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    The Soul Stone

    Mythal Ragnos
    Mythal Ragnos

    Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Slayer- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Heir to Darkness
    Position : God of Sedulity
    Posts : 650
    Guild : Rune Knights
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 32
    Mentor : Nessa Cordelia Lux (Former)
    Experience : 15,600

    Character Sheet
    First Magic: Kami No Ken Sutairu O Taosu
    Second Magic: Kingdom Darkness Embodiment
    Third Magic: Soul Stone/Trickster's Illusions

    The Soul Stone Empty The Soul Stone

    Post by Mythal Ragnos on Sat 21 Mar - 22:41

    The Soul Stone 9CFRcUbj_o

    The Soul Stone

    Magic Name: The Soul Stone (Trickster’s Illusions)
    Magic Type: God Slayer
    Third Magic Lacrima: Purchase
    Description: It would be easy to overlook this lacrima as nothing more than a useless crystal, but the truly gifted within the realms of magic would be able to see a mysterious aura of magic, seemingly mischievous in nature, enveloping it.

    History: Nothing about this lacrima's history is really known, but there are a few theories that span time as to how it came into existence. When doing some research on the origins of this lacrima it was found that one of the most popular theories says that it was a famous illusionist who died in the middle of practicing a new dangerous trick and that their wish for their trade to continue created this lacrima. It is said only a worthy apprentice will be able to unlock its true potential.

    Another popular theory is that a priest who would do anything to help someone in need was put in a dilemma where their faith was truly put to the test. His small shrine was under threat of being destroyed and he wanted to find a way to prevent it from happening without resorting to breaking his vows, so he prayed day after day hoping that a solution would come to him. One day when he came to leave an offering and pray he found a lacrima on the altar. Who left this lacrima there or why was never revealed but the shrine that should have been destroyed vanished one day never to be seen again. The mystery surrounding this happening classed the ground as cursed and to this day the area has never been built upon again.

    The third most popular theory is more folklore. Demons saw that the Gods and Angels were shackling the mortals expecting them to give offerings while keeping them in line with fear. Only giving select gifts that could keep them useful but without breaking the bindings of servitude. To create a little chaos within the world demons introduced magic to the world and showed the mortals how to fight back against those who would keep them under yoke, within time they turned their backs on the old ways of prayer no longer fearing the gods of old with the new power they had been gifted they could now defend themselves.


    Unique Abilities:

    Spirit World : The Soul Stone has granted the user the ability to see the essences that make up the world; the light, the dark and the spiritual. They see all frames at once, as they are all equally connected, and can manipulate them as well.

    • Spirit Tracks: Living beings leave behind tracks but are unseen, save for when they trek into the natural world. Pieces of their spirit are left behind them, glowing footprints of their journeys. The user can see these tracks. They are also able to hide his own tracks and scents, making them as undetectable via tracking methods. (To see a PC’s tracks, need OOC permission)
    • Spiritual Absorption: The user is constantly absorbing energy from both the natural world and the spiritual world. This filters through their body and right into their magical core, feeding its power and ability. The user’s magical damage is increased by 40%. It’s also because of the absorption that he is able to regenerate 5% HP every post after the first one he suffers damage.
    • Spiritual Imbuement: Mythal’s very soul is heightened due to the influence of the stone. His soul is guarded from influence or outside sway. His thoughts are locked down, preventing mind reading, telepathy and manipulation of memories. The validity of his words are indecipherable, meaning that no one can tell if he is lying nor can people pick up on his motives.


    Soul Guard :The Soul Stone is a mixture of all kinds of energy, namely darkness, light and spiritual. With this volatile mix, it is nearly impossible to separate each individual strand of magic, leaving traces in every spell cast. This combination of magics increases Magic Damage by 50% passively. It also makes it so slayers that can consume  energy are unable to feed on the user’s magic. If any one attempt to consume the magic, they will feel a sudden uneasiness and will lose magic power equal to the magic power they would have gotten back.

    Dark and Light In Everything : It isn’t just the darkness and light of souls the user can feel; it is the darkness and light that permeates in the everyday world. He is connected to them and, as such, can manipulate them to quite literally manipulate pockets of air. Any spell, attack and/or abilities that are normally classified at melee range can be used to hit targets in current rank burst range with current rank burst speed. Furthermore, Mythal’s connection to all things dark and light extends the range of his other spells and abilities by 60%.

    Plot Abilities:


    • Malleable Light : Because the Soul Stone connects the user to the energy of light, spirit and darkness, they can also manipulate it for effect. The user can create constructs (non-weapon items, furniture, misc. items) out of the shadows, light and spiritual energies in the world.



    Spells:

    Signature Spell:
    Name: Will of the Soul
    Rank: Scales to S (Currently S)
    Category:
    Type: Single Target Passive
    Damage: +60% Magic Damage
    Range: N/A
    Speed: N/A
    Duration: N/A
    Downside:
    Description: The Soul Stone naturally amplifies the strength of the user’s soul, increasing their magical damage by 60%.

    Name: Worldly Absorption
    Rank: Scales to S (Currently S)
    Category:
    Type: Single Target | Healing, Negation
    Recovery: Heals 180 HP
    Range: Self/Melee
    Speed: Self/Melee
    Duration: N/A
    Downside: Sacrifices range and speed for 50% more healing.
    Description: The user draws in more ethernano from the spirit world, healing injuries that have damaged his body. This magical essence lights up the injuries, knitting the flesh and bone back together like an elegant quilt. The recently healed injuries continue to glow for several seconds after the spell has healed, acting as a protective guard. This allows the user to completely negate a single spell/ability once per post, so long as it is of S rank or below and the original cost of the spell is paid by the user.

    Name: Sleight of Hand
    Rank: Scales to S (Currently S)
    Category:
    Type: Burst | Teleport, Buff
    Damage: N/A
    Range: 200 Meters
    Speed: 200 m/s
    Duration: N/A
    Downside: Sacrifices damage to increase range and speed by 50%
    Description: Mythal seems to stand in one spot, without even the slightest indication of moving. After a small beat or if an attack strikes, the image of Mythal shatters, revealing it to be a mirage. Mythal reappears through fractals of light or darkness a moment after the mirage is broken in a separate space. From having stepped into the spirit world momentarily, Mythal’s speed is increased by 70%.

    Name: Spiritual Siphon
    Rank: Scales to A (Currently S)
    Type: Single Target | DoT, Drain
    Damage: 100 HP, 50 HP Per Post
    Range: 200 Meters
    Speed: 399 m/s
    Duration: 7
    Downside: 33% more speed for 33% less range
    Description: Mythal reaches out to the spiritual world, connecting a funnel from it to the real world. He opens the small pocket near his enemy, the alternate dimension reaching out and draining them of 5% of their Magic Power. This suction creates a rift in the target’s soul balance, thereby causing damage over the duration of the spell. -Earned through Lineage


    B Rank Spells:
    Name: Soul Stone’s Celerity
    Rank: B
    Category:
    Type: Passive
    Effect: 50% Magic Spell Speed boost
    Range: Self
    Speed: Self
    Duration: Self
    Downside:
    Description: Increases Magic Spell speed by 50%

    Name: Soul Stone’s Stability
    Rank: B
    Category:
    Type: Passive
    Effect: Adds 25% to physical and 25% to magical damage reduction passively.
    Range: Self
    Speed: Self
    Duration: Self
    Downside:
    Description: Increases Physical and Magic Damage reduction by 25%


    Name: Soul Stone’s Gamut
    Rank: B
    Category:
    Type: Passive
    Effect: 50% Magic Spell Range boost
    Range: Self
    Speed: Self
    Duration: Self
    Downside:
    Description: Increases Magic Spell Range by 50%

    Name: Soul Stone’s Palliates
    Rank: B
    Type: Passive
    Effect: 50% boost to healing spells
    Range: Self
    Speed: Self
    Duration: Self
    Downside:
    Description: Increases healing spell effectiveness by 50%.

    Name: Soul Stone’s Vigor
    Rank: B
    Category:
    Type: Passive
    Effect: 50% Magic Spell Damage
    Range: Self
    Speed: Self
    Duration: Self
    Downside:
    Description: Increases Magic Spell damage by 50%

    Name: Soul Chain
    Rank: B
    Category:
    Type: Single Target | Piercing
    Damage: 100 HP
    Range: 100 meters
    Speed: 350 m/s
    Duration: 3 Posts
    Downside: 75% more speed for 50% less range and duration
    Description: The user connects to the spirit realm and pulls out beam of spiritual energy that quickly changes into a chain link. The magic link is condensed with such potent magical energy that its force allows it to penetrate through most defenses, bypassing barriers/shields/armors or any other means of reducing damage. As with any piercing spell, the damage is halved when the spell utilizes the piercing effect.

    Advanced B Rank Spells:
    Name: Breaker of Chains
    Rank: B+
    Category:
    Type: Single Target | Defensive, Buff
    Damage: 540 HP
    Range: Self/Melee
    Speed: Self/Melee
    Duration: 8 Posts
    Downside: 50% more HP for no range or speed
    Description: The user pulls out more light and spirit from their being, creating a near-invisible aura about themselves or one within melee range. This aura has 540 HP that is restored once per post for the duration of the spell, as the spell itself continues and is refreshed. This aura also grants the user a 90% increase to magic spell speed while it is active.

    Name: In Principio
    Rank: B+
    Category:
    Type: Area of Effect | Immobilization, Buff
    Damage: 60 HP
    Range: 105 meters
    Speed: 97 m/s
    Duration: 8 Post
    Downside: 30% less range for 30% more speed
    Description: The spoken beginning of it all, the user unleashes a bright light from their very being, blinding those within the range of the spell. The emergence of the power grants the user an increase of 90% to their magical damage and those that have been blinded are frozen in their spots, starting from the first post and repeating every other post in the midst of the duration.


    A Rank Spells:
    Name: Soul Eater
    Rank: A
    Category:
    Type: Burst | DoT, Debuff
    Damage: 50 HP
    Range: Melee/75 meters
    Speed: Melee/75 m/s
    Duration: 4 Posts
    Downside: N/A
    Description: The user extends a hand towards an enemy in melee range, attempting to place their palm flat against their body. The aftermath of the touch is a white brand that sears into the sky and burns not just the flesh but the soul inside. Only a negation spell can undo the brand as it deals half A rank damage for a total of 4 posts while also decreasing magic damage by 65%. The 4th post will result in a catastrophic explosion of spiritual energy, accumulated from the target’s own soul. This explosion covers a 75m meter circumference, dealing A rank damage to all caught in the blast.

    Name: Fountain of Light
    Rank: A
    Category:
    Type: Single Target | Defensive, Negation, Buff
    Durability: 450 HP
    Range: Self/Melee
    Speed: Self/Melee
    Duration: 7 Posts
    Downside: Increases spell durability by 50% for no range or speed
    Description: A crown of light materializes in the air above the user or target within melee range and forms a barrier around them, forming a perfect barrier. The protective pillar can take up to 450 HP in damage before it breaks and its durability is refilled once per post as the duration continues. Additionally, the user can manipulate the dome to sacrifice itself and negate a spell/ability of A rank or lower, so long as the user pays the original casting cost of said spell/ability.

    Name: Invitation to Nothingness
    Rank: A
    Category:
    Type: Multi Target | Drain, Buff
    Damage: 111 HP
    Range: Self/Melee
    Speed: Self/Melee
    Duration: 7 Posts
    Downside: Increases damage by 50% for no range or speed
    Description: The user channels the energies of the soul through their veins, increasing their magical damage output by 65%. This also allows the user to add their spell damage to their melee attacks through the duration of the spell. Once per post, an enemy can have its magic drained by 5% if an attack hits.  

    Name: Guarded Soul
    Rank: A
    Category:
    Type: Single Target | Buff, Healing
    Regenerate: 150 HP
    Range: Self/Melee
    Speed: Self/Melee
    Duration: 7 Posts
    Downside: Increases healing by 50% for no range or speed
    Description: A mixture of energy empowers the user or one within melee range. This activation heals for the duration of the spell at the beginning of each post while also buffing magic damage resistance by 25%.

    Name: Name: Gracious Will
    Rank: A
    Category:
    Type: Single Target | Negation, Healing
    Regenerate: 150 HP
    Range: Self/Melee
    Speed: Self/Melee
    Duration: Instant
    Downside: Increases healing by 50% for no range or speed
    Description: The user either touches themselves on the chest or another within melee range, creating a brand of light. The light energy courses through the veins of the touched target, their injuries healing quickly and efficiently up to full spell ability. The user can also utilize this brand to negate a single spell/ability that is of A rank or lower, so long as they pay the original cost of the spell/ability.

    Name: Name: Prism Protectorate
    Rank: A
    Category:
    Type: Area of Effect | Immobilization, Debuff
    Damage: 50 HP
    Range: 150 meters
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:
    Description: The user waves their hand and several portals open in the immediate area around them. From these passageways, razor thin beams of light, darkness and spiritual energy erupt and begin to encircle the user entirely. Any within the confines of the range will suffer from half A rank damage within the duration of the spell. Moreover, the enemies caught within the whirlpool will be immobilized, starting from the first post and continuing every other post until expiration. They also suffer from a speed decrease of 55%.

    Advanced A Rank Spells:
    Name: Last Twilight
    Rank: A+
    Category:
    Type: Multi Target | Buff, Negation
    Damage: 113 HP
    Range: 236 Meters
    Speed: 325 m/s
    Duration: 9 Posts
    Downside: 30% less range for 30% more speed
    Description: The user connects to the light and darkness of the world, feeling their very essences flowing through their body. This immediately increases the user’s spell damage by 100% for the duration of the spell as well as allows them the ability to control the darkness and the light within the spell’s range, meaning they can change its shape, state of existence, etc to whatever the user desires. The light and darkness particles pool over the user’s fingers, granting them the ability to do the spell’s damage with their melee attacks. Additionally, the user can, once per post during the duration of the spell, use the combined energies of the darkness and light to negate a A+ rank or lower spell/ability within its range, so long as the user pays the original MP cost of the spell/ability.

    Name: Ethereal Blades
    Rank: A+
    Category:
    Type: Multi Target | Buff, Drain, Negate
    Damage: 150 HP
    Range: Self/Melee
    Speed: Self/Melee
    Duration: 9 Posts
    Downside: 50% more damage in exchange for range and speed
    Description: Pure spiritual and light energy compress around the user’s hands, crackling as they form into two beams of glowing magical energy. This mixture of energy made weapons buffs the user’s spell damage by 100%, with the blades themselves dealing 150 HP per hit. Each successful strike drains the opponent of 5% of their HP. The user can also use these blades to negate a single spell/ability within melee range per post. The attacking spell is absorbed into the glowing creations, so long as the spell/ability is of A+ rank or lower and the user pays the original MP cost of the spell/ability that’s being negated.  


    S Rank Spells:
    Name: Hands of Fate
    Rank: S
    Category:
    Type: Single Target | Defensive, Non-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Duration: 10 Post
    Downside:
    Description: Spiritual and light energy wrap around the user’s arms and spread over their body, creating a swirling mass of magic that completely envelops the user. This hardened film cannot be pierced and blocks up to 180 HP. Additionally, spell durability is increased by 90% for the duration of the spell. The damage counter is reset in each post, so long as the spell is cast again.

    Name: Soul Weave
    Rank: S
    Category:
    Type: Single Target | Defensive, Non-Piercing, Buff
    Damage: 180 HP
    Range: Self
    Speed: Self
    Duration: 10 Posts
    Downside: 50% more durability in exchange for no range or speed
    Description: The user’s flesh and bones are filled with the energies of the soul -- light, dark and spiritual. This compacted magic creates a hardened shield that cannot be pierced and blocks up to 180 HP. Additionally, spell durability is increased by 90% for the duration of the spell. The damage counter is reset in each post, so long as the spell is cast again.

    Name: Battleground of Internal Conflict
    Rank: S
    Category:
    Type: Burst | Defensive, Debuff, Drain
    Damage: 47 HP
    Health: 360 HP
    Range: 100 m
    Speed: 100 m/s
    Duration: 10 Posts
    Downside:
    Description: The user connects to the spiritual world and proceeds to pull it through to the material world, causing the space to shift within the target area. Thorned vines of darkness and light erupts from the ground and quickly wrap around one another to form a ball focused on the point of the spell. These vines make a perfect orb on the surface and under the earth and nothing can pass through until the spell runs its duration, the user banishes it or it is destroyed by an opposing force. Within the enclosure, as the spirit realm leaks into the space, enemies have their magic spell speed reduced by 70% and 5% of their MP is drained every post of the duration. The damage counter is reset in each post, so long as the spell is cast again.

    Advanced S Rank Spells:
    Name: Tethers of Light and Dark
    Rank: S+
    Category:
    Type: Multi Target | Immobilization, Drain, Negation
    Damage: 180 HP per hit
    Range: 400 Meters
    Speed: 798 m/s
    Duration: 12 Posts
    Downside: 33% more speed for 33% less range
    Description: The user reaches deep and extracts magical vines made up of darkness and light. These vines look like long, sharp trails of paper and they tear through the air of their own accord, searching for enemies to pierce and siphon energy from, draining 5% of the opponent’s MP per turn as long as the spell is active. If pierced, enemies will be held in place for one post before the vines weaken and can be escaped from. Each thorned vine does 180 HP and they stay active during the duration of the spell but can only immobilize an opponent once every other post. Additionally, the user can, once per post during the duration of the spell, use the tethers of dark and light to negate a S+ rank or lower spell/ability within its range, so long as the user pays the original MP cost of the spell/ability.


    H Rank Spells:
    Name: Soul Historia
    Rank: H
    Category:
    Type: Burst | Debuff, Drain, Immobilization
    Damage: 140 HP
    Range: 300 Meters
    Speed: 150 m/s
    Duration: 20 Posts
    Downside:
    Description: Souls are living records of a person’s life and, as such, can be read by an avid and practiced master. The user engages all of the spiritual energy and creates a zone that is basked in its brilliance, fabricating an area that glimmers like the surface of water. But those within it will be treated to their worst nightmares -- memories of people they’ve lost return in form, tangible beings that attack and torture the viewer. Within the nightmare, enemies have their movement speeds decreased by 75% and their HP drained by 5% once a post as their souls are strained against the sights. Additionally, targets can become immobilized the first post and then every other post in the run of the duration. This spell requires OOC permission to be used on PC characters.

    Advanced H Rank Spells:
    Name: Fragment of Lux
    Rank: H+
    Category:
    Type: Requip Item / Artifact (+)
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 25 Posts
    Downside:
    Description: The fragment from the guardian creature that once protected the Soul Stone, said to possess a fraction of the Seal of Light’s true power. It is embedded in Mythal’s torso right next to the Soul Stone itself, a conduit that remains inert until it is activated.

    Ability 1: Vestments of Soul
    Rank: H+
    Category:
    Type: Single Target | Defensive, Buff, Counter-Effect, Negation, Reflection
    Health: 1350 HP
    Range: Self
    Speed: Self
    Duration: 25 Posts
    Downside: Increases durability by 50% for no range or speed
    Description: This spell is as old as the Seals are and nearly as terrifying. It is the very embodiment of light that has mixed with darkness and soul, multiplying the original effects into unfathomable realms. When the spell activates, the user’s defensive spells are increased by 115% in the midst of the spell’s duration. A robe covers the user from head to foot, an elegant attire that is made up of literal compressed darkness and light. This makes it extremely tough to break through, giving it 1350 HP before it breaks. The durability of the robe is recovered to full at the beginning of every post in the duration, though the ability is not nulled if the armor is broken or destroyed. While the robe is active, buffs that have been granted to the user cannot be changed to debuffs and any abilities/spells that can pierce deal 50% less damage. This robe also grants the user the ability to negate a single spell/ability and its effects of H+ rank or lower once per post, so long as the user pays the original cost of the spell/ability. Finally the user reflect a target’s spell/ability back at them in its original state once per post, as long as the user pays double the Magic Power cost that it took to cast the spell/ability and it is of H+ rank or lower.

    Ability 2: Lightbringer’s Judgement
    Rank: H+
    Category:
    Type: Multi Target | Buff, Multiplication, Negation
    Damage: 237 HP
    Range: 700 meters
    Speed: Melee
    Duration: 25 Posts
    Downside: Increases damage by 50% for no speed and for sacrificing one effect
    Description: Light pools over the user’s hands or their weapon and covers it in a bright light. This spell increases the user’s magic damage by 115% and adds the spell’s damage into their attacks. This spell also grants the user the ability to negate a single spell/ability and its effects of H+ rank or lower once per post, so long as the user pays the original cost of the spell/ability. Finally the user may reuse a spell/ability they’ve already cast in the post, as long as the user pays the original Magic Power cost that it took to cast the spell/ability.

    Ability 3: Holy Reticence
    Rank: H+
    Category:
    Type: Single Target | Defensive, Anti-Piercing, Buff, Negation, Multiplication
    Health: 210 HP
    Range: 700 meters
    Speed: Melee
    Duration: 25 Posts
    Downside:
    Description: Light magic showers over the user’s body, making them glow like a bulb in the dark. This spell increases the user’s magic damage by 115% while also creating a shield over their body with 210 HP and resistant to piercing effects. This spell also grants the user the ability to negate a single spell/ability and its effects of H+ rank or lower once per post, so long as the user pays the original cost of the spell/ability. Finally the user may reuse a spell/ability they’ve already cast in the post, as long as the user pays the original Magic Power cost that it took to cast the spell/ability.

    Ability 4: Blinding Glory
    Rank: S
    Category:
    Type: Passive
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: Passive
    Description: While the Fragment of Lux is equipped, the user’s spell damage is increased by 70%.

    Ability 5: Blinding Glory
    Rank: S+
    Category:
    Type: Passive
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: Passive
    Description: While the Fragment of Lux is equipped, the user’s spell damage is increased by 105%.


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      Current date/time is Fri 3 Jul - 18:07