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    Elemental Pact

    Adelheid Faustus
    Adelheid Faustus

    Player 
    Lineage : Wrath of Neptune
    Position : None
    Posts : 133
    Guild : Saber Tooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Hecate Faustus
    Experience : 268.75

    Elemental Pact  Empty Elemental Pact

    Post by Adelheid Faustus 29th June 2014, 7:12 pm

    Primary Magic: Elemental pact magic: Fire 
    Secondary Magic:
    Caster or Holder: Holder
    Description: Elemental pact magic is an elemental type of magic that through a contract with elemental spirits, and an item symbolizing said contract, allows to channel powerful elemental forces from the spirits of said element. Originally designed for use in warfare to support armies with artillery-type strikes from the back line, elemental pact magic has long range and strong AoE and support abilities. The drawback of this is that the spells take a long time to cast relative to most others or long cooldowns, leaving the caster very vulnerable if engaged in direct combat. Elemental pact spells tend to have a standard set of spells that all users are able to cast, the only variation being in what element they use. Following its original purpose, Adelheid tends to keep far away from the direct fight in order to shower enemies with debuffing elemental attacks, weakening them so her teammates can finish them off.
    Strengths: 
    -Elemental spirits pact magic for it's nature siphons powerful spells for it's rank.

    -Good for AoE 
    -Good for damage and offensive use.
    -The element pact magic counts with a great array if spells for various situations. 


    Weaknesses: 
    -Every spell, aside from those that are extremely weak or only used for support, takes time to channel.
    -The fire element has a high risk of friendly fire. 
    -The magical energies can affect the personality of the user to the point where the user can be consumed by it. 
    -To overcome the charging time the user would need to sacrifice either % of HP or spell slots.
    (to be further explain in ability section )
    -Fire element is bad for defense spells. 
    -Bad at single target and focused destruction. 
    -Has little to no means of capture without hurting the target. 
    Abilities :
    -Limited resistance against the element the user utilizes. Reduced 6% damage to fire based spells. 
    -Each element gives a small passive buff at stats in with which the element is associated 
    Fire: Strength: +10% over base and regeneration + 1% of maximum HP per post.
    -Spell storage: users of this magic gain the ability to sacrifice spell slots (D C B S SS or H slots once used you can't never put a spell in that slot again but you can release the slot by moving the Spell store ability 1 rank up) for the ability of storing spells inside their bodies for later usage (3 spells for each slot sacrificed). Once the spell has been cast to be stored, it goes on cooldown like normal but is not released instead stored inside the user. When a stored spell has been used, another spell can be stored in its place. Releasing a stored spell does not require chanting. Spells can't be stored in a spell slot of lower rank than the spell. (Ex: Rank C spells can't be stored on a sacrificed rank D slot.)
    Each one of the elemental forces used applies a debuff as a status effect if a spell successfully hits  it's target: fire burn: a DoT debuff that applies 1% of the spell damage corresponding to the mage using the spell  over 2 turns. can stack up to a hard cap of 10%.
    Blood pact: The users of this magic can sacrifice a part of their health (%15 of maximum HP per post reduced from chanting time) in order to reduce the amount of post it takes to chant a spell so for a 2 post charge spell the user would sacrifice 30% of their maximum HP. 

    Spells:

    Name: Spell storage 
    Rank: D 
    Type : Support
    Description: The users of elemental pact gain the ability to sacrifice 1 spell they could learn in exchange for the ability to store spells inside of their bodies for later usage. 
    When using such ability the spell is chant and the mana is normally spend the spell going into CD as normal but instead of release like normal the user holds the spell compacting it into a mass of attack magic in order to release it later. 
    At D rank Adelheid can only store 3 D rank spells. 


    Name: Fire gremlin. 
    Rank: D
    Type: Fire Supportive.
    Description: The user chants "Hail to the contract fire gremlin " an ethereal red fire like ball comes from the hand or mouth of the user and flies in a straight line towards a direction. Once it collides with something, it enters inside it charging it with elemental fire energy.
    If a fire spell of the elemental pact type hits the charged target it deals +50% more damage. If there is another charged objective in a 25 meters radius, the empowered spell bounced to the next target with a 15% speed boost . If it hits a spell of the fire element it empowers it. If it hits a spell of another elements it can charge it even if is just a form of energy. If it hit a fire barrier it empowers it increasing it resistance.

    speed 50 fps 
    range 50 feet
    AoE 25 meters 
    debuff duration 3 posts
    Strengths:
    -Good for combos 
    -Fast cast 
    -Ignores weak armor, thanks to the explosion coming from inside the target

    Weaknesses: 
    -Low speed
    -Doesn't do anything on its own
    -Probability of back firing if accidentally used in an enemy fire spell. 
    -Linear path/trajectory making it easy to dodge.
    -Cast time: same post
    -CD 2 posts


    Name: Fire lance Ascalon
    Rank: D
    Type: Attack 
    Description: The user chants "From the fogs of history and legends, hail to the pact spirit lance of the heroes pierce burn through the enemy" While chanting, the preferred arm is raise as as the elemental spirits and energies condense in a fiery lance (three metres in length (ten feet) and had a handle with a diameter of 5 cm (two inches) made of magical fire energy so weight does not applies ) in the palm of the hand. Afterward the lance is throw to the target, and upon piercing the target it burst into flames. 

    Range: 25 meters 
    AoE: 3 meters 
    speed: 60 fps
    casting time 3 posts.
    Strengths:
    -Does full D-rank damage.
    -Good AoE 
    -Good flying/projectile speed 

    Weaknesses: 
    -Risk of friendly fire
    -Long casting time
    -Easy to predict path to dodge.
    -since she needs to throw it like a normal spear is difficult to use in tight spaces.
    Cast time 2 posts.
    CD 3.







    Name: Fire core Cherufe
    Rank: D
    Type: Fire offensive supportive DoT.

    Description: 
    The user points their open palm to the target and chants.
    "come fort from the bowels of the elemental plane and crash against the enemy manifest your eternal hunger for destruction and entangle and consume you victim fire cherufe!" after that from the palm surge's a crimson sphere made from liquid fire once it collides with something it bathes it entangling the victim with viscous liquid that obstructs the movement and continuously burn without settling down with water or ice.
    sphere radius: 3 feet.  
    Speed: 60 feet per second 
     Range:85 feet 
    Area of Effect: does not applies 
    Speed debuff: 20%
    Strengths:
    1.- Good for tactical retreat and to set up for bigger spells. 
    2.- good damage 
    3.- good range
    Weaknesses: 
    1.- it's a spicy drink for slayers 
    2.- if it hits an ally it's difficult to put off the fire. 
    3.- is not useful for capture missions since the fire can consume and destroy the target
    4.- short duration 
    CD: 3 posts
    Damage: D over 2 turns.
    Duration: 2 posts
    Casting time: post 1






    Name: Bennu the Crimson Blaze
    Rank: C
    Type: Fire Offensive, Defensive, AoE
    Description: the user points his open palm  and chants: "Ever-burning Fire of Purification, Lord of Destruction and Sign of Rebirth, Spring Forth from My Hand and Throttle My Enemy! Bennu the Red Blaze!"
    After that from the palm of the user surges  a blaze of red flames and hyperheated air, the flames capable of burning ethereal magics and the air capable of knocking back physical objects.



    Speed 60 feet per second Range/ Area of Effect a cones of 45 feet long and 20 at its widest 
    Strengths:
    1.- provides a way of defense against physical attacks by knocking back opponents. 
    2.- its a powerful AoE spell
    3.-capable if burning ethereal objects and example: threads made of souls (not capable of completely burning down the such spell of B rank or higher but can weaken them)
    Weaknesses: 
    1.-it has a very high risk of friendly fire by its nature.
    2.- the defense component is dependant of overpowering the spell that the opponent used or deflecting it.
    3.- Can't be used in closed or crowned areas
    4.- can be eaten by slayers.
    Damage: AoE C rank level.
    Duration: 1 post
    Chanting : 2 posts 
    CD: 3 posts





    Name: Blaze killing hornets
    Rank: C
    Type: Fire offensively AoE 
    Description:the user chants the user chants “Obey the contract and serve me. Gather, feral spirits of flame come from the blazing forests and attack the enemy.
    That way 10 spirits from the elemental plane of fire manifest upon the world with the form of 10 small golems made from hard flames with the form of killer hornets each half a feet in size floating around the user. 
    These small hornets fly towards the chosen target instead at a time using a varying path trying to dodge spells and shields after hitting something it explodes releasing suddenly all the magic on their bodies. 
    Speed: 75 feet per second
    Range: 80 feet
    Area of Effect: 4 feet explosive radius 
     and any applicable measurements (such as the size of a created barrier).
    Duration : Ten turns releasing one killer hornet each turn but the user can release up to 3 killer hornets each turn 
    Damage : D rank each hornet. 
    Chant time: 2 turns
    CD: 2 turns after the last hornet has exploded 


    Strengths: 
    1.-High damage

    2.- of hitting multiple targets or one target multiple times.
    3.-Good AoE

    Weaknesses: 
    1.-If hit can explode around the user damaging him.
    2.-Risk of friendly fire 
    3.- Is like a bunch of candies for slayers.
    4.- if hit with water magic they just disappear without exploding




    Name: Fire landmine Lampade
    Rank:  C
    Type: Fire offensive 
    Description: 
    The user chants "come for lamps fort from the age of the god's lamp of the titan light the night and day with your fiery crimson flames" while touching the object that the user wants to bobby trap. 
    After that the Lampade spell is adsorbed into the target charging it with fire magic after that the user can activate the spell at will causing a explosion.
    When that happens the object glows red before a Runic patron forms in it the patron would then form a sphere of 10 feet radius and everything inside of it would be caught in the explosion.


    Range Variable 

    Area of Effect 10 feet  the land mine can stay active for up to 10 posts.
    Damage : C rank AoE
    Strengths:
    1.- good for setting up traps.
    2.-Good damage and AoE 
    3.- Versatile usage 

    Weaknesses: 
    1.- friendly fire
    2.- slayer candy 
    3.- Needs planning to use
    4.- to put the spell the user needs to touch the target.
    Damage: C AoE damage 
    CD: 3 turns After the mine has exploded
    Active time: 10 posts
    Chanting time: 1 post.
    Blast range: 10 feet radius. 
    Maximum away range without having the land mine deactivate: Fifteen meters




    Spell storage level C




    Adelheid's signature spell:
    Elemental pact advanced pixie arrows. 
    Name: Pixie arrows
    Type:  Elemental  Offensive/Supportive.
    By increasing her alignment with elemental pact and the pixies arrows spell Adelheid became capable of using it without a mana cost and using it with any elements pact at her disposal (if she where to pick elemental pact as her secondary magic with a different element she would be able to use pixie arrows with said element).
    Adelheid chants "hail to the contract spirits of (insert element here) pixie arrows " pointing her palm at the intent target(s).
    each one of the small elemental balls deal one ten of D rank damage making up their lack of impact in numbers and are able to hit a wide zone. 
    One of the advantages of the spell is that instead of hitting a wide zone the mage can hit a smaller zone with multiple arrows. 
    Cast time: in the same post. 
    range 70 feet.
    speed 65 feet per second.
    1 feet AoE (one arrow)

    Strengths:
    -Fast casting.
    -Hits multiple targets or hits a target multiple times applying the passive of the corresponding element multiple times.
    -Reliable source of damage
    Weaknesses:
    -Low damage
    -The one and only reliable reliable source of damage for Adelheid so it will be used constantly becoming know predictable and an easy counter for the enemy. 
    -Easy to block
    -Predictable projectiles can be dodged
    Duration: immediate the spheres are immediately released after conjured. 
    CD: 3 posts


    Last edited by Adelheid Faustus on 2nd August 2014, 4:19 pm; edited 8 times in total
    Samus Aran
    Samus Aran

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Demon Slayer- Dragon Slayer- S-Rank- A-Rank- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Daughter of the Almighty
    Position : None
    Posts : 1549
    Guild : Eclipse Soul
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Morgana (Demon Slayer) Jyuubei (Swordsmanship)
    Experience : 80,050

    Character Sheet
    First Skill: Venom Demon Slayer
    Second Skill:
    Third Skill:

    Elemental Pact  Empty Re: Elemental Pact

    Post by Samus Aran 1st July 2014, 11:58 am

    Adelheid Faustus wrote:Primary Magic: Elemental pact magic: Fire
    Secondary Magic:
    Caster or Holder: Holder
    Description: Elemental pact magic is an elemental type of magic that through a contract with elemental spirits, and an item symbolizing said contract, allows can channel powerful elemental forces from the spirits of said element. Originally designed for use in warfare to support armies with artillery-type strikes from the back line, elemental pact magic has long range and strong AoE and support abilities. The drawback of this is that the spells take a long time to cast relative to most others, leaving the caster very vulnerable if engaged in direct combat. Elemental pact spells tend to have a standard set of spells that all users are able to cast, the only variation being in what element they use. Following its original purpose, Adelheid tends to keep far away from the direct fight in order to shower enemies with debuffing elemental attacks, weakening them so her teammates can finish them off.
    Strengths:
    -Elemental spirits pact magic for it's nature siphons powerful spells for it's rank.
    each one of the elemental forces used applies a debuff as a status effect if a spell successfully reaches it's target: fire burn a DoT debuff that applies 5% of the spell damage over 3 turns. Damage can stack. <----Eh? This doesn't make much sense as is. If this is an ability, please put it down int he abilities/powers section. Also, explain it a bit more so it is easier to understand.
    -Good for AoE
    -Good for damage and offensive use.
    -The element pact magic counts with a great array if spells for various situations.
    ,

    Weaknesses:
    -Every spell, aside from those that are extremely weak or only used for support, takes time to channel.
    -The fire element has a high risk of friendly fire.
    -The magical energies can affect the personality of the user to the point where the user can be consumed by it.
    -To overcome the charging time the user would need to sacrifice either % of HP or spell slots. <----Eh? I don't get how you would have to sacrifice spell slots or HP. Please take away the spell slot part, and explain the HP part more.
    -Fire element is bad for defense spells.
    -Bad at single target and focused destruction.
    -Has little to no means of capture without hurting the target.
    Abilities :
    -Very limited resistance against the element the user utilizes. <----Eh? How much resistance? Numbers, I need them here.
    -Each element gives a small passive buff at stats in with which the element is associated
    Fire: Strength and HP regeneration. <---Once again, I need numbers here. How much strength and hp? Please give details.
    -Spell storage: users of this magic gain the ability to sacrifice spell slots for the ability of storing spells inside their bodies for later usage (3 spells for each slot sacrificed). Once the spell has been cast to be stored, it goes on cooldown like normal. When a stoored spell has been used, another spell can be stored in its place. Releasing a stored spell does not require chanting. Spells can't be stored in a spell slot of lower rank than the spell. (Ex: Rank C spells can't be stored on a sacrificed rank D slot.) <----Okay. When you say sacrifice a spell slot, do you mean taking away an entire spell from your magic so you can never use it again or just not using a spell for that thread? This needs to be explain on more and what happens to each spell.

    Spells:

    Name: Pixie arrows
    Rank: D
    Type:  Fire Offensive/Supportive.
    Description: The user concentrates magic in the pact item and recites "hail to the contract fire spirits pixie arrows" as it happens several (10) spheres of fire appear and fly towards the target impacting and exploding releasing their elemental magic it does low damage but applies burn.
    Cast time in the same post.
    range 120 feet  <----Lower this to about 70 feet
    speed 85 feet per second <---Lower this to about 65 feet per second.
    3 feet AoE
    Strengths:
    Arrows;
    Strengths:
    -Fast casting applying passive hits on multiple targets <-Once again, explain this more. Do you mean it can hit multiple targets fast?
    -Can apply multiple passive stacks on one target
    -Reliable source of damage
    Weaknesses:
    -Low damage
    -Only consistent source of damage <----What do you mean by this weakness? Explain it more.
    -Easy to block
    -Predictable projectiles can be dodged
    Cooldown and Duration needed for this spell.

    Name: Fire gremlin.
    Rank: D
    Type: Fire Supportive.
    Description: The user chants "Hail to the contract fire gremlin " an ethereal red fire like ball comes from the hand or mouth of the user and flies in a straight line towards a direction. Once it collides with something, it enters inside it charging it with elemental fire energy.
    If a fire spell of the elemental pact type hits the charged target it deals +50% more damage. If there is another charged objective in a 25 meters radius, the empowered spell bounced to the next target with a 15% speed boost . Ff it hits a spell of the fire element it empowers it. Ff it hits a spell of another elements it can charge it even if is just a form of energy. If it hit a fire barrier it empowers it increasing it resistance.

    speed 50 fps
    range 75 feet Lower this to 50 feet.
    AoE 25 meters
    debuff duration 3 posts
    Strengths:
    -Good for combos
    -Fast cast
    -Ignores armor, thanks to the explosion coming from inside the target

    Weaknesses: 
    -Low speed
    -Long cd Two posts is not a long cooldown. Replace.
    -Doesn't do anything on its own
    -Probability of back firing if accidentally used in an enemy fire spell.
    -Cast time: same post
    -CD 2 posts


    Name: Fire lance Ascalon
    Rank: D
    Type: Attack
    Description: The user chants "From the fogs of history and legends, hail to the pact spirit lance of the heroes pierce burn through the enemy" While chanting, the preferred arm is raise as as the elemental spirits and energies condense in a fiery lance in the palm of the hand. Afterward the lance is throw to the target, and upon piercing the target it burst into flames.
    Range: 25 meters
    AoE: 3 meters
    speed: 60 fps
    casting time 3 posts
    Give me a size of the lance.
    Strengths:
    -High damage Does full D-rank damage.
    -Good AoE
    -Good fly speed Eh? Good Fly speed? You mean high speed?

    Weaknesses: 
    -Risk of friendly fire
    -Long casting time
    -Easy to predict path to dodge.
    -If used too close self harm. Can cause self harm if used to close? Please fix.
    Cast time 3 posts
    CD 2 posts Increase to four posts.

    Alright. Anything in Bold should be addressed.

    Bump when finished please.


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