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

    Guild Spell Registration

    Admin
    Admin

    Lineage : Admin
    Posts : 687
    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 on 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 : 1096
    Guild : Elysium
    Cosmic Coins : 20
    Dungeon Tokens : 0
    Experience : 1,191,572

    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 on 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.


    _____________________________________________________________________________________

    Commander of Moon Based Operations

    Guild Spell Registration EVCuZsf



    Guild Spell Registration PHedrM0




    Magic:
    Saraphina
    Saraphina

    Moderator- Alt 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 : 2380
    Guild : Errings Rising - GM
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 1,295,964

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

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Saraphina on 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

    Administrator- Moderator- Developer/GFX Artist- 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- 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- 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 - 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!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- Have an Admin as a friend!- Have aeluri On Your Friend's List- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Virtue
    Posts : 6216
    Guild : Fairy Tail
    Dungeon Tokens : 0
    Experience : 22,772

    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 on 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

    Administrator- Moderator- Developer/GFX Artist- 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- 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- 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 - 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!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- Have an Admin as a friend!- Have aeluri On Your Friend's List- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Virtue
    Posts : 6216
    Guild : Fairy Tail
    Dungeon Tokens : 0
    Experience : 22,772

    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 on 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 : 40
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Fairy Tail on 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


    _____________________________________________________________________________________

    Johann
    Johann

    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 : Herald of Destruction
    Position : God of Justice
    Posts : 8805
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 29
    Experience : 2,670,095
    Brownie Points : ( ͡° ͜ʖ ͡°)

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

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Johann on 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


    _____________________________________________________________________________________

    Guild Spell Registration Johannsiggies
    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 : 839
    Guild : Rune Knights (GM)
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 2,414,494

    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 on 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

    Administrator- Moderator- Developer/GFX Artist- 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- 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- 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 - 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!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- Have an Admin as a friend!- Have aeluri On Your Friend's List- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Virtue
    Posts : 6216
    Guild : Fairy Tail
    Dungeon Tokens : 0
    Experience : 22,772

    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 on 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
    Experience : 0

    Guild Spell Registration Empty Re: Guild Spell Registration

    Post by Hidden Blades on 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 : 1093
    Guild : Dies Irae - Co-GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Johann von Snacc
    Experience : 0
    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 on 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

      Current date/time is 30th September 2020, 2:57 am