damage: N/a
    Requip Durability: 6,750 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% higher durability
    Description: An armor that presents one of the greatest technological marvels of Silver Wolf, created to enhance the endurance of a fighter beyond reasonable levels. Some quantity of Oblivium and Adamantite was used in its construction, and as such, it possesses considerable anti-magical qualities and an extreme durability, being a welcome addition to any fighter's arsenal and a testament to the inventiveness of Silver Wolf.

    Plot Ability: The Armor features a jetpack for effortless flight at the user's speed. Further, the user has access to a complete combat HUD, which displays information such as their own HP and MP, movement speed, condition, etc., and with OOC permission when used against players, player-owned NPCs, or Event NPCs, it can even display information about spells and other abilities it has analyzed.

    Appearance:

    Guild Spell Registration AGX84HA

    Ability:


    Name: Oblivium Steel
    Rank: H++
    MP Cost: 420 MP
    Category: Defensive
    Type: Single Target, Anti-Piercing, Buff, Reflection, Redirection, Negation
    Durability: 630 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% increased durability. Sacrificing range and speed for 50% stronger buff
    Description: When supplied with magical power, the material of the armor springs to life, activating the technological systems implemented within the combat suit. The faint hum of vibration fills the air around the user, and around their form, an invisible shield of anti-magic is created, buffing the user's Spell Durability by 315%. This personal shield fits around the armor perfectly and can take up to 630 HP of damage before breaking. The durability of this shield is restored to full once per post as the armor's anti-magic generators reassemble it, and its exceptional design means it cannot be pierced by spells containing piercing effects. The primary strength of this shield, however, lies in its anti-magical qualities. Once per post, the user can reflect a spell or ability back at an attacker, provided the spell or ability makes contact with the armor or its shield, the spell or ability is of H++ Rank or lower, and the user pays twice the MP cost of the spell or ability being reflected. Further, the user can once per post redirect a spell or ability that makes contact with the armor or shield (though the spell or ability in question cannot be redirected at another individual), effectively neutralizing it. This can only be done if the spell or ability is of H++ Rank or lower and the user pays MP equal to the original cost of the spell or ability being redirected. Lastly, the user can once per post negate an incoming spell or ability that makes contact with this armor or shield entirely, provided the spell or ability is of H++ Rank or lower and the user pays the MP cost equivalent to the original cost of the spell or ability being negated.





    Name: Ley Line's Citadel
    Rank: H++
    MP Cost: 420 MP
    Category: Defensive, Offensive
    Type: Burst, Buff, Piercing, HP Drain, MP Drain
    Durability: 1,260 HP
    Damage: 630 HP
    Range: 500 m
    Speed: 400 m/s
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% higher durability. Range and speed lowered by 50% for 50% higher damage
    Description: A spell devised to protect the guild of Silver Wolf and the Ley Line it guards in cases of emergency. Raising their right arm to the sky, a massive magic circle, which engulfs the guild symbol of Silver Wolf within it, will extend up to the spell's range around the user at the spell's speed with a massive burst of magical power. The magic circle will persist around the user for the duration of the spell. As soon as it has expanded to its full range, it will instantly form a dome made from pure white arcane magic that encircles the target area around the user. The dome will move with the user. No one viewed as an enemy by the caster can enter or leave the dome, while allies are free to enter and leave freely as long as the dome has durability remaining. The dome possesses a durability of 1,890 HP, which is restored to full once per post of the spell's duration. As this spell was created to essentially form a sanctuary, an undefeatable fortress for Silver Wolf. Creatures and existences seen as an enemy by the caster cannot exist within this sanctuary, and they find themselves feeling this contradiction via a sharp increase in gravity around their form, crushing them and their bodies while all strength seems to be sapped from them. If an enemy is within the magic circle, this will automatically apply to them, the enemy receiving 630 HP of damage every post they remain within the magic circle and dome. Further, the strength sapped from them will drain all enemies affected by this of 10% of their total HP and 10% of their total MP once per post for the spell's duration. This crushing damage is so strong that it easily shatters mundane defenses, penetrating armor, shields, and barriers, though this reduces the spell's base damage by 50% in cases where such an effect occurs.




    Name: Cursed Tome of Undying
    Rank: H++
    MP Cost: 420 MP
    Category: Supportive
    Type: Burst, Buff (Spell Damage, Strength, Speed), HP Drain, MP Drain
    Healing: 630 HP
    Range: 500 m
    Speed: 400 m/s
    Duration: 25 posts
    Downside: Doubled base MP cost for 50% more healing. 50% reduced range and speed for 50% stronger buff
    Description: A tome found by Silver Wolf on one of its many expeditions. While from the outside it appears like a simple leather book, it contains the sigil needed to cast an immensely powerful spell, some rumoring that it is a dark art akin to necromancy, though this has yet to be proven. The spell is capable of restoring flesh and heal any wound, proving to be one of the strongest healing spells in existence, though it also carries a dark secret. When casting this spell, the tome appears beside the user, rapidly flipping through its own pages until it reaches the ones bearing the sigil of the spell, a golden magic circle glowing on the opened double page. With a flash of magical energy, the tome closes and disappears, a dark mist spreading out from the user's position up to spell range around the user at the spell's speed. While appearing ominous, the mist is anything but ... to allies, at least. All those seen as allies by the caster of the spell will not only receive a 315% buff to either Spell Damage, Strength, or Speed at their own choosing, they will also be healed for 630 HP. Their wounds will close and any damage their bodies suffered will be magically restored, no matter the source or extent of the damage or wounds they have incurred. All those seen as enemies by the caster, however, will be afflicted with a more sinister consequence when making contact with the mist, finding it poisonous to them. The mist will break down their physical body as well as their magical system, draining them of 10% of their total HP and 10% of their total MP once per post for the rest of the spell's duration.


    Guild Spell Registration 5CwacuN


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    Guild Spell Registration 60437_s
    Serilda Sinclair
    Serilda Sinclair

    Ice Queen


    Ice Queen

    Developer/GFX Artist- Main Account- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- Custom Slayer- God Slayer- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- So Extra- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Helper- Guild Creator- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Dank Memer- Taskmaster- Richie Rich- Rich- 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- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- X-Mas Event Participant- Motor City Rush- Best GFX Artist Award- Player 
    Lineage : Scion of the Void King
    Position : Goddess of Conviction
    Posts : 1022
    Guild : Rune Knights (GM)
    Cosmic Coins : 200
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    Experience : 5,575,453

    Character Sheet
    First Magic: Voidwalking
    Second Magic: Sword of Wrath
    Third Magic: Cruorthurgy

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Serilda Sinclair 16th February 2021, 7:48 am

    The edit has been made!


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    avatar
    Fairy Tail

    1 Year Anniversary- Player 
    Lineage : None
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    Posts : 48
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Fairy Tail 23rd February 2021, 1:04 pm

    Edits have been made


    _____________________________________________________________________________________

    Nero
    Nero

    Administrator- Moderator- Developer/GFX Artist- Main Account- Mythical VIP Status- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- Custom Slayer- God Slayer- Demon Slayer- Legal Guild Ace- Neutral Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- EXP Grinder- Jewel Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Idolize- Unknown Powerhouse- Unknown Legend- The Completionist- Guild Creator- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Sticking Around- Loyal to the Bone- Dank Memer- Fan Artist- Taskmaster- 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- Supreme Grand Master [5000]- Grand Master [2000]- 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- 1 Year Anniversary- Player-
    Lineage : Assassin's Shadow
    Position : None
    Posts : 10174
    Guild : Rune Knights
    Cosmic Coins : 50
    Dungeon Tokens : 0
    Age : 24
    Experience : 3,108,432
    Brownie Points : ( ͡° ͜ʖ ͡°)

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Nero 3rd March 2021, 6:16 am

    Spoiler:
    @Fairy Tail wrote:Three new Fairy Tail Guild Spells coming up >:D

    Fairy Soul:
    Name: Fairy Soul
    Rank: H++
    MP Cost: 315 MP
    Category: Offensive / Defensive
    Type: Burst | Buff, Teleport, MP Drain
    Damage: 315HP
    Defense: 1260HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 25
    Downside: 50% Less Range And Speed For 50% More Base Damage. Sacrifices 1x Effect & Cost 50% More Mana For 50% More Base Durability.
    Description:
    Fairy Tail has been led by many Guildmasters over the time of its existence. Each one shared the same kind of responsibility over the guild as its leading figure. This devotion to their duties and to protect the guild at all costs was like a red string running through each one’s heart - from the first Guildmaster to the last - and the string’s coating fire only intensifying with each new generation. This string bound them together at a spiritual level, and while many are not to be found or reported dead today, every Guildmaster’s soul is linked together and has manifested as a blazing, white string that can be summoned via this Guild Spell.

    This string will slither out of the caster’s Guild Tattoo and hug their arms, legs, torso and heart. The string is coated in white, dazzling fire, and it carries round circles with a number embedded on them to symbolize the number of Guildmasters. It has its own life and jabs out at any enemy of Fairy Tail near the caster, and the string will also block spells and attacks by increasing its width and becoming a full-body armor. Three effects will always take place; the caster will gain a 115% Buff to both Spell Damage and Spell Durability, and the caster can choose max five allies in the spell’s range to grant this buff as well. When an enemy has been hit, they have -10% of their max MP drained per post. This also grants the caster the ability to teleport once per post max at this spell’s range.

    Fairy Strike:
    Name: Fairy Strike
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: Burst | DoT, Mobility, Buff, Debuff, Immobilization
    Damage: 315HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 5
    Downside: 50% Less Range And Speed For 50% More Base Damage.
    Description:
    When getting up close and personal with your greatest enemies, Fairy Tail wants to ensure the survival and safety of their guildmates. Albeit cruel but just, this spell has only the following purposes; to weaken and injure the foe as much as possible, and to ensure that the caster of this spell shall not fear any following attack from the target. Sometimes, one punch is all it takes...

    The caster of this spell clenches their dominant fist, and in doing so, allows their fist to be covered in a familiar, golden light akin to many other Guild Spells of Fairy Tail. This time, however, the flickering and aggressivity of the other spells is lacking, and instead, the caster’s fist is emitting a soft contour of golden-yellow, solid light. The flickering flashes and blitz-like fashion of the other Guild Spells is replaced with a stable, intense vibration that causes the visual effect of your fist to look 3x bigger than normal. Clenching your fist even harder reduces this vibration, but its intensity only increases until you dash off to punch a deemed enemy of Fairy Tail. As you dash off, fairy wings - which look like huge, colorful mosquito wings - emerge from your back to boost you forward on your trajectory towards the enemy. While this spell is active, the caster gains a huge buff to Spell Damage by +115% due to the effectiveness of the vibrations in their fist. Upon hitting your foe with this spell, said foe will suffer damage on the initial post of being hit, and all of the built-up magic pulsating in their fist travels directly into the foe and begins injuring them from the inside, causing each of the next 4 posts to be excruciatingly painful to them (repeating, inner damage) until a total of 2.5x of the spell’s base Damage has been reached. The hit foe will also be unable to counter-attack properly after being hit, because they will suffer a Debuff to Movement Speed by -115% for the duration of the spell. The intense pain intends to lock down the motor functions of their muscles too, resulting in an Immobilization for 1 post when hit. They will have to be hit again after the initial cooldown by 1 post in order to be immobilized again.

    Fairy Cry:
    Name: Fairy Cry
    Rank: H++
    Requip Type: Weapon
    Grade: Normal Requip
    Linked Equipment: https://www.fairytail-rp.com/t37730p350-the-armory#417617 ← Strong(+) Weapon
    Requip Damage: 622HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 25
    Downside: Sacrifices 50% Range and Speed for 50% More Requip Damage.
    Description: By poking their Guild Mark, the caster can summon this ancient staff and pull it directly out from their Guild Mark as if the mark served as a portal. The staff has spent most of its time buried deep under the earth of Tenrou Island, and it was formed by condensed Ethernano that has been gathered and influenced by one thousand years of pressure underground. Due to its structure, it is five times as heavy as an ordinary staff, so it can serve as a battle club if one finds the need for that. Its condensed mana leaks out of its surface constantly - a bright, golden flame that appears dazzling and pleasing to the touch for the Fairy Tail Wizard, but appears as ferocious and unforgiving as hellfire to any enemy who lays their eyes on it.

    Ability:

    Name: Fairy Sprite
    Rank: H++
    MP Cost: 210 MP
    Category: Supportive
    Type: Burst | DoT (Healing Over Time), Buff, HP Regen, MP Regen, Counter-Effect Debuffs
    Healing: 315HP
    Range: 500 Meters
    Speed: 400 Mps
    Duration: 5
    Downside: 50% Less Range And Speed for 50% More Base Healing.
    Description: By poking the ground underneath one’s feet or holding it up in the air, the golden flames that surround the staff burst out in all directions. These flames intend to surround any Fairy Tail Wizard within their range and heal up their wounds. These flames stick onto the wizards for 5 posts, healing them by 315HP per post until they’ve been healed up to 2.5x that amount at the end of the fifth post. The flames do more than just healing; while active, the caster is granted a buff to Spell Healing by +230%. Each target of this spell also gain a +10% HP Regen as well as +10% MP Regen per post for the duration. If the target(s) suffers from a debuff to one stat, then this spell also attempts to work against that negative power, thus halving said debuff.


    Guild Spell Registration FbVA7uB
    Sivvy
    Sivvy

    Administrator- Moderator- Developer/GFX Artist- Main Account- Mythical VIP Status- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Custom Slayer- Dragon Slayer- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Jewel Grinder- Job Creator- Working Together- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Idolize- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Sticking Around- Dank Memer- Fan Artist- Taskmaster- Halloween Social- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 2nd Place Event/Contest Winner- Summer Special Participant- Have an Admin as a friend!- Player 
    Lineage : Seal of Balance
    Position : None
    Posts : 1427
    Guild : Dies Irae - Co-GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Johann von Snacc
    Experience : 4,511
    Brownie Points : Literally Infinite

    Character Sheet
    First Magic: Metal Dragon Slayer
    Second Magic: Fable Requip
    Third Magic:

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Sivvy 8th March 2021, 2:18 pm

    ❀:
    @Serilda Sinclair wrote:
    Information:
    Link to additional Offensive and Defensive spells.

    Iustitia is merely being updated to reflect the change from it's linked equipment being upgraded from strong to artifact(+). No other changes were made.

    Name: Brutus
    Rank: H++
    MP Cost: 420 MP
    Grade: Normal
    Linked Equipment: Pet Shop, Page 16 p.°379
    Melee Damage: 315 HP per hit
    Summon HP: 2,250 HP
    Range: 1,000 m
    Speed: 800 m/s
    Duration: 25 posts
    Downside: Assigned rank MP cost to the summon for 50% more melee damage. Doubled base MP cost for 50% higher Summon HP
    Description: Like all military dogs, Brutus was trained into the life of war as a pup. From the start, he was always an exceptionally disciplined hound that was enthusiastic to follow the commands of his designated soldier, eager to hunt enemy targets and sniff out trouble. Unfortunately, there was a violent skirmish that broke out, leaving his bonded soldier killed in action, and Brutus in critical condition. Though Brutus recovered physically, he lost sight in one of his eyes and was never the same, emotionally. He became surly and mistrusting, easily agitated and spooked, along with a number of other signs of emotional trauma. As a last ditch effort to keep him from having to be put down, he was sent to a specialized rehabilitation center for traumatized police and military canines. Not only did his time at the center save his life, but he was renewed with his old vigor and showed strong signs of being ready and willing to return to the life of a working military dog. And interestingly enough, he refuses to go anywhere without the small brown and cream colored kitten that he managed to bond with at the rehab center. While he no longer has the puppy like innocence of his time before the attack, and he can certainly be brooding and menacing when he wants, he does show a slight mischievous streak like that of a crafty old man with a salty sense of humor.

    Brutus:

    Guild Spell Registration 6af12ab736dd84a285955342ef9bb1c9

    Ability:


    Name: Attack Dog
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: Multi Target, Burst, Buff, Mobility
    Damage: 316 HP per hit (MT) | 420 HP (Burst)
    Range: 1,400 m (MT) | 1,000 m (Burst)
    Speed: 1,200 m/s (MT) | 800 m/s (Burst)
    Duration: 25 posts
    Downside: Sacrificing 2 effects for 50% stronger buff
    Description: With the flash of a magic circle around his feet, Brutus howls loudly. He can designate up to 25 targets in range of the spell, including himself, all of which will receive a 315% buff to their Spell Damage as their moral is raised by the presence of this loyal canine. Brutus himself is not to be underestimated, however. His claws and teeth are the equivalent of magical weapons, and with a powerful spell on his side, chasing down criminals has never been easier. He can break into a massively swift sprint up to once per post, allowing him to move to any point within 1,000 meters of himself at 800 m/s. Further, all claw strikes and bites he performs can deal the spell's MT damage for the duration of the spell, or alternatively, he can peform one crushing bite or claw strike once per post, dealing the spell's Burst damage. Lastly, Brutus can growl menacingly before releasing an earth-shattering bark that takes the form of a visible soundwave, which spreads out in a cone shape before him. This can be done multiple times per post, soundwaves shot out this way dealing MT damage and travelling up to the spell's MT range at the spell's MT speed, or he can collect his power for a single, stronger sounwave once per post, in which case the soundwave will deal the spell's Burst damage to any opponent it hits, moving at the spell's Burst speed up to the spell's Burst range. Only the spell's MT version or the spell's Burst version may be used in a single given post for the duration of this ability, and never both. The maximum number of strikes that Brutus can make against multiple targets is 25 per post.


    Name: Fortress Mk.III
    Rank: H++
    Requip Type: Armor
    Grade: Normal
    Linked Equipment: Armory, Page 16 p.°383
    Requip Damage: N/a
    Requip Durability: 6,750 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% higher durability
    Description: Crafted by the intelligent and enthusiastic minds of the Engineering Department, the Fortress Mk.III was designed to be the ultimate suit of armor that could withstand an incredible amount of damage in order to protect its wearer. It is comprised of the most durable steel the Rune Knights could get their hands on, and powered by a lacrima core in the chest plate that both fuels the suit's automated systems and energizes the wearer in various ways.

    Fortress Mk.III:

    Guild Spell Registration 438dea82fab0e2fbebf5d5fb97593c1b

    Ability:


    Name: Defender Titan
    Rank: H++
    MP Cost: 210 MP
    Category: Defensive, Supportive
    Type: Single Target, Buff, Anti-Piercing
    Durability: 630 HP
    Healing: 420 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% more durability. Sacrificing 2 effects for 50% stronger buff
    Description: As soon as this combat suit is powered with magical energy its circuits and motors come alive, allowing it to function as an unbreakable shield. The armor around the user's body is incredibly tough and can take a hefty load of damage without sustaining even so much as a scratch. Its extraordinary toughness allows it to take up to 630 HP of damage before breaking, and it's so tough that even spells containing piercing effects cannot break through it. The durability of this armor is restored to full once per post for the spell's duration through it's auto-maintenance function. Further, the life support and assistance systems inside the power armor are not only capable of deflecting damage, but also provide the user with other helpful benefits. The artificial intelligence that is part of this suit's systems advises the user in combat, granting them a 315% buff to their Spell Durability while the armor is active. Further, the suit's life support systems actively secretes an experimental healing salve that is capable of rapidly closing wounds and reversing damage the user has sustained, healing the one inside the armor for 420 HP per post this ability is active.


    Name: Iustitia, Sword of Righteousness
      Rank: H++
      Requip Type: Weapon
      Grade: Normal
      Linked Equipment: Artifact(+) Weapon
      Requip Damage: 622 HP per hit
      Requip Durability: N/a
      Range: Melee
      Speed: Melee
      Duration: 25 posts
      Downside: Sacrificing range and speed for 50% more requip damage
      Description: The user's guild mark will begin to glow in a golden color, allowing them to stretch out their hand and summon into their grasp the physical manifestation of the Rune Knight's mission to act as a bastion of justice in Fiore: A one-handed sword of magnificent make, the blade alight with magical energy and a glow of a golden hue similar to that of their guild mark. Steeped in pure magical power through a special enchantment, this weapon releases an unrelenting arcane aura around itself, giving it an extreme sharpness that allows it to cut through most mundane objects with ease and ensuring that the blade itself cannot be destroyed, no matter how much punishment it may suffer, in a sense symbolizing the Rune Knights themselves.

     
    Iustitia:
    Guild Spell Registration 7uNPDNh

     
    Requip Ability:

      Name: Lux Iustitiae, the Light of Justice
      Rank: H++
      MP Cost: 420 MP
      Category: Offensive
      Type: Burst, Buff, Charge, Piercing
      Damage: 315 HP per post
      Range: 1,000 m
      Speed: 800 m/s
      Duration: 5 posts
      Downside: Doubled base MP cost for 50% more damage. Sacrificing 2 base effects for 50% stronger buff
      Description: The user begins channeling magical energy into the blade of the sword, which begins to emit golden light with stronger intensity the more magical energy it absorbs, the concentation of magical power in the sword and the user increasing the user's Spell Damage by 345% for the duration of the ability. For every post the ability is active, the user can funnel more magical energy into the blade, the weapon charging up with progressively more and more damage, up to a maximum of 2.5x the damage of the ability on the 5th post after its activation. This ability, however, can be released at any point during its duration, dealing the charged damage and ending the duration of the ability. If the charged damage isn't released on the 5th post, the ability fades ineffectually and ends its duration.

      When the ability is released, the sword begins to discharge all stored energy in a nigh blinding golden light around itself. With a single swing of the blade and a flash of magical energy, the user channels all stored energy into a given direction, creating a massive burst of force that will spread outward in a cone-like shape from the position of the user up to the ability's max range at the ability's speed. The wave of force is not a traditional spell solely built for destructive potential and instead is strong enough to tear apart the fabric of reality, leaving everything the user desires to protect or preserve untouched, however, violently ripping and tearing apart everything the user seeks to destroy, dealing the charged damage to every opponent hit with the wave of force. This power exists not solely on our realm, but tears through dimensions, allowing the ability to pierce through magical shields, armors, and barriers, bypassing defenses of such nature, though the ability's base damage is subsequently reduced by 50% should it be used to do so.
     

    Guild Spell Registration LodJbSR


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    Guild Spell Registration 60437_s

      Current date/time is 1st August 2021, 2:02 pm