Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    Artemis' Primary Magic

    Artemis
    Artemis

    Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 180
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 162.5

    Character Sheet
    First Skill: Shaman's Gate
    Second Skill:
    Third Skill:

    Artemis' Primary Magic Empty Artemis' Primary Magic

    Post by Artemis 18th June 2014, 8:28 pm

    Magic

    Primary Magic: Shaman Magic
    Secondary Magic: ---
    Caster or Holder: Caster
    Description: Artemis uses what's known as Shaman or Shamanistic Magic. Not a commonly seen magic there are offensive options to this magic, but Artemis uses the magic as a defensive and supportive magic. Not only is it better suited for defensive magic, it's defensive and supportive capabilities and much stronger and easier to cast. The spirits Artemis can invok range from animal spirits to elemental spirits and in rare cases mythical spirits, like phoenix's or other creature of myth.

    The magic is used by Artemis by invoking nature spirits to aid her. Unlike Celestial Spirit mages where they actually summon the spirit the nature spirit channels it's power through the host. Using the host as an conductor and amplifier, the spirit casts a spell of the host's wish. Also unlike Celestial Spirits, the user doesn't need to make a pact with the spirit. However only those with natural affinities to nature and invoke a nature spirit. Making it a very uncommon magic and very difficult to learn. However each spirit can only cast a certain type of spell or in the case of more powerful spirits one spell. The effects of the spell can be instant or be done through a certain amount of time.
    Strengths:
    -This magic allows for a large spell verity
    -A very good defensive magic
    -Can summon actual creatures of nature to defend her
    Weaknesses:
    -Offensive Spell are weaker then the defensive spells
    -When invoking elemental nature spirits, the spell are weak to their opposite element. (Fire is weak to Water which is weak to earth, etc)
    -Spells that help others rarely have their effect work on her.
    -When summoning an actual creature can only have one of that type at a time.
    Abilities/Powers:
    -User usually has animistic traits, like how Artemis has wolf ears, a wolf tail and slightly fanged teeth.
    -Natural senses are enhanced, primarily hearing and smell.
    -The user can communicate with animals and mythical beasts

    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: Turtle Shield
    Rank: D
    Type: Defensive
    Description: When cast an oval shield appears up to a foot in front of Artemis. The Shield is 6 feet tall and 4 feet wide. The shield has a hexagon pattern on it like a turtle shell and looks like a green glass.
    Strengths:
    -Can be cast instantly and lasts until broken.
    -People behind Artemis will also be protected
    - Can protect against 2 spells of the same rank and it can take more damage from lower ranked spells. (when applicable, 1 rank lower = two more spells it can block of that level before breaking)
    Weaknesses:
    -The shield will only protect what's in front of her
    - It can only protect against 1 spell of the rank above (any spell higher then C will instantly break it and the attack goes through as if something was there.)
    -The shield can't move once cast.
    -Cooldown of 2 posts after it breaks
    -Only one shield at a time.

    Name: Wings of the Falcon
    Rank:  D
    Type: Supportive
    Description: Artemis invokes the spirit of peregrine falcon. Gaining spiritual looking wings off of her back. They have a wing span of 6 feet and allow her to fly at 60 mph and up to 200 mph while in a dive.
    Strengths:
    -Allows Artemis to be more mobile and allows Artemis to move faster then normal.
    -Last for up to 2 posts but be ended early.
    -Can use her other spells while flying
    Weaknesses:
    -Cooldown of 3 posts when ended
    -Large wing span and the wings can be hit with magic
    -Due to the large wing span, the spell can be force to end early if hit in the wings.
    -How fast she can fly depends on weather. During bad conditions she can not fly safely.

    Name: Gift of Nature
    Rank:  D
    Type: Supportive
    Description: Artemis channels nature it self to heal the wounds of her allies. As long as she is touching them or vice versa they will be healed. Small wounds (D rank spells) can be healed quickly (1 post) although larger wound take longer. (+1 post for each rank, c=2 posts, etc.) If the spell is stronger it will heal faster.) Artemis will drain mana for as long as she is healing.
    Strengths:
    -Artemis can heal anyone as long as they are touching her.
    -Allows Artemis to heal a bunch of people at once.
    -Can heal poisons
    Weaknesses:
    -She and the people she is healing cannot move during the process, leaving them wide open for more attacks.
    -Takes up a lot of mana (as if casted on each post, which for D rank I believe is 10% and goes up by 5 each post. On turn 3 of using it would take 20% to use on the turn. but after that the cost is free. It uses a total of 35% mp if used for 3 or more posts )
    -Artemis is unable to heal herself with this spell.
    -After she is done healing she can not heal for 3 more posts
    -Unable to cast other spells when like this.
    -If an enemy touches her they will be healed to.

    Name: Swarm of Wasps
    Rank:  D
    Type: Offensive, Nature
    Description: Artemis summons a large swarm of venomous wasps (100 wasps). The wasps can move at 15 miles per hour but will stop chasing an enemy once they are a mile away from Artemis. The Venom does d rank damage for 3 turns but can be treated to end early.
    Strengths:[/b
    -Fire and forget, wasps will automatically seek out enemies.
    -Damage over time, venom can continue damaging and causing pain after the wasps are gone
    -Lasts as long as wasps are alive and Wasps do not die after stinging.
    - They use Artemis as a base so they will defend her.
    Weaknesses:
    -Can be stopped by a fair number of elements (fire burns them, wind blows them away, water stops them from flying)
    -50% resistance of the poison for those who specialize in venom-related magic.
    -Can be outrun
    -Takes 2 posts after the swarm dies to summon a new swarm
    -Poor against enemies with thick/hard skin, or thick clothing covering them.
    -Can only have 1 swarm at a time


    Last edited by Artemis on 23rd June 2014, 8:58 pm; edited 2 times in total
    Artemis
    Artemis

    Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 180
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 162.5

    Character Sheet
    First Skill: Shaman's Gate
    Second Skill:
    Third Skill:

    Artemis' Primary Magic Empty Re: Artemis' Primary Magic

    Post by Artemis 23rd June 2014, 12:15 pm

    Bump because of completion~


    _____________________________________________________________________________________


    Rank ups::
    avatar
    Guest
    Guest

    Artemis' Primary Magic Empty Re: Artemis' Primary Magic

    Post by Guest 23rd June 2014, 3:13 pm

    A few changes:

    1) Every spell has a cooldown, and so I ask that you please apply one to the Gift of Nature
    2) A basic spell always has a higher cooldown than Duration. Also, a basic D-Rank spell is normally 2 posts in duration, and 3 posts cooldown (recommended). This is in regards to your Wings of the Falcon Spell
    3) A number is required regarding how many venomous wasps you can spawn. Also, the duration of the venom these wasps produce should be very limited (2-4 posts), and do a maximum of semi-D-Rank damage per post. Please include a range as some Mages may take venom better than others. Also, regarding venom once again, please add a 50% resistance weakness for those who specialize in venom-related magic.
    4) The mana weakness to your Gift of Nature seems too costly. I mean, it seems like this D-Rank spell alone could cost you half your Magic Power if you were to use it every post, which is way too much. I would recommend giving it a limit of 20% mana before the rest of the healings become a freebie. Also, a spell like this should either have a Duration/Cooldown ratio of 1:2 or 2:3, with one healing per post. Finally, as you will need to remove that "no cooldown" strength, a new strength will be required.

    Sorry if I sound so strict. This is only to prevent abuse.
    Artemis
    Artemis

    Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 180
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 162.5

    Character Sheet
    First Skill: Shaman's Gate
    Second Skill:
    Third Skill:

    Artemis' Primary Magic Empty Re: Artemis' Primary Magic

    Post by Artemis 23rd June 2014, 8:58 pm

    Bump~ I fixed it.


    _____________________________________________________________________________________


    Rank ups::
    Godlike Frederik
    Godlike Frederik
    The Forsaken

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Veteran Level 2- Veteran Level 1- 1 Year Anniversary- Player 
    Lineage : Apex of Darkness
    Position : None
    Posts : 2972
    Guild : Errings Rising
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 258,417

    Character Sheet
    First Skill: Plague Craft
    Second Skill:
    Third Skill:

    Artemis' Primary Magic Empty Re: Artemis' Primary Magic

    Post by Godlike Frederik 26th June 2014, 10:56 am

    approved


    _____________________________________________________________________________________


      Current date/time is 27th April 2024, 4:39 pm