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    Perfume Magic (Finished!)

    Ray Gerich
    Ray Gerich

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    Perfume Magic (Finished!) Empty Perfume Magic (Finished!)

    Post by Ray Gerich 16th April 2014, 11:10 pm

    Perfume Magic

    Primary Magic: Perfume Magic
    Secondary Magic: --
    Caster or Holder: Holder
    Description: A form of magic which entails the use of vials filled with Magical Perfume. By uncapping the vials, he releases a cloud of scent which, once inhaled, triggers one of various status-affecting spells, ranging from relieving pain and curing light poisons, to buffing stats. This does not limit the caster to supplement though, despite being good for it. Because it is very difficult to avoid smells, its offensive status ailments and attack spells are quite efficient, despite magical power, capable of spreading effects over large groups of people.

    Taking advantage of the innate properties of Perfume magic spells, Ray makes use of this magic for buffs, as supplementary effect magic primarily. As such, he makes himself very useful in parties. This isn't to say he won't use it for offensive purposes, especially when he's in a situation of himself versus many. He keeps his vials in bandoleers around himself under his clothing, whipping out the perfumes from seemingly nowhere. Thanks to the indestructible nature of these vials, he doesn't have to worry about scent pollution causing strange effects on him and his allies.
    Strengths:
    1 - Strong Supplementary: This magic holds extreme capabilities in buffing and debuffing, capable of equally decimating and aiding groups as he does singles units.
    2 - Smell is Invisible: Seriously, dodging this is pretty much entirely based on luck with next to no exceptions. Generally unless you can see smells, you can count on his perfume reaching you.
    3 - Generally Affects Everyone: If you can smell at all, this magic can affect you. There are very few exceptions. Generally even works better on what has better sense of smell.
    Weaknesses:
    1 - Wind Magic Users: Wind and Air Magics are generally the bane of smell's existence, as the smell can be blown away with ease. Thusly equal ranked and higher Wind elemental spells counter the effects of Perfume Magic easily, vastly limiting his effectiveness when a Wind/Air Mage is on the map against him.
    2 - Perfume Magic Users: A large number of Perfume Magic users can control which scents they smell, and which their allies smell, which causes a complete stalemate when two Perfume Mages are on opposite sides, essentially making both mages pointless.
    3 - Stronger Scents: As a general rule, in order for the effect to actually kick in one must be able to smell it. Thusly if another, stronger smell were to happen, such as a really really bad fart or something, the Perfume would be overpowered. Abusing this would make the opponent look really stupid, though it would depend.
    Abilities/Powers:
    1 - Selective Smell: A small caster-type ability present in the practice of the otherwise Holder Perfume Magic, he can negate the ability to smell a particular scent in himself and others, specifically for the case of not harming himself or others with more offensive Perfumes, and not helping his enemies with his more supportive ones. It also helps him withstand environments that have a terrible smell, letting him tackle mission in adverse environments.
    2 - Enhanced Smell: Thanks to his working with perfumes for such a long period of time, his sense of smell has enhanced to the point where he can see via his sense of smell. Using this sense of smell, he can identify people he's met, and also tell the general power level that people have from their smell, and sometimes little features about their life, such as jobs they've worked recently, possibly what sort of magic they use.


    D-Rank Spells:
    NightDrivenEn7
    NightDrivenEn7

    Administrator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Veteran Level 3- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
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    Character Sheet
    First Skill: Requip: Four elements.
    Second Skill:
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    Perfume Magic (Finished!) Empty Re: Perfume Magic (Finished!)

    Post by NightDrivenEn7 18th April 2014, 9:59 pm

    a few problems here, you state that all of these increase in range/radius by post before fading. I understand that scents dispurse but your biggest X factor is the wind AROUND you constantly. The wind alone can force everything to one direction away from you; but because this is hard to keep in mind -and you did label constant wind mages being a weakness- I suggest you just make a mental note of it for right now. Also keep in mind there are non-wind mages who can create large gusts of winds; such as slayers.

    Also, how can you control who smells what? It doesn't seem to make sense as this looks like a magic that can effect both enemies and allies if they get within the range of the main aura of the smell while it is around. So I am not sure how you are exactly able to control the flow of the perfume.

    Other than that, right now I don't see any real problems but some details on HOW fast the energy perfume makes someone go will be a nice touch.


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