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    For Topper, the Spoilerless

    Ray Jyx
    Ray Jyx

    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- Magic Application Approved!- Character 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
    Faction : The Ironheart Pact
    Posts : 1460
    Guild : Divine Calamity
    Cosmic Coins : 50
    Dungeon Tokens : 0
    Experience : 8,311

    Character Sheet
    First Skill: Forgotten Legend
    Second Skill: Fantasy Requip
    Third Skill: Treasure Dragon Slayer

    For Topper, the Spoilerless Empty For Topper, the Spoilerless

    Post by Ray Jyx 2nd June 2020, 11:10 pm

    Information

    • Overview: Copy and paste the following templates into your magic application and fill them out as relevant to start the process of creating and submitting your character's magic. Be sure to read over the following rules before making your magic, as detailed information of every section of the template can be found in the Magic Rules:

      • Start here: Magic Rules. All numerical values and statistics you might need can be found in theTables and FAQ Section of our rules.

      • Getting magic Approved: Post your magic up for grading in the Magic Approval Thread.

      • Moving a magic: If you want an already approved magic unlocked so you may edit it before resubmitting it for grading, post it in the Thread Moving Topic






    Magic Template

    Magic

    Magic Name: The name of this magic

    Magic Type: What Magic Types this magic utilizes, i.e. things like Caster, Holder, Takeover, and so on. Please make sure to note the benefit level for each separate magic type, i.e. Solitary, Primary, or Auxiliary.

    Description: Describe your magic in detail: First a paragraph describing what the magic your character is using is, how it functions conceptually, any strengths or weaknesses it may possess, and any background information you deem relevant.

    A second paragraph should detail how your character uses this magic.

    Unique Abilities: List the abilities the use of this magic grants your character. Make sure to separate each ability. Abilities can be things like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your character's specific use of the magic. In general, Unique Abilities are highly customizable as long as they remain balanced and follow the magic rules. For more information on Unique Abilities, see this section of the magic rules. As a starting D rank character, you can have 1 unique ability. A second UA is unlocked at B rank, and the third at S rank.

    • Ability 1: Unlocks at D rank
    • Ability 2: Unlocks at B rank
    • Ability 3: Unlocks at S rank


    Spells

    This is where you post the templates for and insert your own spells. As a starter character at D rank, you start off with 3 regular D rank spells and one D+ rank advanced spell. Spell are defined by different ranks, categories, and types. Spells come in all forms from simple fireballs to summoning to controlling time and space. Creativity and themes are the key ingredients to making fun and thoughtful spells, as the possibilities are almost endless.


    Code:

    [size=16][u][b]Magic[/b][/u][/size]

    [b]Magic Name:[/b]
    [b]Magic Type:[/b]
    [b]Description:[/b]
    [b]Unique Abilities:[/b]
    [list]
    [*][b]Ability 1:[/b]
    [*][b]Ability 2:[/b]
    [*][b]Ability 3:[/b]
    [/list]

    [size=16][u][b]Spells[/b][/u][/size]





    Spell Templates

    Caster-type Spells (Caster, Ancient, Lost, Holder, Bond, Slayer)

    Name: Insert the name of this spell here.

    Rank: Insert the rank of this spell here.

    MP Cost: Specify how much Magic Power this spell costs to cast.

    Category: Regular Spells can use "Offensive", "Defensive", "Supportive", or "Auxiliary" as their spell categories.

    Type: Regular Spells can use "Single Target", "Multi Target", "Area of Effect", or "Burst" as their spell types. Some spells and abilities can be turned into passive abilities, at which point their type becomes "Passive".

    Damage: Insert the amount of damage this spell deals to a target upon successfully hitting them here. Carefully read the Tables and FAQ Section to see how much damage a spell of a certain rank and spell type can deal. Alternatively, change "Damage" to "Durability" for Defensive spells or "Healing" for Supportive spells. Leave this section blank or mark it with "N/a" if the spell doesn't deal any damage, possesses no durability, or doesn't heal.

    Range: Insert the range for this spell here. See the aforementioned Tables and FAQ section to find out how much maximum range a spell of a certain rank and spell type can possess.

    Speed: Insert the speed for this spell here. See the aforementioned Tables and FAQ section to find out how much maximum range a spell of a certain rank and spell type can possess.

    Duration: Specify how long the spell lasts here. Duration always has to be specified in a set number of posts that can vary depending on the rank of the spell and cannot be something like "Instant" or "10 seconds". Spell or effect durations, apart from the benefit for "Lost" magic, cannot be adjusted in any way.

    Downside: An optional field that may be left blank if not used. A downside applies to the spell specifically in order to attempt to increase one of its aspects in exchange for an impactful trade-off that affects the spell or the character using the spell. Downsides always apply to a spell's base stats. An example of a downside could be reducing the spell's base speed by 25%, but increasing the spell's base range by 25% in return. No matter how impactful a downside is, any given aspect of a spell may only ever be increased by 50% max. Note that the exchange for sacrificing some of a spell's statistics to boost others is not always equal, as some statistics are more valuable than others.

    Description: Describe here how the spell is cast, what shape it takes and what it looks like, how it interacts with the world/environment around it or other individuals, what it does, which effects the spell contains, or any other relevant information pertaining to the spell in question.


    Code:

    [b]Name:[/b]
    [b]Rank:[/b]
    [b]MP Cost:[/b]
    [b]Category:[/b]
    [b]Type:[/b]
    [b]Damage:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]





    Summons

    Name: Insert the name of this summon here.

    Rank: Insert the rank of this summon here.

    Grade: Summons can have different grades, depending on their rank, the magic they are contained in, and the type of summoner that uses them. Regular summoning magic can use "Normal", "Grande", or "Immaculate" as the grades for its summons. Celestial Summoning Magic uses keys to denote the grade of a summon. Celesital Summoners have access to "Bronze Key", "Silver Key", or "Crystal Key" for the grade of a summon. Further, under special circumstances, summons may use "Unknown" or "Zodiac" as grades if special summoning keys are used.

    Melee Damage: Insert the value for the summon's melee damage here. To see how much melee damage a summon of a certain rank and grade deals with a single attack, see the Tables and FAQ Section.

    Summon HP: Insert the value for a summon's HP here. To see how many HP a summon of a certain rank and grade can posssess see the Tables and FAQ Section.

    Range: Insert the range for this summon here. This value refers to both the maximum range of a summon's melee attacks and how far away from the user the summon may be summoned. Summons always use Burst-spell values for their range.

    Speed: Insert a speed for this summon here. This value refers to both the maximum speed of a summon's melee attacks and how fast the summon may be summoned. Summons always use Burst-spell values for their speed.

    Duration: Specify how long the summoning spell lasts here. Duration always has to be specified in a number of posts that can vary depending on the rank of the spell and cannot be something like "Instant" or "10 seconds". Spell or effect durations, apart from the benefit for "Lost" magic, cannot be adjusted in any way.

    Downside: An optional field that may be left blank if not used. A downside applies to the summon specifically in order to attempt to increase one of its aspects in exchange for an impactful trade-off that affects the summon or the character using the summoning spell. Downsides always apply to a summon's base stats. An example of a downside could be reducing the summon's base speed by 25%, but increasing the summon's base range by 25% in return. No matter how impactful a downside is, any given aspect of a spell may only ever be increased by 50% max. Note that the exchange for sacrificing some of a spell's statistics to boost others is not always equal, as some statistics are more valuable than others.

    Description: Describe here how the summoning spell is cast, what shape it takes and what it looks like, how it interacts with the world/environment around it or other individuals, what it does, or any other relevant information pertaining to the summoning spell in question.

    Additionally, most summons by default possess two abilities they can use, which can either be passive or active. A summon's abilities essentially work like regular Caster-type spells. Explanations on a summon's abilities can be found below:


    Summon Abilities

    Name: Insert the name of this ability here.

    Rank: Insert the rank of this ability here. The rank of the ability usually matches the rank of the summon.

    MP Cost: Specify how much Magic Power this summon ability costs to cast.

    Category: Summon Abilities can use "Offensive", "Defensive", "Supportive", or "Auxiliary" as their spell categories.

    Type: Summon Abilities can use "Single Target", "Multi Target", "Area of Effect", or "Burst" as their spell types.

    Damage: Insert the amount of damage this ability deals to a target upon successfully hitting them here. Carefully read the Tables and FAQ Section to see how much damage an ability of a certain rank and spell type can deal. Alternatively, change "Damage" to "Durability" for Defensive abilities or "Healing" for Supportive abilities. Leave this section blank or mark it with "N/a" if the ability doesn't deal any damage, possesses no durability, or doesn't heal.

    Range: Insert the range for this ability here. See the aforementioned Tables and FAQ section to find out how much maximum range a summon ability of a certain rank and spell type can possess.

    Speed: Insert the speed for this ability here. See the aforementioned Tables and FAQ section to find out how much maximum range a summon ability of a certain rank and spell type can possess.

    Duration: Specify how long the ability lasts here. Duration always has to be specified in a number of posts that can vary depending on the rank of the summon and cannot be something like "Instant" or "10 seconds".. If the ability is passive, the duration can be specified as "Passive". Spell or effect durations, apart from the benefit for "Lost" magic, cannot be adjusted in any way.

    Downside: An optional field that may be left blank if not used. A downside applies to the ability specifically in order to attempt to increase one of its aspects in exchange for an impactful trade-off that affects the ability or the character using the ability. Downsides always apply to an ability's base stats. An example of a downside could be reducing the ability's base speed by 25%, but increasing the ability's base range by 25% in return. No matter how impactful a downside is, any given aspect of an ability may only ever be increased by 50% max. Note that the exchange for sacrificing some of an ability's statistics to boost others is not always equal, as some statistics are more valuable than others.

    Description: Describe here how the ability is cast, what shape it takes and what it looks like, how it interacts with the world/environment around it or other individuals, what it does, which effects the ability contains, or any other relevant information pertaining to the ability in question.



    Code:

    [b]Name:[/b]
    [b]Rank:[/b]
    [b]Grade:[/b]
    [b]Melee Damage:[/b]
    [b]Summon HP:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]

    "Ability 1"
    [b]Name:[/b]
    [b]Rank:[/b]
    [b]MP Cost:[/b]
    [b]Category:[/b]
    [b]Type:[/b]
    [b]Damage:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]
    "Ability 2"
    [b]Name:[/b]
    [b]Rank:[/b]
    [b]MP Cost:[/b]
    [b]Category:[/b]
    [b]Type:[/b]
    [b]Damage:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]






    Requip Spells

    Name: Insert the name of this Requip here.

    Rank: Insert the rank of this Requip here.

    Requip Type: Requips, like equipment, can either take the form of a weapon, an armor, or an item. Depending on the type of requip used in this requip spell, specify "Weapon", "Armor", or "Item" here.

    Grade: Requips can have two different grades depending on the magic they are contained in and the rank of the mage that uses them. The two different grades are "Normal" or "Refined".

    Linked Equipment: Requip spells are unique in that they can include bought equipment, which can optionally be linked in this section. If a requip spell includes bought equipment, specify the grade of the bought equipment here and link to the original purchase post for said equipment. More information on equipment can be found in the Equipment Rules.

    Requip Damage: Insert the value for the Requip's melee damage here. To see how much melee damage a requip of a certain rank and grade deals with a single attack, see the Tables and FAQ Section. Only requip weapons can deal requip damage. If you are using a requip armor or item, leave this value blank or mark it with "N/a"

    Requip Durability: Insert the value for the Requip's durability here. To see how much durability a requip of a certain rank and grade can possess, see the Tables and FAQ Section. Only requip armors can possess durability. If you are using a requip weapon or item, leave this value blank or mark it with "N/a"

    Range: Insert the range for this requip here. This value refers to the maximum range of a requip's melee attacks. Requips always use Burst-spell values for their range.

    Speed: Insert a speed for this requip here. This value refers to the maximum speed of a requip's melee attacks. Requips always use Burst-spell values for their speed.

    Duration: Specify how long the requip spell lasts here. Duration always has to be specified in a number of posts that can vary depending on the rank of the spell and cannot be something like "Instant" or "10 seconds". Spell or effect durations, apart from the benefit for "Lost" magic, cannot be adjusted in any way.

    Downside: An optional field that may be left blank if not used. A downside applies to the requip specifically in order to attempt to increase one of its aspects in exchange for an impactful trade-off that affects the requip or the character using the requip spell. Downsides always apply to a requip's base stats. An example of a downside could be reducing the requip's base speed by 25%, but increasing the requip's base range by 25% in return. No matter how impactful a downside is, any given aspect of a requip may only ever be increased by 50% max. Note that the exchange for sacrificing some of an requip's statistics to boost others is not always equal, as some statistics are more valuable than others.

    Description: Describe here how the requip spell is cast, what shape it takes and what it looks like, how it interacts with the world/environment around it or other individuals, what it does, or any other relevant information pertaining to the requip spell in question.

    Additionally, most requip spells by default possess two abilities they can use, which can either be passive or active. A requip's abilities essentially work like regular Caster-type spells. Explanations on a requip's abilities can be found below:


    Requip Abilities

    Name: Insert the name of this ability here.

    Rank: Insert the rank of this ability here. The rank of the ability usually matches the rank of the requip.

    MP Cost: Specify how much Magic Power this summon ability costs to cast.

    Category: Requip Abilities can use "Offensive", "Defensive", "Supportive", or "Auxiliary" as their spell categories.

    Type: Requip Abilities can use "Single Target", "Multi Target", "Area of Effect", or "Burst" as their spell types.

    Damage: Insert the amount of damage this ability deals to a target upon successfully hitting them here. Carefully read the Tables and FAQ Section to see how much damage an ability of a certain rank and spell type can deal. Alternatively, change "Damage" to "Durability" for Defensive abilities or "Healing" for Supportive abilities. Leave this section blank or mark it with "N/a" if the ability doesn't deal any damage, possesses no durability, or doesn't heal.

    Range: Insert the range for this ability here. See the aforementioned Tables and FAQ section to find out how much maximum range a requip ability of a certain rank and spell type can possess.

    Speed: Insert the speed for this ability here. See the aforementioned Tables and FAQ section to find out how much maximum range a requip ability of a certain rank and spell type can possess.

    Duration: Specify how long the ability lasts here. Duration always has to be specified in a number of posts that can vary depending on the rank of the requip and cannot be something like "Instant" or "10 seconds". If the ability is passive, the duration can be specified as "Passive". Spell or effect durations, apart from the benefit for "Lost" magic, cannot be adjusted in any way.

    Downside: An optional field that may be left blank if not used. A downside applies to the ability specifically in order to attempt to increase one of its aspects in exchange for an impactful trade-off that affects the ability or the character using the ability. Downsides always apply to an ability's base stats. An example of a downside could be reducing the ability's base speed by 25%, but increasing the ability's base range by 25% in return. No matter how impactful a downside is, any given aspect of an ability may only ever be increased by 50% max. Note that the exchange for sacrificing some of an ability's statistics to boost others is not always equal, as some statistics are more valuable than others.

    Description: Describe here how the ability is cast, what shape it takes and what it looks like, how it interacts with the world/environment around it or other individuals, what it does, which effects the ability contains, or any other relevant information pertaining to the ability in question.



    Code:

    [b]Name:[/b]
    [b]Rank:[/b]
    [b]Requip Type:[/b]
    [b]Grade:[/b]
    [b]Linked Equipment:[/b]
    [b]Requip Damage:[/b]
    [b]Requip Durability:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]

    "Ability 1"
    [b]Name:[/b]
    [b]Rank:[/b]
    [b]MP Cost:[/b]
    [b]Category:[/b]
    [b]Type:[/b]
    [b]Damage:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]
    "Ability 2"
    [b]Name:[/b]
    [b]Rank:[/b]
    [b]MP Cost:[/b]
    [b]Category:[/b]
    [b]Type:[/b]
    [b]Damage:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]






    Take-Over Spells


    Name: Insert the name of this Take-Over here.

    Rank: Insert the rank of this Take-Over here.

    Take-Over Type: Take-Over spells can possess two different types, "Partial Take-Over" or "Full Take-Over". Full Take-Over spells are comprised of between 2-4 Partial Take-Over Spells. If a Full Take-Over spell is made, the user must specify which partials are used here as well.

    Grade: Take-Overs can possess two different grades depending on the user's rank and what magic they are contained in. The two different grades are "Normal" and "Transcended".

    Take-Over Buff: Take-Over spells automatically increase a single stat of the user's choosing upon activation. This is where you note the percentage value as well as the stat that is increased by said percentage value upon activation of the take-over spell.

    Melee Damage: Insert the value for the Take-Over's melee damage here. To see how much melee damage a take-over of a certain rank and grade deals with a single attack, see the Tables and FAQ Section. Take-Over spells use the values for "Normal Summons" from the Summon Melee Damage Tables as basis for their melee damage.

    Range: Insert the range for this take-over here. This value refers to the maximum range of a take-over's melee attacks. Take-Over spells always use Burst-spell values for their range.

    Speed: Insert the speed for this take-over here. This value refers to the maximum speed of a take-over's melee attacks. Take-Over spells always use Burst-spell values for their speed.

    Duration: Specify how long the take-over spell lasts here. Duration always has to be specified in a number of posts that can vary depending on the rank of the spell and cannot be something like "Instant" or "10 seconds". Spell or effect durations, apart from the benefit for "Lost" magic, cannot be adjusted in any way.

    Downside: An optional field that may be left blank if not used. A downside applies to the take-over specifically in order to attempt to increase one of its aspects in exchange for an impactful trade-off that affects the take-over or the character using the take-over spell. Downsides always apply to an take-over's base stats. An example of a downside could be reducing the take-over's base speed by 25%, but increasing the take-over's base range by 25% in return. No matter how impactful a downside is, any given aspect of a take-over may only ever be increased by 50% max. Note that the exchange for sacrificing some of a take-over's statistics to boost others is not always equal, as some statistics are more valuable than others.

    Description: Describe here how the take-over spell is cast, what shape it takes and what it looks like, how it interacts with the world/environment around it or other individuals, what it does, or any other relevant information pertaining to the take-over spell in question.

    Additionally, most take-over spells by default possess abilities they can use, which can either be passive or active. Partial take-over spells possess a single ability, while Full take-over spells possess two. A take-over's abilities essentially work like regular Caster-type spells. Explanations on a take-over's abilities can be found below:


    Take-Over Abilities

    Name: Insert the name of this ability here.

    Rank: Insert the rank of this ability here. The rank of the ability usually matches the rank of the take-over.

    MP Cost: Specify how much Magic Power this take-over ability costs to cast.

    Category: Take-Over Abilities can use "Offensive", "Defensive", "Supportive", or "Auxiliary" as their spell categories.

    Type: Take-Over Abilities can use "Single Target", "Multi Target", "Area of Effect", or "Burst" as their spell types.

    Damage: Insert the amount of damage this ability deals to a target upon successfully hitting them here. Carefully read the Tables and FAQ Section to see how much damage an ability of a certain rank and spell type can deal. Alternatively, change "Damage" to "Durability" for Defensive abilities or "Healing" for Supportive abilities. Leave this section blank or mark it with "N/a" if the ability doesn't deal any damage, possesses no durability, or doesn't heal.

    Range: Insert the range for this ability here. See the aforementioned Tables and FAQ section to find out how much maximum range a take-over ability of a certain rank and spell type can possess.

    Speed: Insert the speed for this ability here. See the aforementioned Tables and FAQ section to find out how much maximum range a take-over ability of a certain rank and spell type can possess.

    Duration: Specify how long the ability lasts here. Duration always has to be specified in a number of posts that can vary depending on the rank of the take-over and cannot be something like "Instant" or "10 seconds". If the ability is passive, the duration can be specified as "Passive". Spell or effect durations, apart from the benefit for "Lost" magic, cannot be adjusted in any way.

    Downside: An optional field that may be left blank if not used. A downside applies to the ability specifically in order to attempt to increase one of its aspects in exchange for an impactful trade-off that affects the ability or the character using the ability. Downsides always apply to an ability's base stats. An example of a downside could be reducing the ability's base speed by 25%, but increasing the ability's base range by 25% in return. No matter how impactful a downside is, any given aspect of an ability may only ever be increased by 50% max. Note that the exchange for sacrificing some of an ability's statistics to boost others is not always equal, as some statistics are more valuable than others.

    Description: Describe here how the ability is cast, what shape it takes and what it looks like, how it interacts with the world/environment around it or other individuals, what it does, which effects the ability contains, or any other relevant information pertaining to the ability in question.



    Code:

    [b]Name:[/b]
    [b]Rank:[/b]
    [b]Take-Over Type:[/b]
    [b]Grade:[/b]
    [b]Take-Over Buff:[/b]
    [b]Melee Damage:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]

    "Ability 1"
    [b]Name:[/b]
    [b]Rank:[/b]
    [b]MP Cost:[/b]
    [b]Category:[/b]
    [b]Type:[/b]
    [b]Damage:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]


    "Ability 2 (Only for Full Take-Over Spells)"
    [b]Name:[/b]
    [b]Rank:[/b]
    [b]MP Cost:[/b]
    [b]Category:[/b]
    [b]Type:[/b]
    [b]Damage:[/b]
    [b]Range:[/b]
    [b]Speed:[/b]  
    [b]Duration:[/b]
    [b]Downside:[/b]
    [b]Description:[/b]



    _____________________________________________________________________________________

    For Topper, the Spoilerless Jkp0PmI


      Current date/time is 26th April 2024, 10:00 pm