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    Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

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    Hera-senpai
     
     

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    Character Name: Hera Reyold
    Primary Magic: Fire Dragon Slayer
    Secondary Magic: Iron Dragon Slayer

    Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Hera-senpai on 5th November 2013, 5:12 pm

    Secondary Magic: Iron Dragon Slayer

    Description:

    Strengths:


    - Can eat any kind of Metal, Steel, or Alloy. non magical or magical regardless of origin so long as it is not from a God Slayer or a Demon Slayer. NO exceptions.

    - Can use nearby Metal for the creation of her magic or summon it from nowhere from her body.




    Weaknesses:






    Abilities / Powers:

    Magnetic Magic -

    Parry - Hera uses intense magic levels for a parry that's so loud it cause a sonic boom. Can smack away 1 spell of every rank up to S once every post. Cannot use the Parry an H-rank spell with any weapon no matter it's rank. After a spell of any rank is smacked away, cannot parry a spell of that rank again in the same thread Ever.

    Soul of the Iron Dragon - Hera's base physical strength is increased by 40%.

    Slayer Bonuses:


    10% Increase to STR, SPD, and END (Toughness and Stamina)

    Hera like all Dragon Slayers naturally has Superhuman Hearing, Superhuman Smell and Superhuman Sight.

    Dragon Slayers can eat any form of their own element. They cannot consume God Slayer or Demon Slayer magicks without doing severe damage to themselves.

    Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
       
    First Gen. Dragon Slayers have learned the magic from the Dragon of their respective element.
       
    Hybrid Mode: A Slayer must consume at least 35% magical energy from his respective element in order to achieve hybrid mode, however, their total magical energy must equal to 120% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 120% magical energy after consuming 35% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
     
    Hybrid Mode highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength. (Dragon Skin: Body is covered in scales of their respective element) It puts all stats into the next range on the character scaling. Spell power is increased by 150% above it's Rank.
       
    In Hybrid Mode, the Slayer gains an aura of both of their elements that engulfs their body. Physical attacks deal status effects from their respective elements. Hera can choose to wield one element or the other by itself rather than both if neccesary.

    During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% MP.
       
    Lasts for 7 posts.

    All slayers have a resistance to their own element if not eaten by the Slayer.
    -----------------------------------------------------------------
       
    Same rank: 25%
       
    1 rank below: 30%
       
    2 ranks below: 50%

    Spells:

    Signature Spell:

    Name: Iron Dragon's Palm
    Rank: Perfected (S)
    Duration: N/A
    Cooldown: N/A
    Type: Signature

    Description:

    Strengths:


    Weaknesses:

    Spell Fusions:


    Name: E.N.D Blade
    Rank: H (S + S)
    Type: Fusion
    Fused Spells:
    Duration: Instant
    Cooldown: 8 Posts

    Description:

    Strengths:

    Weaknesses:


    S Ranked Spell:

    Name: Fist of the Iron Dragon
    Rank: S
    Duration: 10 Posts
    Cooldown: 11 Posts
    Type:

    Description:

    Strengths:
    Weaknesses:

    A Ranked Spell:

    Name: Iron Dragon's Sword
    Rank: A
    Duration: 7 Posts
    Cooldown: 9 Posts
    Type: Slayer

    Description:

    Strengths:
    Weaknesses:


    B Ranked Spell:

    Name: Iron Dragon's Wing Slash
    Rank: B
    Duration: Instant
    Cooldown: 5 Posts
    Type: Slayer

    Description: When a bullet or projectile is fired at Hera it freezes near her and turns into a metal weapon of hers instead, like a sword or a gun. She could turn a hail of gunfire into a field of floating daggers for her own use as they would levitate in the air.

    Strengths:

    Weaknesses:


    C Ranked Spell:

    Name: Iron Dragon's Magnetic Fist
    Rank: C
    Duration: 4 Posts
    Cooldown: 5 Posts
    Type: Slayer

    Description:

    Strengths:

    Weaknesses:


    D Ranked Spell:

    Name:[/i] Iron Dragon's Scales
    Rank: D
    Duration: Passive
    Cooldown: Passive
    Type: Slayer

    Description: Hera's skin is actually as tough as magical steel naturally and underneath her skin there's actually another layer of skin made of metal.

    Strengths: Hera heals a D-Ranked amount of damage per post passively. Metal projectiles like bullets bounce off of her if not eaten.

    Weaknesses: Does nothing for offense. Is purely a defensive effect. Is VERY dangerous to allies, as once bullet ricochet could be fatal to a bystander and kill them instantly.








    Last edited by Hera-senpai on 3rd July 2017, 1:37 am; edited 200 times in total


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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Rosetta Crawford on 20th November 2013, 5:35 am

    Heero-sama wrote:

    Secondary Magic: Sky Dragon Slayer


    Description: Sky Dragon Slayer magic is the Lost Magic taught to mankind aeons ago by the Elder Dragon, Grandine.  

    Strengths: Gives Heero access too the ability to generate all different manner of Wind magics from his body. Allows for a bevy of different Healing, temporary Bonus Effect Granting, & Status Effect Removal spells; all of which are extremely potent.  Sky Dragon Slayers are directly affected by the condition of the air around them. If the air in the area Heero is in is clean; he recieves a bonus of 50% impact damage and a 50% healing increase to all of his spells. Heero can inhale a massive amount of Wind and Oxygen from the clouds above; and due to his training as a Slayer; can reduce the amount of Oxygen he loses too a negligible amount, giving him the ability to protect himself against all types of deadly gases and toxins if he see's the type of situation calls for it; and has access to an area of somewhat high altitude (this technique cannot be used indoors; unless there is a hole or many holes, in the ceiling of the area he's in). Any Water Magic of Equal or Lesser Rank will can and usually will be whipped back towards it's caster, or splashed apart into a gazillion droplets. Water Magics of Equal or Lesser Rank will be splashed through in a millisecond by Sky Dragon Slayer Magic. Earth and Iron effects of Equal or Lesser Rank that travel through the air will be blown backward towards the caster, or scattered / blown apart dependant on the type of Wind effect used.  

    Weaknesses: Heero cannot use Sky Dragon Slayer spells to heal himself, only his allies; although he may remove harmful status effects and curses from himself and add temporary Bonus Effects to himself, he still will not recieve any of the Healing from any of his spells. Heero is subject too the condition of the air around him. If the condition of the air is poor, contaminated, or poisoned and Heero is exposed to it for more than his NEXT post after the enemies spell was cast; Heero will not be able to use any Sky Dragon Slayer magic; Heero also cannot consume any Wind or Air under such conditions at all. (Although he can disperse the unlean air on his own using Sky Dragon Slayer magic, if he doesn't do this in time; he loses access to the magic as a whole for the remainder of the Fight / Thread.) Fire Magic spells of all kind can ignite Heero's wind effects on the spot and cause them to go haywire; possibly damaging him and his allies. Any Fire spell or effect of Equal Rank will cause the Wind effect to explode and shower flames everywhere. Any Fire spell or effect of Greater Rank will cause the Wind effect to not only explode; but will increase the potency of the Fire spell or effect by one Rank. Any Earth and Iron spell or effect of Greater Rank or any land based Earth and Iron spell effect of Equal Rank will completely nullify any offensive Wind effect used with Sky Dragon Slayer magic.

    Passive Abilities:

    Lightning Wind Dragon Mode
    -------------------------------------

    (Heero's glow a deep and vibrant Slayer red; as a car sized S-Ranked maelstrom of wind whips around him in all directions. His eyes remain at a constant luminous red glow the entire time this mode is active.)

    - One Use Per Fight / Thread
    - Lasts 7 Posts
    - Takes 90% Magic Power upon it wearing off
    - Must Eat At Least 25% Of the Wind Element At Once, consume Wind at least once in each post for 5 posts in a row, OR be in an extremely emotional or angry state to Activate
    - Grants the Slayer a Wild Aura of Energy composed of both Elements that causes Physical and Melee Attacks to do Damage Equal to a spell of their Rank
    - Increases Heero's Strength, Speed, and Durability by 100%
    - Adds a wind knockback effect of 20 ft to all of Heero's Lightning Slayer spells
    - Causes an extreme amount of sparks to fly with each combative impact of a fist, foot, arm, head, knee, or elbow upon an opponent or surface. (Electrical Shower Sparks that can potentially blind opponents in rapid toe to toe melee situations.)


    After eating Wind and having the Wind and Lightning inside their body fuse together, the user gains the ability to use their Lightning Dragon Slayer Magic enhanced with Wind. This ability combines the destructive abilities and properties of both elements, both searing and electrocuting (Lightning) and shredding and pushing back (Wind) the target. It is also known to have exceptional penetrative power. Lightning Wind Dragon Mode causes Heero's yellow lightning magics too spread and blossom even further as they are carried around on magical gusts of wind. Causes his Lightning Slayer spells too fan out and hit more targets (x2) than each individual spell normally would.

    ----------------------------------------------------


    Immense Durability
    Immense Strength
    Immense Magic Power output
    Heightened Sense of Smell and Spiritual Awareness (Presence of Spirits or Ghosts)
    Can Eat any Form of Un-mixed Wind, Un-mixed Wind Magic, or Air Moving faster than 10MPH

    ---------------------------------------------------

    Out of Combat ONLY Abilities:

    Sky Dragon's Healing Spell
    -----------------------------------
    Sky Dragon Slayers are able to utilize powerful healing Magic, a Magic previously believed to be long-lost. Such power has been described as being capable of healing injuries inflicted by a real Dragon. The user's power is capable of manipulating clean air, to perform various feats, such as draining poison from an infected victim. By using a lot of energy, the user can even revive people that are in a near-death state. With the use of this Magic, the user is also capable of restoring the body internally and externally including a patient's fatigue and body stress. However, it has also been noted that the user cannot heal their own injuries. When healing a target; Heero's hands sparkle with a blue light, as does the entire patient's body or the specific area being focused on. Heero must be touching, or standing directly over his target. Time for successful healing varies widely. How much magic power does this use? Considering it can heal a lot of stuff...or is the magic power dependant on the amount healed? If so specify this. Even if its out of combat its going to use magic power

    Milky Way
    ------------
    The user draws an intricate Magic circle on the ground, kneeling in the middle of it. As the user chants the words used to activate the spell, the user throws their arms to the air and a beam of light springs from the earth into the sky, creating a ripple of light that moves outwards in bursts. These beams of light sparkle like stars and form ribbons of light that move throughout the area, touching everything that once contained life. If a stray soul is discovered, the user clasps their hands together as if in prayer, and the Magic circle glows brightly. The bands of light come together, swirling to create a portal through which the summoned soul emerges.

    In order to summon the soul, the soul itself has to be inside the range of the spell. The caster is also not able to summon souls that have already ascended to heaven.

    Spells:


    Name: Re-Raise
    Rank: S
    Type: Slayer
    Description: Said to allow the ancient Sky Dragons of lore to fly through even the most poisounous; wretched hells; and also weather impossible storms. Is the ancient Art of Re-Raise. A supportive spell that allows the user to prevent any bodily anomalies inflicted unto them from taking effect. Heero inhales deeply through his nose, and then exhales through his mouth; as his eyes shine with magic briefly. The only sign that Heero has used or activated the secret art of Re-Raise is that his eyes will shimmer once with blue sparkle.  This should work against all, but H rank effects as this is an S rank spell. You could reduce a H rank effect by one S rank (so down to S rank), but you aren't going to deal with it
    Strengths: Gives Heero immunity to any status effect or anomaly that would affect his body in any way. Allows him to take the brunt of attacks; without fear of any side effects creeping onto him. Useful to negate any negative status effect that Heero is already inflicted with; and prevent him from being further cursed, spelled, or debuffed. Lasts for 15 posts.  
    Weaknesses: Deals no damage, but still costs S-Ranked amounts of Magic Power. Heero can only use this on himself. Only useable once per fight / thread. Is a one dimensional effect. Can't be used on others. Only protects Heero from an attack or spells side effects / debuffs that would affect his body in any way, and does not protect him from the damage from said attack or spell in any way.

    Name: Roar of the Sky Dragon
    Rank: A
    Type: Slayer
    Description: Heero stomps on the ground and bends his knees (or if he's mid-air he simply cocks his head back and inhales) pulling a huge vortex of wind into his mouth in one second from the skies above. In the next second; the air itself seems to break; as an ear splitting roar fills the air as Heero exhales a mighty maelstrom of wind. An F-5 tornado class amount of wind vortexes from Heero's mouth into a gigantic cyclone that he continues to exhale, picking up virtually anything not nailed to the ground in it's path. The tornado is so fierce; that it can be seen from miles away if it's aimed upward into the skies.
    Strengths: Deals S-Ranked damage when Heero is in Dragon Force, Lightning Wind Dragon Mode, OR when he has eaten more than 10% Magic Power's worth of Wind in the previous post. Will easily shred and splash through Wood and Water Magic effects of Equal or Lesser Rank. Or lift non Magical trees; and any object up to 4000 pounds (a School Bus) into the vortex of the roar's tornado traveling towards opponents. Will push, flip back, and reverse any AIRBORNE Earth or Iron Magic effects of Equal or Lesser Rank, and propel them back towards the opponent(s) at the front of the roar's the tornado; arriving just a short time before the tornado itself slams onto opponents. The vortex expands as it gets further away from Heero into a larger tornado. Close to Heero's mouth, the tornado is only about the size of a bullhorn; and is very focused and refined. As it gets further away it expands in size; up too a five hundred foot area, and travels up too half a mile. For an A rank I feel this is too big. Particularly as this is secondary so you will have less control. I would say...about 160 meters which is about one tenth of a mile. A five hundred foot area also seems...quite big. I'd say 200ft? Big enough too shred through an entire city block; or fend off even the most giant of fiends. Can hit an unlimited amount of enemies as long as they're in the path of the roar's tornado. The tornado of the roar is classed as F-5; and it's size shows as much. Enemies will be battered and smacked by anything the roar has picked up, and is whirling around inside of it with them. Can MIX with elements if an ally wishes too join Heero for a combination attack. Sand, Lightning, Water, and Fire; may all be attached too Sky Dragon's Roar. Wrapping around it and forming into a new Tornado like spell for increased damage Equivalent to the rank of the spell added to "Sky Dragon's Roar"

    Note: May also use 'Sky Dragon's Roar' as a healing spell; the winds from the tornado become harmless and visual, as all allies within the roars path are healed for an A-Ranked amount of damage. When used this way, Sky Dragon's Roar may even restore a persons lost memories.

    Weaknesses: Although it is fast to release; the "Roar" is a well known tactic and ability of Dragon Slayers; and anyone who is familiar with it can easily see it coming from Heero cocking his head back for one moment or from inhaling the giant gust of wind the split second before the roar comes at them. Can be ignited and made to explode by a Fire effect of Equal or Lesser Rank; the flames will spiral outward wildly as the roar explodes, splashing flames everywhere and putting allies in danger of an A to S-Ranked amount of Fire damage. Can be stopped by an Equal or Greater Ranked Earth or Iron effect that is land based. Can cause unwanted objects or allies to be swept up into the vortexing wind of the roar with ease if they're too close to Heero. Cooldown of 7 posts.

    Name: Raise
    Rank: B
    Type: Slayer
    Description: A Legendary art of the Sky Dragon's, said to be able to cleanse armies of disease, and famine. This ability also allowed the Sky Dragon's to remove any supernatural effects protecting their opponents bodies as well. Heero throws one elbow back; and then throws the same arm forward, with his hand pointing two fingers up in shaolin style. Instantly; up too twenty targets are surrounded by a burst of wind and feathers; protecting them for a split second as all magical effects on the targets, whether good, or bad; are dispelled in a split second whirlwind of feathers.
    Strengths: A supportive spell that allows the user to negate any spell that has an effect on their, or the target's, body. This spell can be cast on multiple targets, and makes Heero a force to be reckoned with when he is surrounded by allies; or in a situation which his opponent is using Magic to enhance his/her body. How many targets
    Weaknesses: Deals no damage. If Heero uses this on himself during anytime in a fight / thread, then he may only use it on himself for the duration of that fight / thread. Can only negate spells that have an effect on the body of the target(s): does not work on projectile attacks, or area effects such as Earthquakes or Manipulating Elements. Only effective at removing Buffs, Debuffs, Poisons, and or Damage over time effects. Doesn't provide a defense for Heero at all against anything. Removes helpful status effects as well as harmful ones from any allies. Cooldown of 4 posts.


    Name: Arms X Armor X Vernier
    Rank: C
    Type: Slayer
    Description: A small windstorm builds around Heero; as he quickly points one single finger up to the sky; stating "Arms, Armor, Vernier!". A Sky Dragon's magic circle spins around the tip of his finger like a disc; and explodes out into a rush of wind that covers allies in a wispy multi-colored aura of red, blue, and green.  
    Strengths: Increases the caster or one allies Strength, Magic Damage, Defense, and Speed by one Rank for 3 posts. Vernier also allows anyone imbued with this enchantment to with the Ability to fly as fast as a Dragon. Can be used too temporarily give allies, or Heero himself, a fighting chance against opponents who downright outclass them or may be used in a situation which an opponent thinks they've seen everything that Heero and or his allies can do.  
    Weaknesses: Deals no damage. Doesn't last for very long. Can only be used on three allies per fight / thread. Or used once on Heero himself. This spell may only be cast three times in any given fight / thread. If Heero is hit while casting this spell, it will be interrupted as it requires concentration. What is the cooldown? even if you can only use it three times...a cooldown seemes necessary. Even if its like two posts or something


    Name: Refresh
    Rank: D
    Type: Slayer
    Description: Heero concentrates on either himself; or one ally; and pounds his fists together in front of himself. Almost instantly; a Sky Dragon's head magic circle spins beneath the target as they seem to glow with a blue sparkling aura for a moment; as a breeze seems to surround them for another split moment. This ancient art; all but forgotten to Fiore, and any other land for that matter; actually causes a wizard's health and magic power to constantly rise. This blessing, along with many other ancient Sky Dragon arts; were thought to be lost. After the initial casting; there is no hint that the person in question is under this enchantment.
    Strengths: Can only be cast on one person at a time (including the caster). Any target with the 'Refresh' effect on them, regenerates one hit of D-Ranked damage per post and 5% Magic Power each post. Is very fast; and hard to interrupt, especially at a distance. Can really help allies out in long drawn out battles. Can cast it on any ally that Heero can still see.
    Weaknesses: Deals no damage. Is a very one dimensional spell. Cannot be cast on an ally that Heero can not visually see or magically sense. Can be overriden and dispelled ONLY by a spell of Higher Rank that is designed to sap Magic Power. Lasts for 10 posts. Can only be cast ONCE every 3 posts. I'd say reduce it to five posts. 10 seems quite a bit for this level of spell




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    Hera-senpai
     
     

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    Primary Magic: Fire Dragon Slayer
    Secondary Magic: Iron Dragon Slayer

    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Hera-senpai on 20th November 2013, 4:57 pm

    Exclamation 


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    Rosetta Crawford

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    Primary Magic: Ten No Kichi
    Secondary Magic:

    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Rosetta Crawford on 20th November 2013, 5:30 pm



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    Tōwa Lazmira
     
     

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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Tōwa Lazmira on 2nd December 2014, 11:57 pm

    Unlocked and Moved for Sig Spell.


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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Tuna on 6th December 2014, 8:23 am

    Overall, great spell. There are just a few things that I need to ask you to edit. Formalities and all that jazz. I also think that you can make it a bit less... self-impeding whilst still retaining the power.

    Heero-chama wrote:Name: Emerald Lotus: Sky Dragon's Gift
    Rank: Perfected
    Type: Slayer (Signature)

    Description: Heero claps his hands together, as the moment his hands touch a soft breeze of magical energy seems to push outward for half a mile in every direction from Heero as his clothes and hair sway with raw magic power; the wind itself seems to 'thump' alive, in a noise audible in the skies for up to a few miles. In the next moment, all wind in the area pulls towards Heero as magically, any allies touching the gusting winds pulling forward will feel any sickness, or status ailments upon themselves washing away on the wind flowing towards Heero at the epicenter of this amazing spell.

    The cleansing wind storm continues for fifty seconds <<< Give a post count. You know how this works. In my opinion 3-5 posts is the best duration for any lasting sig spell , as the entire area seems to glow with a brilliant white light; as if the heavens themselves have blessed this wind. Magic can be seen slightly in the air in small flecks on the wind as one's mind and body are rejuvinated entirely if Heero considers you an ally. Any wizard of Fairy Tail or ally that Heero has seen during the thread will recieve the Sky Dragon's Gift. Returning them to their top form as they feel everything inflicting or holding them back physically or mentally pull off on the wind.

    The spell ends as Heero falls down onto on knee, trembling.

    Strengths: Heero absorbs any and all Status Effects inflicting allies in the entire thread onto himself. Costs no Mana. Has a range of half a mile. Can turn the tide against a spell that inflicts an extremely large amount of people with a crippling high ranking magick effect. <<< You can have the spell direct enemies attention to you by having them feel drawn towards you 'magically'. Just an idea. Don't have to do it. My interpretation of how the spell could be expanded a bit.

    Weaknesses: Doesn't do any damage to enemies. The half mile magical wind channeling the spell can be set ablaze by an S-Ranked Fire spell effect, destroying and disturbing the entire spell effect, and doubling the damage, and magnitude of the Fire from the S-Ranked Fire spell Heero's opponent uses, raising the incoming S-Ranked Fire spell to H in magnitude, and probably KOing or severely damaging Heero. <<< Alright, the S Ranked fire setting ablaze is a bit much. It's just a large gust of wind, not a storm or anything. Setting it ablaze is a bit much. You can't just set a light breeze on fire. You can take that out if you want to. Anything pertaining to being weak to fire magic, actually. Can be stopped and walled off by an S-Ranked Iron or Earth effect, stopping Heero as he absorbs the Wind and disrupting the entire spell itself. Has a Cooldown of 7 Posts. Inflicts Heero with whatever Status Ailments were affecting his Allies in the Thread at whatever Duration they currently stand.

    So overall, neat spell idea, really. But in my opinion you can have a system that determines how impeded Heero will be INSTEAD of absorbing the status affects that you actually 'cleanse' and thereby could negate instead of absorb. Basically something like
    5% speed and strength reduction per status ailment he cures and 'cleanses'
    1 post of migraine for every status ailment he cures and 'cleanses'
    2 posts of nausea for every status ailment he cures and 'cleanses'

    Yadda yadda, add however you want, edit however you want. It's just my idea of making this spell better by toning down the weaknesses a bit as well as making it depend on how many status ailments you actually cure.


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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Tuna on 6th December 2014, 9:23 am

    Tis approved.


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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Tōwa Lazmira on 8th December 2014, 9:52 am

    Unapproved for balancing. Edits will be posted soon.


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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Zeno on 9th December 2014, 4:49 pm

    Review approved, keep me posted.


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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by jmcmarion21 on 7th May 2015, 12:11 pm

    my lineage

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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by NPC on 7th May 2015, 12:11 pm

    The member 'jmcmarion21' has done the following action : Dice Rolls

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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by jmcmarion21 on 7th May 2015, 12:16 pm

    dragon slayer primary magic

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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by NPC on 7th May 2015, 12:16 pm

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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Princess Natsu on 1st November 2015, 3:35 pm

    Edits are in this colour.

    Heero-chama wrote:


    Secondary Magic: Heavenly Body Magic

    Description: It is a powerful form of Magic that allows the caster to use the properties of many astronomical objects for battle, preferably in offense.

    The properties of Heavenly Body Magic rely primarily on astronomical objects like meteors or the generation and manipulation of the energy of stars from their own body. The caster can create powerful light blasts or beams of high destructive power, reminiscent of starlight, at their opponents. This light is not the only substance used, however. The caster is also capable of using the power of gravity against the opponent for destructive usage; the strength can be comparable to the effects caused by a black hole.

    The use of such Magic can be used to enhance the caster's own skills drastically for various purposes, such as shrouding them in Magic that can increase their speed significantly.

    Strengths:

    The Magic uses actual Starlight. Gravity itself binds the Light together so it cannot be pulled apart or eaten by Light Slayers.

    The Starlight explodes into Stardust on impact, and can temporarily disorient vision.

    Utilizes the elements of Gravity, Light, and Space.

    Can summon actual celestial bodies. Like Meteors, Comets, & Black Holes.

    Can shatter through Earth Spell Effects of Equal or Lesser Rank. The light is hot and sharp enough to cut or melt diamonds.

    Will shatter and destroy Darkness Spell Effects of Equal or Lesser Rank.

    Will melt through Metal Spell Effects of Equal or Lesser Rank.


    Weaknesses:

    Can be destroyed by Chaos Magic of Equal or Greater Rank.

    Can be blocked or manipulated by Star Magic of Equal or Greater Rank.

    Water Spells of Equal or Greater Rank will distort, block, or absorb the Spell Effects.

    Weak to Void Magics. Void Magicks can warp or move Starlight or gate Celestial Bodies back into space or at an unintended target.

    Starlight can be reflected by Mirror Magic of Equal or Greater Rank. If Lower Ranked however, the Mirror spell effect will be shattered by the Heavenly Body spell.

    Please add three more weaknesses, as you need to have one more weakness than strengths. Or reduce the amount of strengths.

    Passive Abilities:

    Meteor Strength - Increases Heero's strength by 50%.

    Comet Speed - Increases Heero's speed by 50%.

    Astral Blessing - Heero can Magically breath and exist in outer space and in voids. Heero also can tell direction by looking up at the stars at night. He will know his exact position on Earthland magically by looking up at the stars; and even how far it is to a specific location by doing so as well. Star Location does not work on planets Heero has never been to before until he explores said planet thoroughly and learns it's star systems constellations at night when the stars are out.

    Sol's Blessing - Heero when exposed to Sunlight will regenerate 1% MP per post. When hit by Sun Magic; the spells don't do any damage if Heero spends an equal amount of MP as the wizard who used a Sun Spell against him. Allowing Heero to absorb or dispel the Magic entirely. Sun based or blessed Weapons or Items, will Magically disappear just before impacting him until the battle is over.

    Luna's Blessing - Heero when exposed to Moonlight will regenerate 1% HP per post. His Spells will also glow blue instead of their normal golden. Heero naturally absorbs Moonlight and Lunar elemental spells. He must spend Magic Power equal to the spell used against him to do so, rendering them harmless against him. He may also remove Lunar effects on a target by spending the same amount of Magic Power the target used to enchant themselves or an object. Lunar based or blessed Weapons or Items, will Magically disappear just before impacting him until the battle is over.

    Heaven and Earth - Heero can make himself either extremely Lightweight, or extremely Heavy through the Gravity magicks of Heavenly Body. He can reduce his weight to that of a feather, or increase it to that of a mountain. H-Ranked in magnitude. Great for keeping himself grounded against knockback effects by increasing his gravitational connection to Earthland, or when he needs to make an impossible jump or travel much faster by Magically reducing his gravitational connection to Earthland. Takes 5% MP per post to channel this Ability.

    Light Speed Sight - Can see things up too the speed of light but not beyond it; allowing Heero to perceive attacks against him at Superhuman Speeds unless they go beyond the speed of light through outer space. Which would go outside of his realm of Magic. A useful side effect of Heavenly Body Magic.

    The maximum of abilities for Secondary Magic is two. Please reduce the amount.

    Spells:

    Signature Spell:

    Name: Comet
    Rank: Perfected (S)
    Duration: 15 Posts
    Cooldown: 18 Posts
    Type: Signature

    Description: A bright golden light instantly leaps off of Heero and then yanks back around his body. Heero is surrounded by a slight, golden outline of a glow; that seems to be literally smoking with light. When Heero moves he leaves wispy trails of golden stardust behind him. This is a technique that all users of Heavenly Body must master, said to allow the caster to fly as fast as a comet, and hit with the force of a meteor. The trails of stardust left behind by the user, especially through the air make this a very dazzling spell to witness.

    Strengths:

    - Makes Heero very bright, and can disorient foes S-Ranked and below with each punch or kick. Getting hit in the face with something bright is not fun.
    - Increases Heero's strength by 30%
    - Increases Heero's speed and reaction speed by 30%
    - Grants Heero flight of up to 200MPH.
    - Allows him to turn into Starlight to move and chase opponents at the speed of light as long as he is not fighting. Any combat action will drop Heero out of the speed of light, as he cannot fully focus while moving that fast.

    Weaknesses:

    - Only affects Heero.
    - Does not Heal any of Heero's allies or companions.
    - Cannot dodge at the speed of light; because it takes 5 seconds for Heero to build up enough Magic Power and Starlight around him to rocket off at that speed.
    - Even if you can't keep up with him visually. Stardust hangs in the air, giving away which direction he has gone.
    - Causes him to have a golden outline, and leave behind trails of stardust everytime he moves; even to wave hello. Making him very easy to keep track of, for better or for worse.
    - Heero usually flies with the help of his Exceed, and will make mistakes flying every now and then.  



    S Ranked Spell:

    Name: True Heavenly Body Magic: Sema
    Rank: S
    Duration: 1 Post
    Cooldown: 14 Posts
    Type: True Heavenly Body

    Description: Heero begins to gather and power up an amazing amount of Magic Power; as grass begins to bend away from him in power waves. Suddenly; a massive displacement of Gravity and Wind occurs as the weather seems to go haywire. Clouds above Heero's current Thread, City, or Location; will begin to whirl above him in the heavens. Breaking the plane of the clouds above; is a Meteor; easily the size of the city or town you are standing in. It spins, and falls slowly; now caught in the gravity of Earthland. An entire 2 miles is destroyed in every direction you see; although the effects could possibly stretch further depending on where Sema impacts.

    Strengths:

    - Will deal S-Ranked damage upon impact; and H-Ranked non magical damage from the sheer knockback wave of a Meteor hitting the Earth.
    - Can often scare opponents into surrendering without having to let the meteor Sema fall.
    - Can drop the Meteor, Sema; into the ocean to create a tidal wave of untold proportions.
    - Can be cast out in front of Heero, so he doesn't have to be standing in the town or area he wishes to summon Sema over; he merely must be able to see it, and be within 3 miles of the town or village.

    Weaknesses:

    - Once Heero casts Sema; his Magic Power becomes extremely easy to track or follow while the Meteor falls, so finding the wizard who summoned such a cataclysmic effect will not be to difficult because his Magic Power is flowing throughout the air as the Meteor falls.
    - Clearly deals damage to Heero and anyone he considers an Ally when it impacts.
    - Complete destruction of whatever area or Thread Heero is in if the Meteor, Sema; makes impact.
    - Does not impact immediately; takes one post to fall fully.
    - Can be pushed back into the heavens by an S-Ranked Gravity Wizard, or sent into outerspace by an S-Ranked Void wizard who opens up a portal beneath the falling Meteor.
    - The entire Meteor can be broken apart by an S-Ranked Earth Wizard or an S-Ranked Chaos Wizard due to the nature of their Magicks. If either of these type magicks is used to destroy the falling Meteor; it will break apart into thousands of pieces and literally cause the thread to Rain flaming comets in all directions for one mile for the next post.


    A Ranked Spell:

    Name: Grand Chariot
    Rank: A
    Duration: 1 Post Star Drawing (Instant when Casted)
    Cooldown: 7 Posts
    Type: Heavenly Body

    Description: Heero supercharges himself with starlight in less than a second; and rockets off into the skies above. Night drops over the area for a brief moment; as stars above begin to illuminate with an unnatural gold color. Like pinball, Heero begins to ping from star to star; drawing a design into the stars. He seems to speed up after about ten seconds; the pings becoming extremely rapid until Heero finally rockets back to the ground in a huge burst of A-Ranked starlight and gravity. Pointing one finger up to the skies; he activates the old Heavenly Body Magicks of Grand Chariot. The starlight design he has drawn in the heavens comes to life; shining to an apex until they blast down with one train sized blast of A-Ranked starlight from 7 different stars that rocket directly downward from each star like a golden satellite ray. When they hit the ground; the huge rays of light slide together and create a huge 200ft explosion that deals A-Ranked x2 damage with white hot starlight that will vaporize most things in it's path.

    Strengths:

    - Automatically triggers the 'Comet' signature spell.
    - Can cast this Spell anytime Heero is fighting in the sky with an opponent without most opponents realizing it.
    - Allows Heero to deal A-Ranked damage to a large crowd; and then double that damage when the explosion of the spell goes off.
    - Heero can delay the casting of the spell once he has completed 'Star Drawing' in the sky for one post. Surprising an opponent several rounds later with a spell of grand magnitude.

    Weaknesses:

    - This is a charge spell, and will not work without going through the proper steps to cast it.
    - Heero is very visible while pinging from Star to Star in the heavens if you notice him doing this and are not engaged in combat with him in the sky. Making him a bright and easy target to hit.
    - The rays fall directly downward at 100MPH and can be dodged by leaping back in time; although they do fall swiftly, it is possible.
    - The large explosion at the end of the spell can be seen coming, since all the light rays slide together before the explosion.
    - If you have a speed enchantment running on you that is A-Ranked when it is casted, you will be able to avoid the 200ft explosion of the spell.


    B Ranked Spell:

    Name: Black Hole Gates
    Rank: B
    Duration: Instant
    Cooldown: # of Black Hole Gates Used in a Post (Up to 5)
    Type: Heavenly Body

    Description: Heero waves his hand, throws a hand in front of himself, or concentrates. A split moment later a huge black hole big enough to drive a bus through whirls open in front of him and begins pulling everything toward it. 2 Seconds later; another black hole opens and drops the target(s) out in a different position. Up to 100 ft away from Heero or in any direction. The Black Holes are very loud and displace both sound and space.

    Strengths:

    - Allows Heero to absorb B-Ranked spell effects that aren't larger than 30 ft across with a huge Black Hole, as long as he can see them coming.
    - Allows Heero to step into and out of two Black Holes but he can only move 100ft
    - Can drop items and Spell Effects that got sucked into the Black Hole 100ft away or on top of Heero's enemies.
    - Once Heero or Allies go into a Black Hole Gate it takes 2 seconds to go back out of a second one. May only takes 2 Allies with him; as Heero must infuse their body with Heavenly Body Magicks so that they may survive inbetween Black Holes, anymore than 2 would be impossible for him to focus on.

    Weaknesses:

    - Does not work on any Magic that is classed above B-Rank.
    - Spells, Attacks, and Enchantments don't change inside of the Black Holes. If they are Homing style, they will still chase Heero as soon as he lets it out of the Black Hole 100ft away.
    - Can only take 2 other Allies with you not counting Companions and Pets.
    - Void Magic of Equal Rank will destroy the Black Hole Gates and send Heero and his allies flying out of the Void, likely to Crash into something.
    - Chaos Magic of Equal Rank will destroy the Black Hole Gates and deal it's Rank in damage to everyone within the Black Hole or emerging from it.
    - Cannot rescue more than 2 other people at once unless he makes multiple trips, which may not be an option at the time.

    Please reduce the cooldown to 4 posts.


    C Ranked Spell:

    Name: Altaris
    Rank: C
    Duration: Instant
    Cooldown: 3 Posts
    Type: Heavenly Body

    Description: Heero raises one or two hands above his head as a huge chasm of space opens and begins to whirl; a Black Hole the size of a truck spins into existence within 2 seconds; crackling with spatial energy. Heero then chooses his target; and flings the giant spatial distortion at his opponent(s). As it travels, it sucks up any objects that aren't weighed down as they are gone forever; yanked into the depths of space from which the Black Hole came. Any person or lifeform caught up in the pull of it and whirl around the Black Hole soaring through the air until it explodes in a wave of knockback energy and they are tossed out. Travels up to 50 feet and then explodes in a huge knockback wave of space-element energy that will send people flying another 50 feet and deal further damage.

    Strengths:

    - Deals non-elemental C-Ranked damage twice to all enemies ahead of Heero.
    - Picks up enemies and objects that aren't tied down, carrying them in a bus size black hole that explodes in a knockback wave.
    - Can get rid of Weapons or Armor quickly if you manage to knock the weapon or pieces of the armor off of an opponent. This will result in the opponent(s) losing their weapon for the rest of the Thread.

    Weaknesses:  

    - Takes 2 seconds to gather the Spell.
    - Once thrown it's going that direction no matter what.
    - Can also pick allies up into the whirling black hole.
    - Can also vacuum allies Weapons and Armors up and not only enemies, if the pieces or weapons are dropped or unsecure as this spell flies by them.


    D Ranked Spell:

    Name: Shooting Star
    Rank: D
    Duration: Instant
    Cooldown: # of Shooting Star blasts used in a Post (Up to 10)
    Type: Heavenly Body

    Description: Heero raises one hand, or both at the same time. Or throws a palm out towards an opponent as a small blast of starlight rockets from his hand. The blasts are golden colored lasers that bounce a few times if Heero misses his target.

    Strengths:
    - The blasts explode into small clouds of golden stardust upon impact. Can disorient vision.
    - Can be used to chain blast someone, stacking up to C-Ranked damage if hit by all 10 blasts.
    - The blasts can bounce around a room ricochet style. Each blast can bounce twice before exploding.
    - The blasts have a high pitched sound which can be disturbing and disorienting.

    Weaknesses:
    - Can only fire up to 10 blasts per post.
    - Can hurt allies.
    - The blasts do less than D-Ranked damage individually.
    - Is very easy to see coming as Heero fires these small blasts of Starlight from his hands.
    - The blasts bounce around if he misses; and can damage allies with ease once they start ricocheting.  
    - A skilled swordsman could parry and/or deflect all 10 hits if they concentrate on only the spell.






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    Primary Magic: Fire Dragon Slayer
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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Hera-senpai on 1st November 2015, 5:37 pm

    ~Changes made

    (H-Ranked get 3 Abilities btw).


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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Princess Natsu on 1st November 2015, 8:22 pm

    Approved!


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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Ninetails Derpfox on 5th November 2015, 7:47 pm

    So, before I get into the nitty-gritty stuff; I'd like to formally apologize for having to pull your magic. I was shown this by another player, and then showed it to an admin who gave me permission to re-balance it with you. I can understand if you're unhappy as you were told these spells were fine, and now you're being inconvenienced to make edits. That said, my comments are in This color


    Heero-chama wrote:


    Secondary Magic: Heavenly Body Magic

    Description: It is a powerful form of Magic that allows the caster to use the properties of many astronomical objects for battle, preferably in offense.

    The properties of Heavenly Body Magic rely primarily on astronomical objects like meteors or the generation and manipulation of the energy of stars from their own body. The caster can perceive objects or beings moving up to the speed of light, but not beyond it. The caster can create powerful light blasts or beams of high destructive power, reminiscent of starlight, at their opponents. This light is not the only substance used, however. The caster is also capable of using the power of gravity against the opponent for destructive usage; the strength can be comparable to the effects caused by a black hole.

    The use of such Magic can be used to enhance the caster's own skills drastically for various purposes, such as shrouding them in Magic that can increase their speed significantly.

    Strengths:

    The Magic uses actual Starlight. Gravity itself binds the Light together so it cannot be pulled apart or eaten by Light Slayers.

    The Starlight explodes into Stardust on impact, and can temporarily disorient vision.

    Utilizes the elements of Gravity, Light, and Space.

    Can summon actual celestial bodies. Like Meteors, Comets, & Black Holes.

    Can shatter through Earth Spell Effects of Equal or Lesser Rank. The light is hot and sharp enough to cut or melt diamonds.  
    I'm going to have to ask you to add that "During PvP, both spells will be destroyed, unless the opposing spell is of lower rank" since if your spell would destroy the other, and keep going, that fight would be very one-sided.

    Will shatter and destroy Darkness Spell Effects of Equal or Lesser Rank. 
      I'm going to have to ask you to add that "During PvP, both spells will be destroyed, unless the opposing spell is of lower rank" since if your spell would destroy the other, and keep going, that fight would be very one-sided. Also, Dark and Light counter each other, so a darkness spell of equal or greater rank would cancel yours, and one of greater rank will continue through it.

    Will melt through Metal Spell Effects of Equal or Lesser Rank. 
      I'm going to have to ask you to add that "During PvP, both spells will be destroyed, unless the opposing of lower rank" since if your spell would melt the other, and keep going, that fight would be very one-sided.

    Weaknesses:

    The Light from Heavenly Body Magic does hurt Allies and Bystanders if deflected or bounced.

    Most of the Spells and Enchantments are Offensive or Movement oriented.

    A very bright Magic, easy to see even from afar.

    Can be destroyed by Chaos Magic of Equal or Greater Rank.  Darkness element spells of equal or greater rank would also neutralize this magic, since it's light element. But these spells would also neutralize Darkness Element of equal or lesser rank as well.

    Can be blocked or manipulated by Star Magic of Equal or Greater Rank.

    Water Spells of Equal or Greater Rank will distort, block, or absorb the Spell Effects.

    Weak to Void Magics. Void Magicks can warp or move Starlight or gate Celestial Bodies back into space or at an unintended target.

    Starlight can be reflected by Mirror Magic of Equal or Greater Rank. If Lower Ranked however, the Mirror spell effect will be shattered by the Heavenly Body spell.

    Abilities / Powers:

    Meteor Strength - Increases Heero's strength by 50%.  I'm going to have to ask you to lower this to 20%. Reason being is that normally permanent boosts such as these have a downside, an example would be on one of my alts she's +50% to evil beings, but -25% to holy beings. But this is a straight-up boost of 50% with no drawbacks, and no mp cost. If this were made into an active ability with a low duration, and very limited uses, then it'd be legit even with no drawbacks.

    Comet Speed - Increases Heero's speed by 50%.  I'm going to have to ask you to lower this to 30% for the same reason stated in the above ability.

    Astral Blessing - Heero can Magically breath and exist in outer space and in voids. Heero also can tell direction by looking up at the stars at night. He will know his exact position on Earthland magically by looking up at the stars; and even how far it is to a specific location by doing so as well. Star Location does not work on planets Heero has never been to before until he explores said planet thoroughly and learns it's star systems constellations at night when the stars are out. Do me a favor and just throw at the end "This is a passive, non-combat ability" so some smart-aleck doesn't come by and whine, saying you've got "3 unique abilities" when this isn't even that big a deal...

    Spells:

    Signature Spell:

    Name: Comet
    Rank: Perfected (S)
    Duration: 15 Posts
    Cooldown: 18 Posts
    Type: Signature

    Description: A bright golden light instantly leaps off of Heero and then yanks back around his body. Heero is surrounded by a slight, golden outline of a glow; that seems to be literally smoking with light. When Heero moves he leaves wispy trails of golden stardust behind him. This is a technique that all users of Heavenly Body must master, said to allow the caster to fly as fast as a comet, and hit with the force of a meteor. The trails of stardust left behind by the user, especially through the air make this a very dazzling spell to witness.
    So the first problem with this is that signature spells can only have 1 effect, this however has 4 effects.
    1: Enables Heero to fly
    2: Increases Strength by 30%
    3: Increases speed+reaction time by 30%
    4: Disorients equal or lesser ranked opponents

    Please revise this spell so it only provides a single effect.    



    Strengths:

    - Makes Heero very bright, and can disorient foes S-Ranked and below with each punch or kick. Getting hit in the face with something bright is not fun.
    - Increases Heero's strength by 30%
    - Increases Heero's speed and reaction speed by 30%
    - Grants Heero flight of up to 200MPH.
    - Allows him to turn into Starlight to move and chase opponents at the speed of light as long as he is not fighting. Any combat action will drop Heero out of the speed of light, as he cannot fully focus while moving that fast.

    Weaknesses:

    - Only affects Heero.
    - Does not Heal any of Heero's allies or companions. I'm not sure if this is a typo, or not... but I don't see anything in the description about this healing anyone at all... which makes this weakness irrelevant to the spell.
    - Cannot dodge at the speed of light; because it takes 5 seconds for Heero to build up enough Magic Power and Starlight around him to rocket off at that speed. This is not a legitimate weakness as nowhere in the description does it state this spell costs you any MP, and it's a signature which requires no MP.
    - Even if you can't keep up with him visually. Stardust hangs in the air, giving away which direction he has gone.
    - Causes him to have a golden outline, and leave behind trails of stardust everytime he moves; even to wave hello. Making him very easy to keep track of, for better or for worse.
    - Heero usually flies with the help of his Exceed, and will make mistakes flying every now and then.  




    S Ranked Spell:

    Name: True Heavenly Body Magic: Sema
    Rank: S
    Duration: 1 Post
    Cooldown: 14 Posts
    Type: True Heavenly Body

    Description: Heero begins to gather and power up an amazing amount of Magic Power; as grass begins to bend away from him in power waves. Suddenly; a massive displacement of Gravity and Wind occurs as the weather seems to go haywire. Clouds above Heero's current Thread, City, or Location; will begin to whirl above him in the heavens. Breaking the plane of the clouds above; is a Meteor; easily the size of the city or town you are standing in. It spins, and falls slowly; now caught in the gravity of Earthland. An entire 2 miles is destroyed in every direction you see; although the effects could possibly stretch further depending on where Sema impacts.
    Okay, first up is the range of this attack. 2 miles is far to wide to be allowed. Not only for PvP purposes, but for general RP'ing as well. You magic effects your allies, and I'm very sure no-one wants to RP with someone who's going to meteor strike them. Then there's the fact that 2 miles is almost impossible to dodge, or run from... That said, I've also seen some pretty wide scaled attacks from other players, so I'd be willing to settle for a more sensible size of 200 meters diameter. For a size scale, 200 meters is bigger than 2 football fields.

    Secondly, is the damage of this attack. I can't allow you to have this deal S Rank, +H Rank damage because this isn't an H-Rank spell. However, I can permit this to deal:

    1.25x S Rank damage to the area the meteor hits, and then deal S Rank non-elemental damage to a 250 meter radius around the impact site that's accompanied by an S Rank Knock-Back effect that will be ineffective against H Rank opponents. This would make the full size of the AoE equal to 450 meters, or about a quarter mile. While it's still difficult to dodge, it's much more possible to escape.

    If you want, you can tack on a bleed or burn effect as I'm very sure a meteor strike would either leave some burns on those who survived it, or cause some serious bleeding. 


    Strengths:

    - Will deal S-Ranked damage upon impact; and H-Ranked non magical damage from the sheer knockback wave of a Meteor hitting the Earth. Remember to remove the H-Rank damage from this bit
    - Can often scare opponents into surrendering without having to let the meteor Sema fall.
    - Can drop the Meteor, Sema; into the ocean to create a tidal wave of untold proportions.
    - Can be cast out in front of Heero, so he doesn't have to be standing in the town or area he wishes to summon Sema over; he merely must be able to see it, and be within 3 miles of the town or village.

    Weaknesses:

    - Once Heero casts Sema; his Magic Power becomes extremely easy to track or follow while the Meteor falls, so finding the wizard who summoned such a cataclysmic effect will not be to difficult because his Magic Power is flowing throughout the air as the Meteor falls.
    - Clearly deals damage to Heero and anyone he considers an Ally when it impacts.
    - Complete destruction of whatever area or Thread Heero is in if the Meteor, Sema; makes impact.
    - Does not impact immediately; takes one post to fall fully.
    - Can be pushed back into the heavens by an S-Ranked Gravity Wizard, or sent into outerspace by an S-Ranked Void wizard who opens up a portal beneath the falling Meteor.
    - The entire Meteor can be broken apart by an S-Ranked Earth Wizard or an S-Ranked Chaos Wizard due to the nature of their Magicks. If either of these type magicks is used to destroy the falling Meteor; it will break apart into thousands of pieces and literally cause the thread to Rain flaming comets in all directions for one mile for the next post.



    A Ranked Spell:

    Name: Grand Chariot
    Rank: A
    Duration: 1 Post Star Drawing (Instant when Casted)
    Cooldown: 7 Posts
    Type: Heavenly Body

    Description: Heero supercharges himself with starlight in less than a second; and rockets off into the skies above. Night drops over the area for a brief moment; as stars above begin to illuminate with an unnatural gold color. Like pinball, Heero begins to ping from star to star; drawing a design into the stars. He seems to speed up after about ten seconds; the pings becoming extremely rapid until Heero finally rockets back to the ground in a huge burst of A-Ranked starlight and gravity. Pointing two fingers up to the skies he brings the peace sign down into an open palm, 7 fingers; he activates the old Heavenly Body Magicks of Grand Chariot. The starlight design he has drawn in the heavens comes to life; shining to an apex until they blast down with one train sized blast of A-Ranked starlight from 7 different stars that rocket directly downward from each star like a golden satellite ray. When they hit the ground; the huge rays of light slide together and create a huge 200ft explosion that deals A-Ranked x2 damage with white hot starlight that will vaporize most things in it's path.
    I'm going to have to ask you to reduce the damage deal to 1.25x A Rank damage. This spell is virtually impossible to stop, as you're in the air and very few attacks can reach you, and very few enemies can actually fly. Also, even if they could get up there, you're moving so fast nearly every attack will miss...

    Next, in the weaknesses section you stated the only way to dodge this would be to leap back in time. This is a paradox as leaping back in time would mean either that person has to go so far back they don't encounter you otherwise they'd still get blown up. So, I'm going to have to ask that you add a more realistic way to avoid this attack, because as it stand it has a 100% accuracy for anyone who's not a time-lord.  


    Strengths:

    - Automatically triggers the 'Comet' signature spell.
    - Can cast this Spell anytime Heero is fighting in the sky with an opponent without most opponents realizing it.
    - Allows Heero to deal A-Ranked damage to a large crowd; and then double that damage when the explosion of the spell goes off.
    - Heero can delay the casting of the spell once he has completed 'Star Drawing' in the sky for one post. Surprising an opponent several rounds later with a spell of grand magnitude.

    Weaknesses:

    - This is a charge spell, and will not work without going through the proper steps to cast it.
    - Heero is very visible while pinging from Star to Star in the heavens if you notice him doing this and are not engaged in combat with him in the sky. Making him a bright and easy target to hit.
    - The rays fall directly downward at 100MPH and can be dodged by leaping back in time; although they do fall swiftly, it is possible.
    - The large explosion at the end of the spell can be seen coming, since all the light rays slide together before the explosion.
    - If you have a speed enchantment running on you that is A-Ranked when it is casted, you will be able to avoid the 200ft explosion of the spell.



    B Ranked Spell:

    Name: Black Hole Gates
    Rank: B
    Duration: Instant
    Cooldown: # of Black Hole Gates Used in a Post (Up to 4) Please set this at 5 posts flat
    Type: Heavenly Body

    Description: Heero waves his hand, throws a hand in front of himself, or concentrates. A split moment later a huge black hole big enough to drive a bus through whirls open in front of him and begins pulling everything toward it. 2 Seconds later; another black hole opens and drops the target(s) out in a different position. Up to 100 ft away from Heero or in any direction. The Black Holes are very loud and displace both sound and space.
    So, the average barrier can only stop 2x spells of equal rank, or 1x spell of greater rank... and I know this isn't a barrier, but it's similar. The main issue is that it can completely throw off up to 4 B Rank spells. I'll provide a pair of alternatives; you may either displace 1 B Rank or weaker spell per post for 4 posts; or you may displace up to 2x B Rank spells, OR 1 A Rank spell for that 1 post that this is casted on.

    Strengths:

    - Allows Heero to absorb B-Ranked spell effects that aren't larger than 30 ft across with a huge Black Hole, as long as he can see them coming.
    - Allows Heero to step into and out of two Black Holes but he can only move 100ft
    - Can drop items and Spell Effects that got sucked into the Black Hole 100ft away or on top of Heero's enemies.
    - Once Heero or Allies go into a Black Hole Gate it takes 2 seconds to go back out of a second one. May only takes 2 Allies with him; as Heero must infuse their body with Heavenly Body Magicks so that they may survive inbetween Black Holes, anymore than 2 would be impossible for him to focus on.

    Weaknesses:

    - Does not work on any Magic that is classed above B-Rank.
    - Spells, Attacks, and Enchantments don't change inside of the Black Holes. If they are Homing style, they will still chase Heero as soon as he lets it out of the Black Hole 100ft away.
    - Can only take 2 other Allies with you not counting Companions and Pets.
    - Void Magic of Equal Rank will destroy the Black Hole Gates and send Heero and his allies flying out of the Void, likely to Crash into something.
    - Chaos Magic of Equal Rank will destroy the Black Hole Gates and deal it's Rank in damage to everyone within the Black Hole or emerging from it.
    - Cannot rescue more than 2 other people at once unless he makes multiple trips, which may not be an option at the time.



    C Ranked Spell:

    Name: Altaris
    Rank: C
    Duration: Instant
    Cooldown: 3 Posts
    Type: Heavenly Body

    Description: Heero raises one or two hands above his head as a huge chasm of space opens and begins to whirl; a Black Hole the size of a truck spins into existence within 2 seconds; crackling with spatial energy. Heero then chooses his target; and flings the giant spatial distortion at his opponent(s). As it travels, it sucks up any objects that aren't weighed down as they are gone forever; yanked into the depths of space from which the Black Hole came. Any person or lifeform caught up in the pull of it and whirl around the Black Hole soaring through the air until it explodes in a wave of knockback energy and they are tossed out. Travels up to 50 feet and then explodes in a huge knockback wave of space-element energy that will send people flying another 50 feet and deal further damage.

    Strengths:

    - Deals non-elemental C-Ranked damage twice to all enemies ahead of Heero. Speed, range, and knock-back effect taken into consideration, the most damage I can allow this to deal is 1.5x damage total. So it would deal 0.75x C Rank damage twice. 
    - Picks up enemies and objects that aren't tied down, carrying them in a bus size black hole that explodes in a knockback wave. Both the pickup, and knock-back effects would only be able to work on C Rank or weaker opponents, B Rank opponents would have to be within about 5 feet of the spell to be sucked in, and A or higher ranked opponents would be immune. Naturally you reserve the right to screw this little downside when used against NPC's.
    - Can get rid of Weapons or Armor quickly if you manage to knock the weapon or pieces of the armor off of an opponent. This will result in the opponent(s) losing their weapon for the rest of the Thread. In PvP the opposing player would be able to pick their weapon up, but they'd still get disarmed.

    Weaknesses:  

    - Takes 2 seconds to gather the Spell.
    - Once thrown it's going that direction no matter what.
    - Can also pick allies up into the whirling black hole.
    - Can also vacuum allies Weapons and Armors up and not only enemies, if the pieces or weapons are dropped or unsecure as this spell flies by them.



    D Ranked Spell:

    Name: Shooting Star
    Rank: D
    Duration: Instant
    Cooldown: # of Shooting Star blasts used in a Post (Up to 10) Would you mind changing this to 4 please? Also the minimum Cooldown would be 2 posts.
    Type: Heavenly Body

    Description: Heero raises one hand, or both at the same time. Or throws a palm out towards an opponent as a small blast of starlight rockets from his hand. The blasts are golden colored lasers that bounce a few times if Heero misses his target. Please add in the part about you being able to fire multiples of these. Also, the set damage for each, that I'd feel comfortable approving anyone with, would be 0.5x D Rank damage. Which, as stated in your strengths, can only stack up to 1x C Rank damage.
    Also, please specify the range of each blast. The disorientation effect would only work on D Rank opponents, and be half as effective against C Rank opponents, holding no effect at all against B or higher ranks. But the damage will remain regardless of rank naturally.


    Strengths:
    - The blasts explode into small clouds of golden stardust upon impact. Can disorient vision.
    - Can be used to chain blast someone, stacking up to C-Ranked damage if hit by all 10 blasts.
    - The blasts can bounce around a room ricochet style. Each blast can bounce twice before exploding.
    - The blasts have a high pitched sound which can be disturbing and disorienting.

    Weaknesses:
    - Can only fire up to 10 blasts per post.
    - Can hurt allies.
    - The blasts do less than D-Ranked damage individually.
    - Is very easy to see coming as Heero fires these small blasts of Starlight from his hands.
    - The blasts bounce around if he misses; and can damage allies with ease once they start ricocheting.  
    - A skilled swordsman could parry and/or deflect all 10 hits if they concentrate on only the spell.








    Bump when finished, I will be your grading moderator this time ^_^
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    Hera-senpai
     
     

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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Hera-senpai on 5th November 2015, 11:10 pm

    I'm not changing everything since I was Approved 2 days ago. But I will be a good sport and make most of your requested changes. Sorry. If you can give me a more detailed explanation about what player showed you my app, and which Admin allowed you permission that would be nice. Also H-Ranks get 3 Abilities.

    No offense to you as a Moderator. But you just got the job, and I was just approved. Just because someone showed you my Magic on a whim doesn't give you the right to go asking for Admin permission to reopen it and leave me with no explanation. Most of your changes are fair, and I will make them anyways.

    Also that's not how Signature Spells work. Comet's effect is powering up and letting someone fly. The small increases from it are just passive. As long as it's not the power up plus a mountain exploding or something it's only one effect. I will nerf the hell out of Comet for you tho.

    For example, Ardere's Signature stops a spell, corrupts it with black fire, and launches it back. That's "two effects" to you, but really it's just one reversal. Just like Comet is just a powerup that gives flight.

    I will also nerf the hell out of Sema as it is way overpowered. I will also add in ways to dodge Grand Chariot.


    Heavenly Body Magic is not pure light, it's starlight. It does not have an inherint weakness to Darkness. Stars exist in the darkness of space, which is blacker than any other.

    I've already provided FOUR elemental weaknesses within the Magic itself. Spells of the SAME rank that defeat mine regardless.

    Water, Void, Chaos, Mirror (Or any Reflective) even if it's my C v. their C they will win. So all of this 'during PVP' talk is nonsense.

    And I have NO idea where you got the idea that just because spells are the same Rank. Elemental Weaknesses all of a sudden do not apply.

    Pull Aedre's Magic if you're going to rebalance someones Magic for that. And Kihia's and Zack's. Because that's just how we do it here when it comes to elemental weakness. Once you look around you will see what I mean.

    And Shuhei's and Ardere's and a bunch of other people. Ardere has a 70% passive strength boost and you're worried about reducing me to 20% because people feel I'm too powerful? Yeah. No. Until I see at least one or two other peoples Magics looked at in all fairness I won't be changing a thing about some portions of my Magic.

    ^_^


    Last edited by Heero-chama on 6th November 2015, 12:01 am; edited 3 times in total


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    Hera-senpai
     
     

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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Hera-senpai on 5th November 2015, 11:57 pm

    - Reduced Sema's damage and knockback to S-Ranked.

    - Reduced Sema's range to 1/2 a mile.

    - Removed the Strength Buff from Comet.

    - Removed the Speed Buff from Comet.

    - Made H-Ranked wizards resistant to Sema's knockback.

    - Reduced the damage for the Knockback on Grand Chariot from A-Ranked to D-Ranked.

    - Leaping back in time was already included in Grand Chariot's weaknesses.

    - Changed Black Hole Gates to 4 post displacement as you requested.

    - Increased Black Hole Gates Cooldown to 5 posts as requested.

    - Rebalanced my D-Ranked Spell's damage as requested. Reduced the amount of blasts from 10 to 8 on my D-Ranked ability.


    My passives, and elemental weaknesses however. Won't be changed. I've compromised and worked with you on this, even though the way that this was gone about was all wrong.


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    Ninetails Derpfox

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    Primary Magic: Soul
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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Ninetails Derpfox on 6th November 2015, 12:55 am

    I thank you for being willing to adjust your magic. I didn't quite understand the concept of your magic at first, but I've read it a couple times over and I won't ask you to change your elemental weaknesses.

    I'm willing to compromise and let the speed passive be, but I must ask for you to reduce your strength passive to 25%.



    I also must apologize, as I cannot give you the identity of the person who showed me your magic, or the administrator I turned it to. If either parties wish to reveal themselves, they're free to it. 

    I won't be looking at, or turning in Kihia's magic to an admin because he's gone... permanently, as for Ardere's magic I've looked at it, and there's more than just that 70% boost that needs fixing, so I've already gone an notified an admin asking to re-balance it. Zack's primary spells were just finished getting balanced, but if you find a discrepency with it let me know and I'll get it taken care of, as a precaution I'll look over his secondary magic as well to confirm it's balanced. If I were asked by Ardere which player pointed me to his magic, I'd be telling him the same as I've told you. If you wish to alert Ardere that I'll be looking at his magic, and that you pointed me to him then that's your decision.

    As for your opinion that I don't have the right to ask to re-open a magic to re-balance it, I disagree. I only got permission to do so because I found it to be very off-balance, had I found it to be just slightly off, meaning I only had some lesser concerns with it then I would have told that player they need to adjust their mindset.
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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Hera-senpai on 6th November 2015, 1:09 am

    No problem. I'm willing to make it work cause you're my bro OOC.

    It's not about Ardere having the strength bonus; it's about the fact that---unless I pointed it out, nothing would have happened. Just Heero getting nerfed again cause someone cried.

    I do not appreciate being treated unfairly.

    Not just Ardere's. Or Zack's. Look at Alyia's. Thorns. Look at their PASSIVES. Shuhei too. Aedre too. Janneline too. Everyone, even other Staff Members and Mods. Look at everyones Passives. The Guildmasters, Aces, and those B+. Don't just paint a target on my back because some member waves my Magic around in your face. Honestly, it's beyond f****ed up dude. But no problem.

    Also, if you can't reveal the names of the player and the Admin involved--then no changes should be able to be made on their behalf. That's just plain cowardly and underhanded. But anyways. Whatevs.

    I'll reduce the Strength buff by 10% asking me to cut it in half is a bit much. Considering all the nerfs I just made.


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    Ninetails Derpfox

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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Ninetails Derpfox on 6th November 2015, 1:14 am

    I assure you, there's no target from my end. I'll look over several people's magics if they're honestly that bad. To be honest, I don't care to stalk magic unless another person has taken time out of their lives to check it out themselves. But this conversation can be continued in PM, but never the chatbox; so without further adieu:


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    Gisen Ceostra

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    Character Name: Gisen Ceostra
    Primary Magic: 3rd gen Sky Demon Slayer
    Secondary Magic: Carrot Make (Tertiary)

    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Gisen Ceostra on 22nd February 2016, 10:21 am

    Original:
    Heero-senpai wrote:


    Secondary Magic: Heavenly Body Magic

    Description: It is a powerful form of Magic that allows the caster to use the properties of many astronomical objects for battle, preferably in offense.

    The properties of Heavenly Body Magic rely primarily on astronomical objects like meteors or the generation and manipulation of the energy of stars from their own body. The caster can perceive objects or beings moving up to the speed of light, but not beyond it. The caster can create powerful light blasts or beams of high destructive power, reminiscent of starlight, at their opponents. This light is not the only substance used, however. The caster is also capable of using the power of gravity against the opponent for destructive usage; the strength can be comparable to the effects caused by a black hole.

    The use of such Magic can be used to enhance the caster's own skills drastically for various purposes, such as shrouding them in Magic that can increase their speed significantly.

    Strengths:

    The Magic uses actual Starlight. Gravity itself binds the Light together so it cannot be pulled apart or eaten by Light Slayers.

    The Starlight explodes into Stardust on impact, and can temporarily disorient vision.

    Utilizes the elements of Gravity, Light, and Space.

    Can summon actual Celestial bodies. Like Meteors, Comets, & Black Holes.

    Can shatter through Earth Spell Effects of Equal or Lesser Rank. The light is hot and sharp enough to cut or melt diamonds.

    Will shatter and destroy Darkness Spell Effects of Equal or Lesser Rank.

    Will melt through Metal Spell Effects of Equal or Lesser Rank.

    Weaknesses:

    The Light from Heavenly Body Magic does hurt Allies and Bystanders if deflected or bounced.

    Most of the Spells and Enchantments are Offensive or Movement oriented.

    A very bright Magic, easy to see even from afar.

    Can be destroyed by Chaos Magic of Equal or Greater Rank.

    Can be blocked or manipulated by Star Magic of Equal or Greater Rank.

    Water Spells of Equal or Greater Rank will distort, block, or absorb the Spell Effects.

    Weak to Void Magics. Void Magicks can warp or move Starlight or gate Celestial Bodies back into space or at an unintended target.

    Starlight can be reflected by Mirror Magic of Equal or Greater Rank. If Lower Ranked however, the Mirror spell effect will be shattered by the Heavenly Body spell.

    Abilities / Powers:

    Meteor Strength - Increases Heero's strength by 40%.

    Comet Speed - Increases Heero's speed by 50%.

    Astral Blessing - Heero can Magically breath and exist in outer space and in voids. Heero also can tell direction by looking up at the stars at night. He will know his exact position on Earthland magically by looking up at the stars; and even how far it is to a specific location by doing so as well. Star Location does not work on planets Heero has never been to before until he explores said planet thoroughly and learns it's star systems constellations at night when the stars are out.

    Spells:

    Signature Spell:

    Name: Comet
    Rank: Perfected (S)
    Duration: 15 Posts
    Cooldown: 18 Posts
    Type: Signature

    Description: A bright golden light instantly leaps off of Heero and then yanks back around his body. Heero is surrounded by a slight, golden outline of a glow; that seems to be literally smoking with light. When Heero moves he leaves wispy trails of golden stardust behind him. This is a technique that all users of Heavenly Body must master, said to allow the caster to fly as fast as a comet, and hit with the force of a meteor. The trails of stardust left behind by the user, especially through the air make this a very dazzling spell to witness.

    Strengths:

    - Makes Heero very bright, and can disorient foes S-Ranked and below with each punch or kick. Getting hit in the face with something bright is not fun.
    - Grants Heero flight of up to 200MPH.
    - Allows him to turn into Starlight to move and chase opponents at the speed of light as long as he is not fighting. Any combat action will drop Heero out of the speed of light, as he cannot fully focus while moving that fast.

    Weaknesses:

    - Only affects Heero.
    - Does not Heal any of Heero's allies or companions.
    - Cannot dodge at the speed of light; because it takes 5 seconds for Heero to build up enough Magic Power and Starlight around him to rocket off at that speed.
    - Even if you can't keep up with him visually. Stardust hangs in the air, giving away which direction he has gone.
    - Causes him to have a golden outline, and leave behind trails of stardust everytime he moves; even to wave hello. Making him very easy to keep track of, for better or for worse.
    - Heero usually flies with the help of his Exceed, and will make mistakes flying every now and then.  



    S Ranked Spell:

    Name: True Heavenly Body Magic: Sema
    Rank: S
    Duration: 1 Post
    Cooldown: 14 Posts
    Type: True Heavenly Body

    Description: Heero begins to gather and power up an amazing amount of Magic Power; as grass begins to bend away from him in power waves. Suddenly; a massive displacement of Gravity and Wind occurs as the weather seems to go haywire. Clouds above Heero's current Thread, City, or Location; will begin to whirl above him in the heavens. Breaking the plane of the clouds above; is a Meteor; easily the size of the city or town you are standing in. It spins, and falls slowly; now caught in the gravity of Earthland. An entire 1/2 mile is destroyed in every direction you see; although the effects could possibly stretch further depending on where Sema impacts.

    Strengths:

    - Will deal S-Ranked damage upon impact; and S-Ranked non magical damage from the sheer knockback wave of a Meteor hitting the Earth.
    - Can often scare opponents into surrendering without having to let the meteor Sema fall.
    - Can drop the Meteor, Sema; into the ocean to create a tidal wave of untold proportions.
    - Can be cast out in front of Heero, so he doesn't have to be standing in the town or area he wishes to summon Sema over; he merely must be able to see it, and be within 3 miles of the town or village.

    Weaknesses:

    - Once Heero casts Sema; his Magic Power becomes extremely easy to track or follow while the Meteor falls, so finding the wizard who summoned such a cataclysmic effect will not be to difficult because his Magic Power is flowing throughout the air as the Meteor falls.
    - Clearly deals damage to Heero and anyone he considers an Ally when it impacts.
    - Complete destruction of whatever area or Thread Heero is in if the Meteor, Sema; makes impact.
    - Does not impact immediately; takes one post to fall fully.
    - Can be pushed back into the heavens by an S-Ranked Gravity Wizard, or sent into outerspace by an S-Ranked Void wizard who opens up a portal beneath the falling Meteor.
    - The entire Meteor can be broken apart by an S-Ranked Earth Wizard or an S-Ranked Chaos Wizard due to the nature of their Magicks. If either of these type magicks is used to destroy the falling Meteor; it will break apart into thousands of pieces and literally cause the thread to Rain flaming comets in all directions for one mile for the next post.
    - The knockback wave from the Meteor only has 1/2 it's effect on H-Ranked wizards.

    A Ranked Spell:

    Name: Grand Chariot
    Rank: A
    Duration: 1 Post Star Drawing (Instant when Casted)
    Cooldown: 7 Posts
    Type: Heavenly Body

    Description: Heero supercharges himself with starlight in less than a second; and rockets off into the skies above. Night drops over the area for a brief moment; as stars above begin to illuminate with an unnatural gold color. Like pinball, Heero begins to ping from star to star; drawing a design into the stars. He seems to speed up after about ten seconds; the pings becoming extremely rapid until Heero finally rockets back to the ground in a huge burst of A-Ranked starlight and gravity. Pointing two fingers up to the skies he brings the peace sign down into an open palm, 7 fingers; he activates the old Heavenly Body Magicks of Grand Chariot. The starlight design he has drawn in the heavens comes to life; shining to an apex until they blast down with one train sized blast of A-Ranked starlight from 7 different stars that rocket directly downward from each star like a golden satellite ray. When they hit the ground; the huge rays of light slide together and create a huge 200ft explosion.

    Strengths:

    - Automatically triggers the 'Comet' signature spell.
    - Can cast this Spell anytime Heero is fighting in the sky with an opponent without most opponents realizing it.
    - Allows Heero to deal A-Ranked damage to a large crowd; and then D-Ranked damage during the huge knockback wave.
    - Heero can delay the casting of the spell once he has completed 'Star Drawing' in the sky for one post. Surprising an opponent several rounds later with a spell of grand magnitude.

    Weaknesses:

    - This is a charge spell, and will not work without going through the proper steps to cast it.
    - Heero is very visible while pinging from Star to Star in the heavens if you notice him doing this and are not engaged in combat with him in the sky. Making him a bright and easy target to hit.
    - The rays fall directly downward at 100MPH and can be dodged by leaping back in time; although they do fall swiftly, it is possible.
    - The large explosion at the end of the spell can be seen coming, since all the light rays slide together before the explosion.
    - If you have a speed enchantment running on you that is A-Ranked when it is casted, you will be able to avoid the 200ft explosion of the spell.


    B Ranked Spell:

    Name: Black Hole Gates
    Rank: B
    Duration: 4 Posts
    Cooldown: 5 Posts
    Type: Heavenly Body

    Description: Heero waves his hand, throws a hand in front of himself, or concentrates. A split moment later a huge black hole big enough to drive a bus through whirls open in front of him and begins pulling everything toward it. 2 Seconds later; another black hole opens and drops the target(s) out in a different position. Up to 100 ft away from Heero or in any direction. The Black Holes are very loud and displace both sound and space.

    Strengths:

    - Allows Heero to displace or absorb B-Ranked or Lower Spell Effects for 4 posts.
    - Allows Heero to absorb B-Ranked spell effects that aren't larger than 30 ft across with a huge Black Hole, as long as he can see them coming.
    - Allows Heero to step into and out of two Black Holes but he can only move 100ft
    - Can drop items and Spell Effects that got sucked into the Black Hole 100ft away or on top of Heero's enemies.
    - Once Heero or Allies go into a Black Hole Gate it takes 2 seconds to go back out of a second one. May only takes 2 Allies with him; as Heero must infuse their body with Heavenly Body Magicks so that they may survive inbetween Black Holes, anymore than 2 would be impossible for him to focus on.

    Weaknesses:

    - Does not work on any Magic that is classed above B-Rank.
    - Spells, Attacks, and Enchantments don't change inside of the Black Holes. If they are Homing style, they will still chase Heero as soon as he lets it out of the Black Hole 100ft away.
    - Can only take 2 other Allies with you not counting Companions and Pets.
    - Void Magic of Equal Rank will destroy the Black Hole Gates and send Heero and his allies flying out of the Void, likely to Crash into something.
    - Chaos Magic of Equal Rank will destroy the Black Hole Gates and deal it's Rank in damage to everyone within the Black Hole or emerging from it.
    - Cannot rescue more than 2 other people at once unless he makes multiple trips, which may not be an option at the time.


    C Ranked Spell:

    Name: Altaris
    Rank: C
    Duration: Instant
    Cooldown: 3 Posts
    Type: Heavenly Body

    Description: Heero raises one or two hands above his head as a huge chasm of space opens and begins to whirl; a Black Hole the size of a truck spins into existence within 2 seconds; crackling with spatial energy. Heero then chooses his target; and flings the giant spatial distortion at his opponent(s). As it travels, it sucks up any objects that aren't weighed down as they are gone forever; yanked into the depths of space from which the Black Hole came. Any person or lifeform caught up in the pull of it and whirl around the Black Hole soaring through the air until it explodes in a wave of knockback energy and they are tossed out. Travels up to 50 feet and then explodes in a huge knockback wave of space-element energy that will send people flying another 50 feet and deal further damage.

    Strengths:

    - Deals non-elemental C-Ranked damage twice to all enemies ahead of Heero.
    - Picks up enemies and objects that aren't tied down, carrying them in a bus size black hole that explodes in a knockback wave.
    - Can get rid of Weapons or Armor quickly if you manage to knock the weapon or pieces of the armor off of an opponent. This will result in the opponent(s) losing their weapon for the rest of the Thread.

    Weaknesses:  

    - The gravity magick in the Spell isn't strong enough to pull a B-Ranked and above wizard away.
    - Takes 2 seconds to gather the Spell.
    - Once thrown it's going that direction no matter what.
    - Can also pick allies up into the whirling black hole.
    - Can also vacuum allies Weapons and Armors up and not only enemies, if the pieces or weapons are dropped or unsecure as this spell flies by them.


    D Ranked Spell:

    Name: Shooting Star
    Rank: D
    Duration: Instant
    Cooldown: # of Shooting Star blasts used in a Post (Up to Cool
    Type: Heavenly Body

    Description: Heero raises one hand, or both at the same time. Or throws a palm out towards an opponent as a small blast of starlight rockets from his hand. The blasts are golden colored lasers that bounce a few times if Heero misses his target. Heero can fire multiple blasts if he wants to rapid fire, as well.

    Strengths:
    - The blasts explode into small clouds of golden stardust upon impact. Can disorient vision.
    - Can be used to chain blast someone, stacking up to C-Ranked damage if hit by all 8 blasts.
    - The blasts can bounce around a room ricochet style. Each blast can bounce twice before exploding.
    - The blasts have a high pitched sound which can be disturbing and disorienting.

    Weaknesses:
    - Can only fire up to 8 blasts per post.
    - Can hurt allies.
    - The blasts do less than D-Ranked damage individually. 1/4 D-Ranked each to be exact.
    - Is very easy to see coming as Heero fires these small blasts of Starlight from his hands.
    - The blasts bounce around if he misses; and can damage allies with ease once they start ricocheting.  
    - A skilled swordsman could parry and/or deflect all 8 hits if they concentrate on only the spell.





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    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Slayer [2nd gen] • The Musical Arts

    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Madame Astrid on 21st November 2016, 5:09 pm

    Hera-senpai wrote:


    Secondary Magic: Heavenly Body Magic

    Description: It is a powerful form of Magic that allows the caster to use the properties of many astronomical objects for battle, preferably in offense.

    The properties of Heavenly Body Magic rely primarily on astronomical objects like meteors or the generation and manipulation of the energy of stars from their own body. The caster can perceive objects or beings moving up to the speed of light, but not beyond it. The caster can create powerful light blasts or beams of high destructive power, reminiscent of starlight, at their opponents. This light is not the only substance used, however. The caster is also capable of using the power of gravity against the opponent for destructive usage; the strength can be comparable to the effects caused by a black hole.

    The use of such Magic can be used to enhance the caster's own skills drastically for various purposes, such as shrouding them in Magic that can increase their speed significantly.

    Strengths:


    The Magic uses actual Starlight. Gravity itself binds the Light together so it cannot be pulled apart or eaten by Light Slayers.

    The Starlight explodes into Stardust on impact, and can temporarily disorient vision.

    Utilizes the elements of Gravity, Light, and Space.

    Can summon actual Celestial bodies. Like Meteors, Comets, & Black Holes.

    Can shatter through Earth Spell Effects of Equal or Lesser Rank. The light is hot and sharp enough to cut or melt diamonds.

    Will shatter and destroy Darkness Spell Effects of Equal or Lesser Rank.

    Will melt through Metal Spell Effects of Equal or Lesser Rank.

    Weaknesses:


    The Light from Heavenly Body Magic does hurt Allies and Bystanders if deflected or bounced.

    Most of the Spells and Enchantments are Offensive or Movement oriented.

    A very bright Magic, easy to see even from afar.

    Can be destroyed by Chaos Magic of Equal or Greater Rank.

    Can be blocked or manipulated by Star Magic of Equal or Greater Rank.

    Water Spells of Equal or Greater Rank will distort, block, or absorb the Spell Effects.

    Weak to Void Magics. Void Magicks can warp or move Starlight or gate Celestial Bodies back into space or at an unintended target.

    Starlight can be reflected by Mirror Magic of Equal or Greater Rank. If Lower Ranked however, the Mirror spell effect will be shattered by the Heavenly Body spell.


    Abilities / Powers:

    Meteor Strength - Increases Hera's strength by 40%.

    Comet Speed - Increases Hera's speed by 50%.

    Astral Blessing - Hera can Magically breath and exist in outer space and in voids. Hera also can tell direction by looking up at the stars at night. She will know her exact position on Earthland magically by looking up at the stars; and even how far it is to a specific location by doing so as well. Star Location does not work on planets Hera has never been to before until she explores said planet thoroughly and learns it's star systems constellations at night when the stars are out.

    Spells:

    Signature Spell:

    Name: Comet
    Rank: Perfected (S)
    Duration: 15 Posts
    Cooldown: 18 Posts
    Type: Signature

    Description: A bright golden light instantly leaps off of Hera and then yanks back around her body. Hera is surrounded by a slight, golden outline of a glow; that seems to be literally smoking with light. When Hera moves he leaves wispy trails of golden stardust behind her. This is a technique that all users of Heavenly Body must master, said to allow the caster to fly as fast as a comet, and hit with the force of a meteor. The trails of stardust left behind by the user, especially through the air make this a very dazzling spell to witness.

    Strengths:

    - Makes Hera very bright, and can disorient foes S-Ranked and below with each punch or kick. Getting hit in the face with something bright is not fun.
    - Grants Hera flight of up to 200MPH.
    - Allows her to turn into Starlight to move and chase opponents at the speed of light as long as she is not fighting. Any combat action will drop Hera out of the speed of light, as she cannot fully focus while moving that fast.

    Weaknesses:

    - Only affects Hera.
    - Does not Heal any of Hera's allies or companions.
    - Cannot dodge at the speed of light; because it takes 5 seconds for Hera to build up enough Magic Power and Starlight around her to rocket off at that speed.
    - Even if you can't keep up with her visually. Stardust hangs in the air, giving away which direction she has gone.
    - Causes her to have a golden outline, and leave behind trails of stardust everytime she moves; even to wave hello. Making her very easy to keep track of, for better or for worse.
    - Hera usually flies with the help of her Exceed, and will make mistakes flying every now and then.  



    S Ranked Spell:

    Name: True Heavenly Body Magic: Sema
    Rank: S
    Duration: 1 Post
    Cooldown: 14 Posts
    Type: True Heavenly Body

    Description: Hera begins to gather and power up an amazing amount of Magic Power; as grass begins to bend away from her in power waves. Suddenly; a massive displacement of Gravity and Wind occurs as the weather seems to go haywire. Clouds above Hera's current Thread, City, or Location; will begin to whirl above her in the heavens. Breaking the plane of the clouds above; is a Meteor; easily the size of the city or town you are standing in. It spins, and falls slowly; now caught in the gravity of Earthland. An entire 1/2 mile is destroyed in every direction you see; although the effects could possibly stretch further depending on where Sema impacts.

    Strengths:

    - Will deal S-Ranked damage upon impact; and S-Ranked non magical damage from the sheer knockback wave of a Meteor hitting the Earth.
    - Can often scare opponents into surrendering without having to let the meteor Sema fall.
    - Can drop the Meteor, Sema; into the ocean to create a tidal wave of untold proportions.
    - Can be cast out in front of Hera, so she doesn't have to be standing in the town or area she wishes to summon Sema over; she merely must be able to see it, and be within 3 miles of the town or village.

    Weaknesses:

    - Once Hera casts Sema; her Magic Power becomes extremely easy to track or follow while the Meteor falls, so finding the wizard who summoned such a cataclysmic effect will not be to difficult because her Magic Power is flowing throughout the air as the Meteor falls.
    - Clearly deals damage to Hera and anyone he considers an Ally when it impacts.
    - Complete destruction of whatever area or Thread Hera is in if the Meteor, Sema; makes impact.
    - Does not impact immediately; takes one post to fall fully.
    - Can be pushed back into the heavens by an S-Ranked Gravity Wizard, or sent into outerspace by an S-Ranked Void wizard who opens up a portal beneath the falling Meteor.
    - The entire Meteor can be broken apart by an S-Ranked Earth Wizard or an S-Ranked Chaos Wizard due to the nature of their Magicks. If either of these type magicks is used to destroy the falling Meteor; it will break apart into thousands of pieces and literally cause the thread to Rain flaming comets in all directions for one mile for the next post.
    - The knockback wave from the Meteor only has 1/2 it's effect on H-Ranked wizards.

    A Ranked Spell:

    Name: Grand Chariot
    Rank: A
    Duration: 1 Post Star Drawing (Instant when Casted)
    Cooldown: 7 Posts
    Type: Heavenly Body

    Description: Hera supercharges herself with starlight in less than a second; and rockets off into the skies above. Night drops over the area for a brief moment; as stars above begin to illuminate with an unnatural gold color. Like pinball, Hera begins to ping from star to star; drawing a design into the stars. She seems to speed up after about ten seconds; the pings becoming extremely rapid until Hera finally rockets back to the ground in a huge burst of A-Ranked starlight and gravity. Pointing two fingers up to the skies he brings the peace sign down into an open palm, 7 fingers; she activates the old Heavenly Body Magicks of Grand Chariot. The starlight design she has drawn in the heavens comes to life; shining to an apex until they blast down with one train sized blast of A-Ranked starlight from 7 different stars that rocket directly downward from each star like a golden satellite ray. When they hit the ground; the huge rays of light slide together and create a huge 200ft explosion.

    Strengths:

    - Automatically triggers the 'Comet' signature spell.
    - Can cast this Spell anytime Hera is fighting in the sky with an opponent without most opponents realizing it.
    - Allows Hera to deal A-Ranked damage to a large crowd; and then D-Ranked damage during the huge knockback wave.
    - Hera can delay the casting of the spell once she has completed 'Star Drawing' in the sky for one post. Surprising an opponent several rounds later with a spell of grand magnitude.

    Weaknesses:

    - This is a charge spell, and will not work without going through the proper steps to cast it.
    - Hera is very visible while pinging from Star to Star in the heavens if you notice her doing this and are not engaged in combat with her in the sky. Making her a bright and easy target to hit.
    - The rays fall directly downward at 100MPH and can be dodged by leaping back in time; although they do fall swiftly, it is possible.
    - The large explosion at the end of the spell can be seen coming, since all the light rays slide together before the explosion.
    - If you have a speed enchantment running on you that is A-Ranked when it is casted, you will be able to avoid the 200ft explosion of the spell.


    B Ranked Spell:

    Name: Black Hole Gates
    Rank: B
    Duration: 4 Posts
    Cooldown: 5 Posts
    Type: Heavenly Body

    Description: Hera waves her hand, throws a hand in front of herself, or concentrates. A split moment later a huge black hole big enough to drive a bus through whirls open in front of her and begins pulling everything toward it. 2 Seconds later; another black hole opens and drops the target(s) out in a different position. Up to 100 ft away from Hera or in any direction. The Black Holes are very loud and displace both sound and space.

    Strengths:

    - Allows Hera to displace or absorb B-Ranked or Lower Spell Effects for 4 posts.
    - Allows Hera to absorb B-Ranked spell effects that aren't larger than 30 ft across with a huge Black Hole, as long as he can see them coming.
    - Allows Hera to step into and out of two Black Holes but he can only move 100ft
    - Can drop items and Spell Effects that got sucked into the Black Hole 100ft away or on top of Hera's enemies.
    - Once Hera or Allies go into a Black Hole Gate it takes 2 seconds to go back out of a second one. May only takes 2 Allies with her; as Hera must infuse their body with Heavenly Body Magicks so that they may survive inbetween Black Holes, anymore than 2 would be impossible for her to focus on.

    Weaknesses:

    - Does not work on any Magic that is classed above B-Rank.
    - Spells, Attacks, and Enchantments don't change inside of the Black Holes. If they are Homing style, they will still chase Hera as soon as he lets it out of the Black Hole 100ft away.
    - Can only take 2 other Allies with you not counting Companions and Pets.
    - Void Magic of Equal Rank will destroy the Black Hole Gates and send Hera and her allies flying out of the Void, likely to Crash into something.
    - Chaos Magic of Equal Rank will destroy the Black Hole Gates and deal it's Rank in damage to everyone within the Black Hole or emerging from it.
    - Cannot rescue more than 2 other people at once unless she makes multiple trips, which may not be an option at the time.


    C Ranked Spell:

    Name: Altaris
    Rank: C
    Duration: Instant
    Cooldown: 3 Posts
    Type: Heavenly Body

    Description: Hera raises one or two hands above her head as a huge chasm of space opens and begins to whirl; a Black Hole the size of a truck spins into existence within 2 seconds; crackling with spatial energy. Hera then chooses her target; and flings the giant spatial distortion at her opponent(s). As it travels, it sucks up any objects that aren't weighed down as they are gone forever; yanked into the depths of space from which the Black Hole came. Any person or lifeform caught up in the pull of it and whirl around the Black Hole soaring through the air until it explodes in a wave of knockback energy and they are tossed out. Travels up to 50 feet and then explodes in a huge knockback wave of space-element energy that will send people flying another 50 feet and deal further damage.

    Strengths:

    - Deals non-elemental C-Ranked damage twice to all enemies ahead of Hera.
    - Picks up enemies and objects that aren't tied down, carrying them in a bus size black hole that explodes in a knockback wave.
    - Can get rid of Weapons or Armor quickly if you manage to knock the weapon or pieces of the armor off of an opponent. This will result in the opponent(s) losing their weapon for the rest of the Thread.

    Weaknesses:  

    - The gravity magick in the Spell isn't strong enough to pull a B-Ranked and above wizard away.
    - Takes 2 seconds to gather the Spell.
    - Once thrown it's going that direction no matter what.
    - Can also pick allies up into the whirling black hole.
    - Can also vacuum allies Weapons and Armors up and not only enemies, if the pieces or weapons are dropped or unsecure as this spell flies by them.


    D Ranked Spell:

    Name: Shooting Star
    Rank: D
    Duration: Instant
    Cooldown: # of Shooting Star blasts used in a Post (Up to 8 )
    Type: Heavenly Body

    Description: Hera raises one hand, or both at the same time. Or throws a palm out towards an opponent as a small blast of starlight rockets from her hand. The blasts are golden colored lasers that bounce a few times if Hera misses her target. Hera can fire multiple blasts if she wants to rapid fire, as well.

    Strengths:
    - The blasts explode into small clouds of golden stardust upon impact. Can disorient vision.
    - Can be used to chain blast someone, stacking up to C-Ranked damage if hit by all 8 blasts.
    - The blasts can bounce around a room ricochet style. Each blast can bounce twice before exploding.
    - The blasts have a high pitched sound which can be disturbing and disorienting.

    Weaknesses:
    - Can only fire up to 8 blasts per post.
    - Can hurt allies.
    - The blasts do less than D-Ranked damage individually. 1/4 D-Ranked each to be exact.
    - Is very easy to see coming as Hera fires these small blasts of Starlight from her hands.
    - The blasts bounce around if she misses; and can damage allies with ease once they start ricocheting.  
    - A skilled swordsman could parry and/or deflect all 8 hits if they concentrate on only the spell.





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    Re: Iron Dragon Slayer Magic (鉄の滅竜魔法 Tetsu no Metsuryū Mahō)

    Post by Guest on 5th December 2016, 4:55 pm

    Hera-senpai wrote:


    Secondary Magic: Sky Dragon Slayer

    Description: A Lost Magic taught to Hera by Grandine, the Elder Sky Dragon. After being guided to the high mountains, and to the Dragon by a Crystal given to her by her friend and fellow mage, Lynn.

    Strengths:


    - Can eat any Wind, Air, or Oxygen, non magical or magical regardless of origin so long as it is not from a God Slayer or a Demon Slayer. NO exceptions.

    - Will push airborne Metal or Earth Spells and Enchantments of Equal or Lesser Rank, or airborne solid attacks such as a spray of bullets back toward their caster or shatter and slice them apart with air pressure and razor wind. This reads as a passive UA, so I would like this changed to another strength.

    - Will gust out Fire Spells of Lesser Rank instantly. Reads as a passive UA, please change this.

    - Will redirect Water Spells of Equal or Lesser Rank, adding their power to the wind as the water is whipped up into the wind and carried. Reads as a passive UA, please change this.

    - Will redirect Lightning Spells of Equal or Lesser Rank, adding their power to the wind in a fantastic display as the lightning is whipped into the wind and carried. Wind does not affect lightning at all. You don't see lightning irl being redirected by lightning and just because this is magic doesn't automatically negate that. This also reads as a passive UA and should be changed to a strength.


    Weaknesses:


    - Fire Spells and Enchantments of Equal Rank or Higher will cause Hera's spells to explode upon her, or her allies.

    - Fire Spells and Enchantments of Equal Rank or Higher will fly right through Hera's Spells and absorb the wind on the way through, adding Hera's own spell power to their own as the wind fuels the flame.

    - Grounded Metal and Earth Spells of Equal or Greater Rank will wall off the wind perfectly.

    - Can be eaten by God Slayers and Demon Slayers.

    - Most of the Spells are defensive or healing oriented in nature. Assisting allies in some way rather than hurting or harming opponents.

    You need one more weakness than strength.


    Abilities / Powers:

    Sky Dragon's Strength - Increases Hera's strength by 40%. 40% boost to strength is rather high, I would like at least one (1) decent drawback to allow a high buff for only one stat. Also, is this physical or magical strength?

    Sky Dragon's Quickness - Increases Hera's speed by 50%. Seeing as this is a single stat boost of 50% to the user, I would like at least two (2) or more drawbacks for such a large buff.

    Sky Dragon's Healing - Can cast a Heal once per Post that is Equal to the Rank of a Spells damage in terms of how much HP is healed. Whatever the Rank of the Healing Hera uses, is the amount of MP used with the natural MP system. A godly H-Ranked heal will take an H-Ranked amount of MP. More serious levels of healing or treatment can be very tiring on MP, but can even regrow limbs and organs. Can be used on organic life. Including trees, or plant life. Anything alive can be affected by this marvelous Magic. The magic of the Sky Dragon is said to be able to cure even wounds inflicted by a Dragon. The legends were true. The target of this medical enchantment whirls with a breeze that smells of lavender, and is surrounded by a glow until the healing is complete, which takes about 3 seconds as wounds close, and organs and limbs regrow themselves. Dead flowers blossom once more, and withering trees are green anew. Hera must be within 10ft of her target, the range is very limited and it's best that Hera kneel over a target or place her hands softly on it, or hold it for prolonged operations and treatment. Although the healing works rapidly, and is miraculous in nature; you must be near the user of Sky Dragon Slayer magic, or find Grandine herself if you hope to be healed by this Magic. Hera cannot use this on herself. Just like Wendy Marvell. I would like a cooldown for this UA. Anything 3+ will be good.

    Slayer Bonuses:


    10% Increase to STR, SPD, and END (Toughness and Stamina)

    Hera like all Dragon Slayers naturally has Superhuman Hearing, Superhuman Smell and Superhuman Sight.

    Dragon Slayers can eat any form of their own element. They cannot consume God Slayer or Demon Slayer magicks without doing severe damage to themselves.

    Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
       
    First Gen. Dragon Slayers have learned the magic from the Dragon of their respective element.
       
    Hybrid Mode: A Slayer must consume at least 35% magical energy from his respective element in order to achieve hybrid mode, however, their total magical energy must equal to 120% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 120% magical energy after consuming 35% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
     
    Hybrid Mode highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength. (Dragon Skin: Body is covered in scales of their respective element) It puts all stats into the next range on the character scaling. Spell power is increased by 150% above it's Rank.
       
    In Hybrid Mode, the Slayer gains an aura of both of their elements that engulfs their body. Physical attacks deal status effects from their respective elements. Hera can choose to wield one element or the other by itself rather than both if neccesary.

    In Hybrid Mode, Hera's status effect upon physical hits is an H-Ranked knockback effect, along with an H-Ranked blast of wind exploding upon contact. Along with a melting effect, the size of the size of a school bus in a huge shower of raw wind and gale force from her body's point of impact on striking.

    If using the power of the Sky Dragon alone during Dragon Force, Hera's hair turns pink and she grows a small set of glowing feathered white wings, and a smaller set on her wrists, and around her ankles. In this state.  Hera can fly without using her Exceed by levitating off the ground with raw magic force as the wings on her back, ankles, and wrists flap slowly as they glow. Able to fly in any direction at 200MPH with ease in Dragon Force.
       
    During Hybrid Mode the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% MP.
       
    Lasts for 7 posts.

    All slayers have a resistance to their own element if not eaten by the Slayer.
    -----------------------------------------------------------------
       
    Same rank: 25%
       
    1 rank below: 30%
       
    2 ranks below: 50%

    Spells:

    Signature Spell:

    Name: Sky Dragon's Roar
    Rank: Perfected (S)
    Duration: N/A
    Cooldown: N/A
    Type: Signature

    Description: The signature spell and technique of a Slayer. The ground whirls with so much air, that it's hard to even stand near Hera if you aren't of a certain weight or power. All of a sudden, Hera inhales a massive amount natural air from the area; She then unleashes the roar; Expelling it with a gigantic tornado blast of wind with razor sharp bands of wind whirling on the edges sharply, it literally looks as if she's exhaling a giant wind storm large enough to swallow up Godzilla. As it is wind, exploding onto the scene, the noise level is like standing at the back of a jet engine. The roar itself would remind Goku of his Kamehameha. The roar that Hera breaths out can travel over three hundred feet. After traveling for what seems like forever, hitting it's target, or when Hera stops exhaling the roar whirls and whips into a three hundred foot gale force tornado around opponent(s) and before a sonic boom like explosion of wind goes off from within it ending the roar in a fantastic explosion of a shockwave that reaches up beyond sight and outward in a huge blast.

    Strengths: Is a Roar. Hera is a master of this technique after her origins as the daughter of the Lightning Dragon Slayer, training with Igneel and learning Fire Dragon arts and subsequently Grandine for Sky Dragon arts; and can naturally use this once per post. Deals S and once from the carry of the tornado stream and being slightly shredded apart, and another 50% from the 300ft tall sonic boom explosion of gale force at the end of the roar Signature spells may only have one effect. It would not be able to deal an extra 50% after the initial S-rank.. Hera can turn herself or aim anyway while exhaling the huge windstorm. Is 325ft tall and wide, and travels 325ft before exploding. Is the size 300 or 325ft? Because description says 300ft. Please fix this.


    Weaknesses: Is the signature attack of a Slayer. A roar is well known by a lot of wizards, meaning they will try their absolute damndest to get out of the way. Takes 3 seconds for Hera to fire this at an opponent. Can be defended against by grounded S-Ranked Metal or Earth. Can be stopped and caused to explode or set on fire all the way back up to Hera by an S-Ranked Fire Spell. Is an attack that Hera uses very often, and can be strategized against. Has a lot of collateral damage. Hera sometimes holds up two hands under her mouth Ninjutsu style, just before firing the huge roar. Is a giant windstorm, and throws objects from the environment around without discrimination, making it potentially dangerous to friendlies if used or aimed wrong.


    Spell Fusions:


    Name: True Dragon's Roar
    Rank: H (S + S)
    Type: Fusion
    Fused Spells: Fire Dragon's Roar + Sky Dragon's Roar

    Description: Hera inhales a huge amount of air from the environment, and inhales all natural or man-made flames within 300ft of her. She then exhales an apocalyptic roar of flames mixed with wind that is 650ft tall and wide. The wind fans and mixes in with the flames magically. The roar travels 1000ft before exploding in an explosion with both roars power combined. Resulting in a flaming tornado that towers 700ft into the air, whirling and whooshing with flames as wind continues to build up inside of the flame-nado as the gale fans the flames; resulting in a sonic boom like explosion of 700ft outward within two seconds from the moment Hera stops exhaling as flames are literally cast everywhere into the environment from the flame-nado exploding outward in a sonic boom at the end of the roar as flames splash high into the sky above the environment. This requires a duration/cooldown

    Strengths: Combines the strength of two S-Ranked roars into one mega roar. Can fire one per post Two Signatures do not make a free fusion signature, so it would not be able to be used once per post. The distance, range, and size of the roars are combined making this a difficult spell to avoid due to it's size.

    Weaknesses: Can be walled off or stopped by grounded H-Ranked Earth or Metal or an H-Ranked defensive type maneuver. Can only fire one per post. Takes 3 seconds to fire. Twice as dangerous to wield, since both roars are combined; the destruction level of the spell is off the charts. Hard to avoid, but easy to see coming like most Roars as Hera inhales for 3 seconds before firing off the apocalyptic blast.


    S Ranked Spell:

    Name: Emerald Lotus: Sky Dragon's Wave Wind
    Rank: S
    Duration: 10 Posts
    Cooldown: 12 Posts
    Type: Slayer

    Description: Hera charges up her magic power and instantly a huge F-5 tornado whips outward from her. Her hair changes color to bright pink for the duration of this enchantment, as Hera is stands at the eye of the storm. The tornado then expands until it's about three hundred and fifty feet tall, and wide; as anything that's not tied down or weighted magically will likely go flying and become part of the tornado itself if not thrown or pushed to the ground and torn apart by the gale force itself. The magical wind itself is so strong, that even most spells don't stand a chance of holding up against this gale. Natural wind is pulled into the tornado, as are most elements due to the velocity of the wind itself. Hera can power up the spell and launch it as a wind that builds into a tornado that can lockdown an entire building, premise, or area. The wind is razor sharp, sticking your hand in it would result in it being chopped off; metal and armor would spark and fizzle dangerously and be torn apart if not magically enhanced to a certain degree. Please specify the range the tornado can go at

    Strengths: Creates a 325ft You have 350ft in the spell description, which is it? tall and wide F-5 tornado. Traps all opponents in a huge tornado with only one way out without being damaged fully. Deals S-Ranked damage at it's edges as the razor wind continues to spin. Can launch the tornado an incredible distance of about 600ft 200m is more for an H-rank spell, please lower this to the appropriate 300ft for S-rank and also put this in your description, too, destroying things along it's path for A-Ranked damage before it stabilizes around Hera's target area. Pulls Fire, Lightning, Sand, and Water Magic into it harmlessly and adds their spell power to the tornado if the spells are of Lesser Rank. Flight is impossible within the tornado. If an opponent does leap straight up out of the tornado, they will take A-Ranked damage on their way out from the wind lashing them and slicing them on their way up.


    Weaknesses: Can be escaped by leaping upward 325ft 350 or 325? if your character can do so. Hera cannot fly with her Exceed within the tornado. Can be detonated or otherwise made dangerous by a Fire Spell of Equal or Greater Rank. Cannot be moved or directed once conjured and summoned. The giant F-5 will either be in place around Hera or in place around a building / castle / area. Makes the environment a catastrophe, and can make it difficult for some allies to use their Magic or fighting technique of choice when the situation gets dangerous. Can only be launched 600ft Please lower this to the appropriate 300ft at least. from Hera. If launched the tornado only deals A-Ranked damage while it's traveling because the gale force is still building. The tornado reaches up into the sky and even into the clouds; a sure location give away.


    A Ranked Spell:

    Name: Deus Corona
    Rank: A
    Duration: 10 Posts As S-rank is typically 10 posts long, I would prefer this to be at the most 9 posts.
    Cooldown: 11 Posts You may lower this appropriately upon changing duration
    Type: Slayer

    Description: Creates an incredible skin tight, magical defensive wall around allies nearby that's invisible until struck. When struck, the forcefield whirls with gale force wind and raw magic. Please state that this can defend against 3x A-rank spells or 1.5x S-rank spells

    Strengths: Grants all allies within sight an invisible magical barrier with 200 extra HP This would actually be 240HP since it can defend against 3x A-rank spells on top of their natural HP. The gale force that deflects spells can't be seen until a spell hits. The gale force is filled with raw magic power, so it's not just wind. When a spell hits, a forcefield of A-Ranked wind and raw blue mana deflect spells before disappearing again.  


    Weaknesses: Once 10 posts are up, the extra 200HP 240HP of armor from allies disappears. Doesn't actually heal allies. Does no damage. Zero offensive application for Hera or her allies. Opponents have nothing to fear from the initial casting of this spell. Deflected spells can hit allies for full damage, as they deflect off of their target with full power in random directions.


    B Ranked Spell:

    Name: Sky Dragon's Raise
    Rank: B
    Duration: Instant
    Cooldown: 6 Posts
    Type: Slayer

    Description: A supportive spell that allows the user to negate any spell that has an effect on their, or the target's, body. This spell can be cast on multiple targets. All targets glow with a soft pink light, and whirl with a slight breeze as magical sicknesses, and bindings come undone, even bindings upon the mind or soul. I would like it stated that it can only negate spells equal to or lower in rank to the user. Likewise, please put the range in the spell description as well.

    Strengths: Removes 2 negative status effects from all party members within 100ft of Hera. Can be used over a long distance. Is instant as soon as she focused on, or points at a target.

    Weaknesses: While it can remove status affects, it cannot heal it's targets. Doesn't do any damage. Zero offensive application for Hera or her allies. Opponents have nothing to fear from the actual casting of this spell.


    C Ranked Spell:

    Name: Arms X Armor X Vernier
    Rank: C
    Duration: 5 Posts
    Cooldown: 7 Posts
    Type: Slayer

    Description: Hera raises one hand or points at her targets one by one.  Gives someone superhuman strength, increases their physical health for about five minutes, and increases their speed and grants the power of flight. How much are their speed and health increased by? Anyone enchanted will glow with an outline that matches their own magic type.

    Strengths: Increases melee damage or weapon by 30HP This should be a percentage, not a base HP. Grants an extra 100HP briefly on top of current HP This should be stated as a percentage, not a base HP amount. Grants the power of flight at the targets own speed, with an additional 40MPH on top of that. Is three separate enchantments. Can spread each effect among allies, or just use one of them at a time. Can be used on 3 different people.

    Weaknesses: When cast, must be stacked onto one person or spread between 3 people. The individual enchantments themselves aren't very powerful. Only has a range of what the caster can see. Even if Hera can sense someone, she can't enchant them because she needs to see the body to enchant it properly with Sky Dragon Magic.



    D Ranked Spell:

    Name: Troia
    Rank: D
    Duration: Passive
    Cooldown: Passive
    Type: Slayer

    Description: Hera inhales and exhales, focusing by closing her eyes or by thinking only of the patient or person in question. Instantly, the area of the body under pain or duress will begin to glow with an unnatural white light and then experience a breeze that smells like lavender surrounding their entire body. The unnatural breeze spins around them as their entire body glows with a soft white light briefly. When the light fades, they feel completely cured of any sickness or ailments. Fears and doubts also seem to melt away as the person under Troia experiences a boost in overall physical and mental health as well. Makes the user of Sky Dragon Slayer magic immune to Motion Sickness passively! Hallelujah!

    Strengths: Removes one negative status effect per cast on Hera or an ally, whether it be on the body, mind, or soul. Fears and quirks like motion sickness are also cured for the thread.

    Weaknesses: Can only be used once per post. Hera must be able to see her target. Doesn't heal at all. Must be used on one person at a time, so it takes awhile to use it on the whole group if neccesary for some reason.





      Current date/time is 22nd November 2017, 4:53 pm