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    Duos Elemental Destructive Magic

    averun05
    averun05

    Player 
    Lineage : Demonic Mask
    Position : None
    Posts : 23
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 26
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
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    Completed Duos Elemental Destructive Magic

    Post by averun05 3rd March 2015, 6:55 am

    Primary Magic: Duos Elemental Destructive Magic
    Secondary Magic: N/A
    Caster or Holder: Caster

    Description: Fates has a strong affinity for wind and lightning magic. He is well known for using wind and lightning magic and can easily become extremely efficient in using them. Also, his affinity for wind and lightning element give him speed and reflexes (respectively) beyond that of a normal human being.

    Fates use wind and lightning magic uses this magic completely for offensive maneuvers and a defense . He uses this magic by Casting Activation key and point his hand or any his body part  toward enemies. Fates use wind and lightning magic by enhance the body when fighting in hand combact. he also use it in defend mode. Lightning magic capable to  paralysis the target if they hit in addition to the damage they do, Wind magic  usually do not inflict damage but instead bind the target.


    Strengths:

    1.Lightning Damage- Dealing a critical strike with lightning damage can inflict the Shock Status Ailment. Lightning damage has a greater damage range than other damage types.

    2. Compactible Combination- Lightning and Wind are great Combination Combo. Give a great destruction power even if Mage rank D use this power it can give a great critical hit

    3.Enhance Ability : The Caster also can use lightning and wind magic to enhance their entire body for attack and defensive purpose such as In defensive mode lightning can be use as flash and wind can be use as air wave for protection of surrounding.


    Weaknesses:

    1.Opposite Element- Weak Against Fire And Earth Magic because of nature phenomenon

    2.Firing Speed-Due to the relatively short time between activation and actual discharge of a single arrow, when fired at close range, it is nearly impossible to defend against.

    3.Can be reduce power- this magic combination can be reduce the content of it magic by using thing that can attract electric such metal rod or magnet.

    Demonic Mask:

    Description: A merchant had found the corpse of a demon inside an ancient ruins complex as he travelled through it. The merchant took the skull of the demon and placed it over his head. As he did so the skull became part of the merchant in the form of a mask which granted him the ability to alter the properties of magic. The merchant however was defeated in a war he got caught up in soon after. Upon his death the mask shattered and its powers were scattered across the battlefield, leaving the few surviving with that same power inside of them, but in a weaker state. The dark powers of the demon were passed down over the generations.

    Ability: All magic the user uses becomes based on darkness and is elemental. The spells still work the same way, except that in essence the element is darkness and that may have results for the way it reacts with other types of magic.

    Usage: Duration: 4 posts, cooldown: 6 posts. Can only be used 5 times per thread.

    Unique Abilities: Greco Erebus  is a forbidden technique  in which the user absorbs offensive magic designed to harm the enemy into his own body, to the point where it fuses with their very soul. The technique feeds on the user's body and soul, but in return the user gains power many times that of any ordinary person. Greco Erebus has two forms. The first is that the user will completely absorb the magical attack into themselves, thereby gaining its properties. First casting the spell that they wish to absorb, they then chant the following phrases

    Actus Noctis Erebeae AKA Form of the Dark Night: This is the regular form the user of the technique takes when they want to store magical spells within themselves without canceling the previous Greco Erebus. By incanting "Supplementum", they will absorb the magic into themselves, but not merge with it, where they can release it at a later time. The actual syntax varies slightly, depending upon the nature of the command given

    Agilitas Fulminis AKA Lightning Speed is the form that takes the magic power from “Any Thunder Magic Include Lost Magic Such All Lightning Slayer Magic into one’s flesh and fuses it with the spirit. In doing so, it gives the caster exceedingly great mobility.

    Advantages:

    1.Grants the caster immense power and strength depending on which spell is used for enhancement.

    2.Depending on the spell cast for enhancement, the caster gains the properties of that same spell cast.

    3.If used enough and the caster dies and revives, the caster becomes a somewhat immortal, and gains extreme abnormal properties such as high-speed regeneration. However, they must posses the blood of Demon.

    Disadvantages:

    1.If the caster does not finish or defeat their own darkness during the Learning this Magic, they face the risk of dying or live the remainder of his/her life with the inability to use Magic ever again.

    2.If the caster is not fit for Greco Erebus, the caster might explode if attempting to use the spell.

    3.If overused, the caster takes great risk of being overtaken by the spell, known as the "Enroachment of Erebus" and risks becoming a monstrous and terrifying beast.
    Worst case scenario is that the caster dies.

    Spells:

    1.Name: Magic Archer

    Rank: D
    Type: Wind and Lightning
    Duration: 2 Post
    Cooldown: 3 post

    Description: An attack spell which summons lower elemental spirits and fires them at the target. The properties of the ‘arrow’ changes based on the type of spirit being called upon, making this simple spell very versatile and useful in many situations.

    While it is one of the most basic offensive spells, like all magic its power is dependant on the mage; a powerful mage will be able to summon and fire more arrows at once, and the power of each individual arrow can also be increased. In addition, due to the open arrangement of the spell incantation, the spell can be conveniently modified to work in a way most effective against the target.

    Strengths:

    * The elemental variations- Different elements may also give the arrows different properties. Wind arrows, for example, usually do not inflict damage but instead bind the target, while Lightning arrows may paralyze the target if they hit in addition to the damage they do. This makes them useful for stopping someone the caster does not have the intention or ability to hurt.

    * Homing capability-Magic Archer will track and follow their target at the direction of the caster. Normally, the attack fires in a widespread swarm, similar to an artillery shrapnel shell striking the target from multiple angles, but the caster can combine the arrows into a single larger bolt by substituting Series for Convergentia, which is easier to avoid, but hits that much harder.

    * Enhance the power of their close-combat attacks:A single Lightning or wind  arrow can add considerable power to a punch, while adding a Lightning arrow to an attack is doubly useful for the reasons stated above. The Caster also can use their entire body to cast Magic Archer, and combines this with a full-body tackle

    Weaknesses:

    * Remote Guidance-The arrows can pursue an evading target. While the individual arrow’s homing ability is low, the attack becomes difficult to avoid when the number of projectiles are increased.

    * Firing Speed-Due to the relatively short time between activation and actual discharge of a single arrow, when fired at close range, it is nearly impossible to defend against.

    * Firing Delay-Need time to activate the magic. Caster must made it in stand by mode

    2. Name: Shundō (Instant Movement) and Koku Shundou (Void Instant Movement)

    Rank: D
    Type: Wind and Lightning
    Duration: 3 Post
    Cooldown: 2 post

    Description: Quick move; literally, ‘instant movement.’ By focusing qi or mana into the feet, the practitioner can cross a limited distance – 3 to 7 metres for a beginner – in a burst of extreme speed (enough to appear almost instantaneous). However, unlike true teleportation, the movement itself can be intercepted, and the exit point calculated; once began, the technique cannot be stopped. It must also be performed on some sort of foothold or surface.A form of instant movement that allows the user to use instant movement on the air by bouncing off it.Fates Combine His lightning Magic in this Technique To enhance Speed.

    Strengths:

    * Useful for all forms of combat: It is best used by those who specialize in Martial Arts, allowing you to gain the advantage quickly in combat with a sudden move. This tactic in particular is a cornerstone of many martial arts, as it allows you to combat ranged attackers by bring the battle up close in an instant, while they cannot do the same.

    * Can Be used In Defend Mode: Users can use to Evade/dodge attack from Enemies.

    * Enhance Speed: Combine the technique with Element that have speed affinity can increase speed of the technique

    Weaknesses:

    * Easy to Predict: It's predictability, both the entry and the pull out, the essential components of Shundo can be calculated and "predicted" allowing them to counter your attack.

    * Succession speed: Having a instant movement is a good ability, but in high level battles, you'll need much more than one shundo to get you around the battlefield, difficult in close combat exchanges, because after you Shundo, you must change your position to fully start another one, once again left open to a counter because your opponent can track your movements.

    * Same users skill: Users of instant movement can prevent the user from teleporting.

    3. Name: Fūka Raiki  Hōken

    Rank: D
    Type: Wind and Lightning
    Duration: 3 Post
    Cooldown: 4 post

    Description: This spell uses wind element and lightning element of Magic Archer which circle around his fist in a stream like from which in turn adds considerable power to his punch. This spell was strong enough to damage 2 meter radius area.

    Strengths:

    * Destructive Power: Power of this spell depend strenght on Users.Rank D Mage can Damage 2 meter radius area.  

    * Paralyzes: This Spell can paralyze the enemy that been hit for 3 minute (2 Post)

    * Reduce Speed: It also can reduce opponent speed and decrease chance for opponent to dodge the next attack.

    Weaknesses:

    * Cand be stand: Mage that higher rank can avoid it and stand against this spell

    * Reduce Energy: Reduce quarter of mage magic and energy

    * Time delay: Need time to use the spell

    4. Name: Hon Shin Kou Ryuu  (Flipping Dragon Descend)

    Rank: D
    Type: Lightning
    Duration: 4 Post
    Cooldown: 5 post

    Description: A technique where User will begin to somersault and changing electrical energy around him and making a full body tackle with high destructive power. He then comes spinning down, preforming a horizontal chop on his opponent from above, seemingly using the momentum gained in the previous fall to increase the force behind his

    Strengths:

    * Destructive Power: Power of this spell depend strenght on Users.Rank D Mage can Damage 5 meter radius area.  

    * Paralyzes: This Spell can paralyze the enemy that been hit for 5 minute (4 Post)

    flexibilityit also increases the flexibility of muscles and tendons to prevent the mage damaging himself from overexertion.

    Weaknesses:

    * Opposite Element: Weak against Earth Element Magic

    * Reduce Energy: Reduce Half of mage magic and energy

    * Time delay: Need time to use the spell
    Thorn
    Thorn

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Arm of Destiny
    Position : None
    Posts : 1405
    Guild : Savage Skull
    Cosmic Coins : 6
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Completed Re: Duos Elemental Destructive Magic

    Post by Thorn 3rd May 2015, 7:08 am

    averun05 wrote:Primary Magic: Duos Elemental Destructive Magic
    Secondary Magic: N/A
    Caster or Holder: Caster

    Description: Fates has a strong affinity for wind and lightning magic. He is well known for using wind and lightning magic and can easily become extremely efficient in using them. Also, his affinity for wind and lightning element give him speed and reflexes (respectively) beyond that of a normal human being.

    Fates use wind and lightning magic uses this magic completely for offensive maneuvers and a defense . He uses this magic by Casting Activation key and point his hand or any his body part  toward enemies. Fates use wind and lightning magic by enhance the body when fighting in hand combact. he also use it in defend mode. Lightning magic capable to  paralysis the target if they hit in addition to the damage they do, Wind magic  usually do not inflict damage but instead bind the target.


    Strengths:

    1.Lightning Damage- Dealing a critical strike with lightning damage can inflict the Shock Status Ailment. Lightning damage has a greater damage range than other damage types. can you explain this more

    2. Compactible Combination- Lightning and Wind are great Combination Combo. Give a great destruction power even if Mage rank D use this power it can give a great critical hit we don't have a seance of critical hits on site if this means extra damage then how much extra damage and how do you determine critical hits?

    3.Enhance Ability : The Caster also can use lightning and wind magic to enhance their entire body for attack and defensive purpose such as In defensive mode lightning can be use as flash and wind can be use as air wave for protection of surrounding.


    Weaknesses:

    1.Opposite Element- Weak Against Fire And Earth Magic because of nature phenomenon

    2.Firing Speed-Due to the relatively short time between activation and actual discharge of a single arrow, when fired at close range, it is nearly impossible to defend against.

    3.Can be reduce power- this magic combination can be reduce the content of it magic by using thing that can attract electric such metal rod or magnet.
    you need one more weakness
    Demonic Mask:

    Description: A merchant had found the corpse of a demon inside an ancient ruins complex as he travelled through it. The merchant took the skull of the demon and placed it over his head. As he did so the skull became part of the merchant in the form of a mask which granted him the ability to alter the properties of magic. The merchant however was defeated in a war he got caught up in soon after. Upon his death the mask shattered and its powers were scattered across the battlefield, leaving the few surviving with that same power inside of them, but in a weaker state. The dark powers of the demon were passed down over the generations.

    Ability: All magic the user uses becomes based on darkness and is elemental. The spells still work the same way, except that in essence the element is darkness and that may have results for the way it reacts with other types of magic.

    Usage: Duration: 4 posts, cooldown: 6 posts. Can only be used 5 times per thread.

    Unique Abilities: Greco Erebus  is a forbidden technique  in which the user absorbs offensive magic designed to harm the enemy into his own body, to the point where it fuses with their very soul. The technique feeds on the user's body and soul, but in return the user gains power many times that of any ordinary person. Greco Erebus has two forms. The first is that the user will completely absorb the magical attack into themselves, thereby gaining its properties. First casting the spell that they wish to absorb, they then chant the following phrases i am sorry but i am going to have deny this ability it is one to much and two dose not fit with the site or its rules

    Actus Noctis Erebeae AKA Form of the Dark Night: This is the regular form the user of the technique takes when they want to store magical spells within themselves without canceling the previous Greco Erebus. By incanting "Supplementum", they will absorb the magic into themselves, but not merge with it, where they can release it at a later time. The actual syntax varies slightly, depending upon the nature of the command given

    Agilitas Fulminis AKA Lightning Speed is the form that takes the magic power from “Any Thunder Magic Include Lost Magic Such All Lightning Slayer Magic into one’s flesh and fuses it with the spirit. In doing so, it gives the caster exceedingly great mobility.

    Advantages:

    1.Grants the caster immense power and strength depending on which spell is used for enhancement.

    2.Depending on the spell cast for enhancement, the caster gains the properties of that same spell cast.

    3.If used enough and the caster dies and revives, the caster becomes a somewhat immortal, and gains extreme abnormal properties such as high-speed regeneration. However, they must posses the blood of Demon.

    Disadvantages:

    1.If the caster does not finish or defeat their own darkness during the Learning this Magic, they face the risk of dying or live the remainder of his/her life with the inability to use Magic ever again.

    2.If the caster is not fit for Greco Erebus, the caster might explode if attempting to use the spell.

    3.If overused, the caster takes great risk of being overtaken by the spell, known as the "Enroachment of Erebus" and risks becoming a monstrous and terrifying beast.
    Worst case scenario is that the caster dies.

    Spells:

    1.Name: Magic Archer

    Rank: D
    Type: Wind and Lightning
    Duration: 2 Post
    Cooldown: 3 post in-cress this to 4 posts

    Description: An attack spell which summons lower elemental spirits and fires them at the target. The properties of the ‘arrow’ changes based on the type of spirit being called upon, making this simple spell very versatile and useful in many situations. I will only let you have wind or lightning arrows as that is your magic the description is wide

    While it is one of the most basic offensive spells, like all magic its power is dependant on the mage; a powerful mage will be able to summon and fire more arrows at once, and the power of each individual arrow can also be increased. In addition, due to the open arrangement of the spell incantation, the spell can be conveniently modified to work in a way most effective against the target.Just get ride of this we already know this bit do stait that the arrows would only effect a D rank mage

    Strengths:

    * The elemental variations- Different elements may also give the arrows different properties. Wind arrows, for example, usually do not inflict damage but instead bind the target,[/color=red]for how long[/color] while Lightning arrows may paralyze the target if they hit in addition to the damage they do.how long are they paralyzed and what is the additional damage thing This makes them useful for stopping someone the caster does not have the intention or ability to hurt.this last bit makes no sense

    * Homing capability-Magic Archer will track and follow their target at the direction of the caster. Normally, the attack fires in a widespread swarm, similar to an artillery shrapnel shell striking the target from multiple angles, but the caster can combine the arrows into a single larger bolt by substituting Series for Convergentia, which is easier to avoid, but hits that much harder. what is the max distance

    * Enhance the power of their close-combat attacks:A single Lightning or wind  arrow can add considerable power to a punch, while adding a Lightning arrow to an attack is doubly useful for the reasons stated above. The Caster also can use their entire body to cast Magic Archer, and combines this with a full-body tackle

    [color=red]one more weakness needed[color=red]
    Weaknesses:

    * Remote Guidance-The arrows can pursue an evading target. While the individual arrow’s homing ability is low, the attack becomes difficult to avoid when the number of projectiles are increased.

    * Firing Speed-Due to the relatively short time between activation and actual discharge of a single arrow, when fired at close range, it is nearly impossible to defend against.

    * Firing Delay-Need time to activate the magic. Caster must made it in stand by mode

    2. Name: Shundō (Instant Movement) and Koku Shundou (Void Instant Movement)

    Rank: D
    Type: Wind and Lightning
    Duration: 3 Post
    Cooldown: 2 post you must have a cooldown graiter than the duration

    Description: Quick move; literally, ‘instant movement.’ By focusing qi or mana into the feet, the practitioner can cross a limited distance – 3 to 7 metres for a beginner – in a burst of extreme speed (enough to appear almost instantaneous). However, unlike true teleportation, the movement itself can be intercepted, and the exit point calculated; once began, the technique cannot be stopped. It must also be performed on some sort of foothold or surface.A form of instant movement that allows the user to use instant movement on the air by bouncing off it.Fates Combine His lightning Magic in this Technique To enhance Speed.

    Strengths:

    * Useful for all forms of combat: It is best used by those who specialize in Martial Arts, allowing you to gain the advantage quickly in combat with a sudden move. This tactic in particular is a cornerstone of many martial arts, as it allows you to combat ranged attackers by bring the battle up close in an instant, while they cannot do the same.

    * Can Be used In Defend Mode: Users can use to Evade/dodge attack from Enemies.

    * Enhance Speed: Combine the technique with Element that have speed affinity can increase speed of the technique

    Weaknesses:

    * Easy to Predict: It's predictability, both the entry and the pull out, the essential components of Shundo can be calculated and "predicted" allowing them to counter your attack.

    * Succession speed: Having a instant movement is a good ability, but in high level battles, you'll need much more than one shundo to get you around the battlefield, difficult in close combat exchanges, because after you Shundo, you must change your position to fully start another one, once again left open to a counter because your opponent can track your movements.

    * Same users skill: Users of instant movement can prevent the user from teleporting.

    3. Name: Fūka Raiki  Hōken

    Rank: D
    Type: Wind and Lightning
    Duration: 3 Post
    Cooldown: 4 post

    Description: This spell uses wind element and lightning element of Magic Archer which circle around his fist in a stream like from which in turn adds considerable power to his punch. This spell was strong enough to damage 2 meter radius area.

    Strengths:

    * Destructive Power: Power of this spell depend strenght on Users.Rank D Mage can Damage 2 meter radius area.  

    * Paralyzes: This Spell can paralyze the enemy that been hit for 3 minute (2 Post)

    * Reduce Speed: It also can reduce opponent speed and decrease chance for opponent to dodge the next attack.

    Weaknesses:

    * Cand be stand: Mage that higher rank can avoid it and stand against this spell

    * Reduce Energy: Reduce quarter of mage magic and energy

    * Time delay: Need time to use the spell

    4. Name: Hon Shin Kou Ryuu  (Flipping Dragon Descend)

    Rank: D
    Type: Lightning
    Duration: 4 Post
    Cooldown: 5 post

    Description: A technique where User will begin to somersault and changing electrical energy around him and making a full body tackle with high destructive power. He then comes spinning down, preforming a horizontal chop on his opponent from above, seemingly using the momentum gained in the previous fall to increase the force behind his

    Strengths:

    * Destructive Power: Power of this spell depend strenght on Users.Rank D Mage can Damage 5 meter radius area.  

    * Paralyzes: This Spell can paralyze the enemy that been hit for 5 minute (4 Post)

    flexibilityit also increases the flexibility of muscles and tendons to prevent the mage damaging himself from overexertion.

    Weaknesses:

    * Opposite Element: Weak against Earth Element Magic

    * Reduce Energy: Reduce Half of mage magic and energy

    * Time delay: Need time to use the spell


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     Duos Elemental Destructive Magic  S6Eaz9K

      Current date/time is 1st May 2024, 10:51 pm