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    Ethernal Youth Magic

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    Completed Ethernal Youth Magic

    Post by Guest on Tue 27 Oct 2015, 1:43 pm

    Name of Magic; Eternal Youth
    Type/Subtype of Magic; Caster
    Current Rank; X
    Description; This magic is based around a specific energy called youth. This energy lives in everyone and is born at it's full potential. Youth gives people the power to learn, to grow in strength and become stronger, but youth weakens in time as you get older. This magic gives the ability, of not only having eternal youth, but the ability to take that energy and use it at it's one hundred percent instead of the normal minimum amount used in a normal human being. This energy can be reproduced or used differently depending on the person, but Asuma has a flaming young spirit, allowing him to use some powerful flaming or light kind of attacks in any form. The energy has first of all blazing effects, but can be used to increase the physical power of the user and give him many different physical abilities such as being able to fly or simply become stronger.
    Information;
    Strengths:

    • Powerful Melee and ranged capabilities, but specially melee.
    • Buffs in this magic are increased in 50%.
    • Deals 50% more damage to dark magic users.

    Weaknesses:

    • Can't cause debuffs.
    • The user receives 50% more damage from dark magic users.
    • Stats are decreased in 50% if he doesn't have his magic activated. This can leave him defenseless to a surprise attack.

    Traits;
    Blazing Youth: Asuma is able to create a fire like aura around him. This aura is made of youth energy. This energy simply allows him to float and move like some sort of jet.
    Fierce Regeneration: The youth energy increases the body capabilities of the user, this allows him to almost instantly close wounds by surrounding it with such energy. Also, while the user doesn't have his magic activated and his stats are only at 50%, he heals 25% of his maximum injuries each post, which means in 4 posts out of battle, all his injuries will be healed. This won't heal Major damage nor permanent damage.
    Youth Power: Asuma doesn't uses as much ability power as a normal mage does because he uses youth energy instead, because of this, he regenerates his magic power quicker than others, so instead of regenerating magic power each 5 posts, he regenerates it each 3 posts.
    Eternal Youth: The user can change his age to become younger and use that as a disguise. This is how he looks younger, but he can still transform into a little kid or a 50 year old man. (Harutora Tsuchimikado)

    Signature Spells:

    Name of Spell; Juventud Speed
    Type; Supplementary
    Rank; S Rank
    Description; The user uses his youth power and full strength to power up his agility by 50 stat points. This also clears any debuff the user had at that time.
    Information;
    Strengths:

    • High Duration
    • It enhances the user's speed.
    • Can clear up to 2 debuffs in the user.

    Weaknesses:

    • High Cooldown
    • Can only apply in the user.
    • Deals no direct damage nor has defensive capabilities.
    • Can't clear permanent debuffs.

    Effects; It lasts 10 posts. 12 post cooldown.
    _____________________________________________

    Name of Spell; Juventud Energy
    Type; Supplementary
    Rank; S
    Description; The user uses his youth power and full strength to power up his magic power by 50 stat points. This also clears any debuff the user had at that time.
    Information;
    Strengths:

    • High Duration
    • It enhances the user's magic power.
    • Can clear up to 2 debuffs in the user.

    Weaknesses:

    • High Cooldown
    • Can only apply in the user.
    • Deals no direct damage nor has defensive capabilities.
    • Can't clear permanent debuffs.

    Effects; It lasts 10 posts. 12 post cooldown.

    D Rank Spells:
    Name of Spell; Juventud Flick Attack
    Type; Offensive
    Rank; D
    Description; By using youth energy, Asuma enhances his single finger to land a very simply hit, usually in the target's forehead. This attack won't deal much damage since it's only a D rank, and the damage it does can be simply controlled by Asuma to lower the strength of the attack. This spell can push back enemies or targets a lot.
    Information;
    Strengths:

    • Simple attack, difficult to evade.
    • Will push back the target 3 meters per rank below the user.
    • Controllable damage.

    Weaknesses:

    • Melee range only.
    • It's not a very good idea to use it in a real fight.
    • Has no extra effects but to push.

    Effects; Instant. 2 post cooldown. Melee range.
    _____________________________________________

    Name of Spell; Juventud Flash
    Type; Supplementary
    Rank; D
    Description; Asuma uses his youth energy to shoot it all around his body. This will create a small 3 meter radius where anyone in it will be blinded by the spell for 1 post.
    Information;
    Strengths:

    • Blinds foes for 1 post.
    • Allie friendly, so i wont blind allies.
    • Area of effect

    Weaknesses:

    • Deals no damage.
    • No Range.
    • It will only prevent their vision. If an enemy is used to fight without seeing, they won't be affected at all.

    Effects; Blinds. It's instant and has a 4 post cooldown.
    _____________________________________________

    Name of Spell; Juventud Dash
    Type; Supplementary
    Rank; D
    Description; The user uses his youth energy to boost the power in his legs, this way he runs at a very high speed for a single second, being able to almost teleport in a 15 meter radius. This can only be used to evade a C rank or lower attack.
    Information;
    Strengths:

    • Can evade more than one attack if used at a good timing.
    • Also provides some mobility in battle.
    • Low cooldown.

    Weaknesses:

    • Can only evade up to C rank attacks.
    • Provides no defense for allies.
    • Provides no damage.
    • If a B rank attack and a C rank attack, for example, are thrown a the enemy at the same time, this attack will be canceled and both will hit

    Effects; Instant. Cooldown is 2 posts.
    _____________________________________________

    Name of Spell; Juventud Refresh
    Type; Supplementary
    Rank; D
    Description; The user starts to shine a bit by using his youth energy to heal wounds in his body in order to be able to keep fighting. This basically can heal damage equal to a D rank spell.
    Information;
    Strengths:

    • Can heal the user.
    • Low Cooldown.
    • Self used so can't be intercepted or such.

    Weaknesses:

    • Can clear permanent debuffs such as passives.
    • Can't clear a B rank or higher debuff.
    • Can't be used in anyone else.

    Effects; Instant. 2 post cooldown.

    C Rank Spells:

    Name of Spell; Juventud Kick
    Type; Offensive/Melee Range
    Rank; C
    Description; The user enhances his feet with youth energy, then he lands and explosive kick. The foot will shine so it will blind anyone in a 5 meter radius during the attack. The foot used to kick will also gain flames and burning damage.
    Information;
    Strengths:

    • Blinds enemies.
    • Burning damage.
    • Simple attack, low coodlown.

    Weaknesses:

    • It will blind allies as well.
    • Can only attack one target.
    • Burns will only cause 1st degree burns.

    Effects; Instant. 2 post cooldown.
    _____________________________________________

    Name of Spell; Juventud Punch
    Type; Offensive/Melee Range
    Rank; C
    Description; The user enhances his arm with youth energy, then he lands and explosive punch. The arm will shine so it will blind anyone in a 5 meter radius during the attack. The arm used to punch will also gain flames and burning damage.
    Information;
    Strengths:

    • Blinds enemies.
    • Burning damage.
    • Simple attack, low coodlown.

    Weaknesses:

    • It will blind allies as well.
    • Can only attack one target.
    • Burns will only cause 1st degree burns.

    Effects; Instant. 2 post cooldown.
    _____________________________________________

    Name of Spell; Juventud Flaming Dart
    Type; Offensive
    Rank; C
    Description; The user, by using a sword, points at the enemy and shoots a single youth energy line towards the enemy. This line can travel 400 feet in a second, something similar to a sniper. The line will pierce instead of causing an explosion and anyone pierced will be burned creating flames around his body for 1 post.
    Information;
    Strengths:

    • Piercing effect to continue it's way.
    • Burning damage. Deals 2nd degree burns.
    • Simple attack, low coodlown.

    Weaknesses:

    • Needs a sword to be used.
    • It moves in a single line, it won't have any explosive damage at all.
    • If the target has a higher speed than the user's magic power, he can easily evade it by seeing it coming.

    Effects; Instant. 3 post cooldown.

    B Rank Spells:

    Name of Spell; Juventud Flaming Meteor Rain
    Type; Offensive
    Rank; B
    Description; The user places both hands together in order to gather youth energy in them. Then he materializes the youth energy in order to launch eight 1 meter diameter meteor like attacks which are launched and explode in contact with a target. This meteors can home quite a bit as well. The projectiles can move up to 120 meters.
    Information;
    Each projectile or explosion deals B rank damage, but if the enemy is hit by more than 1, the damage won't stack.
    Strengths:

    • Gains 20 magic power against another offensive spell.
    • Shoots 8 homing projectiles.
    • Each projectile causes a 3 meter radius explosion.

    Weaknesses:

    • Damage won't stack.
    • Each projectile itself doesn't have much area, this way, if the attack is divided into many targets, it'll be easier to evade.
    • Minus 20 magic power against defensive spells.

    Effects; Instant. 5 post cooldown.

    Name of Spell; Juventud Flaming Slash
    Type; Offensive
    Rank; B
    Description; The user gathers youth energy around his sword and then throws a slash at a target. This will throw a half moon-like projectile able to cut almost anything in its way. The slash won't stop until reaching it's 120 meters destiny. The slash is up to 7 meters wide and can cut through spells as well. If it cuts something, it will leave orange flames in the borders of the slashed object.
    Information;
    Strengths:

    • If it clashes against a spell and wins its way through, it will continue without being affected, meaning it's power won't be reduced.
    • Gains 50 Magic power against any spell.
    • Simple attack, not much cooldown.

    Weaknesses:

    • Loses 50 magic power against any target who would actually receive damage.
    • Will only deal blunt damage to a living target, no slashing damage.
    • Needs a sword to perform.

    Effects; Instant. 3 post cooldown.

    Name of Spell; Juventud Lion Fist
    Type; Offensive
    Rank; B
    Description; The user gathers no youth energy, but only in the rest of his body. He then rushes at a very high speed towards the enemy and lands a punch, this punch will absorb enemy's youth energy in contact, absorbing energy and healing himself with the enemy's energy. This deals half B rank damage to the enemy and heals B rank damage in the user.
    Information;
    Strengths:

    • Heals and damages.
    • Simple attack.
    • Heals B rank damage.

    Weaknesses:

    • No Range. Melee.
    • Not to difficult to evade since it's just a punch.
    • Deals half B rank damage only.

    Effects; Instant. 4 post cooldown.

    A Rank Spells:

    Name of Spell; Juventud Astral Rain
    Type; Offensive
    Rank; A
    Description; This spell is a very peculiar one and was one hundred percent implemented by Rangoon. The user gathers youth energy in his hands and creates some sort of light sphere. He then throws it to the sky, and when it reaches a 200 meter height, it explodes releasing what looks to be a star rain in a dome shape. The dome is around Rangoon and has a 150 meter radius. Any enemy inside the dome instantly, after a few seconds, starts burning (dealing 3rd degree burns) and receives A rank damage. The flames can't be turned off but with a water spell for a total of 2 posts. The secret of this spell, is that the youth energy released in the sky, quickly moves in the form of tiny darts towards the enemies in the area, when they hit, they explode dealing quite some damage.
    Information;
    Strengths:

    • Difficult to actually notice it's an attack.
    • Area of effect.
    • Allie friendly.

    Weaknesses:

    • Loses 20 magic power against single defensive spells.
    • Loses 10 more magic power against a water defensive spell.
    • The fire can be turned out by water spells (though it won't reduce the damage).

    Effects; Instant. 8 post cooldown.

    Name of Spell; 48 Gates of the Lion Blade
    Type; Offensive
    Rank; A
    Description; The user gathers youth energy in his whole body and in his sword. The user will then slash his target in a melee range. IF he hits the target, the enemy will be infused with Asuma's youth energy. This will slow the enemy's reaction time and Asuma will speed up his. Asuma will start dashing around the enemy and slashing him in the air after successfully kicking him up. After 48 slashes that are performed in nothing but a few seconds, he will throw him to the ground. The infused youth energy in the enemy will explode dealing dmage around as well in a 25 meter radius.
    Information;
    Strengths:

    • The first part deals full A rank damage to the single target.
    • The area of effect damage at the end of the attack deals 0.5 A Rank damage, including the target.
    • The gains 10 points in speed at the start of the spell only and loses 10 for one post after casting it.

    Weaknesses:

    • Loses 50 Magic power against any defensive spell.
    • Needs a sword.
    • Needs to land the first slash to perform the last part, so if it's evaded, it will do absolutely nothing and enter in cooldown.

    Effects; Instant. 6 post cooldown.

    S Rank Spells:

    Name of Spell; Juventud Third Gate of the Roaring Lion/Supernova
    Type; Offensive
    Rank; S
    Description; This spell is quite simple. The user gathers as much youth energy as he can, he then releases it to create a fire super nova with a 100 meter radius. The super nova moves at a 50 meter per second and will deal 3rd degree burns against anyone in the area.
    Information;
    Strengths:
    • Difficult to evade because of the speed.
    • This spell can't be protected by wall-like defensive spells.
    • Caused burning and blunt damage.

    Weaknesses:
    • Can damage allies as well.
    • Water defensive spells gain 30 magic defense against this spell.
    • Round defensive spells such as spheres, gain an extra 30 magic defense against this spell.

    Effects; Instant. 8 post cooldown.

    Name of Spell; Juventud, Last Gate of the Roaring Lion
    Type; Defensive/Offensive
    Rank; S
    Description; The user releases a huge amount of youth power around him and materializes it by making it spin around him creating some sort of tornado around him. This orange fire tornado will first act as a defensive spell protecting the user from any incoming attacks. As the tornado grows up to a 20 meter tall tornado, it will gain a lion like head in the top. This is where the spell transforms into aa offensive attack, the user will fly to the lion head, but the tornado won't let people see this move, then the user will fly at very high speeds of about 60 meters per second and can travel up to 120 meters. The 3 meter radius tornado will move along Asuma by stretching and making it look like the lion head is the one who actually attacked the targets. When the lion head lands, about a 40 meter radius wind explosion is created which also burns anything in the area dealing S rank damage to anyone in the area. This deals 3rd degree burns and wind cuts.
    Information;
    Because of the tornado actualle destroying a spell, it's measured with the magic power stat.
    Strengths:
    • Defensive and offensive abilities.
    • Defensive abilities are based on magic power stat.
    • Pushes back anyone in the starting tornado area.

    Weaknesses:
    • Also pushes allies from the area so it won't defend them.
    • Can damage allies.
    • Loses 30 magic power against water magic.

    Effects; Instant. 10 post cooldown.
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    Kita Nanase
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    Character Gender : Male Jewels Jewels : 41309
    Posts : 15
    Join date : 2015-10-19

    Completed Re: Ethernal Youth Magic

    Post by Kita Nanase on Thu 26 Nov 2015, 12:36 pm

    Hey There! My name is Kita and I will be grading your magic!

    This is a very interesting magic and I am excited to see in what ways you are going to use it. But with every great magic there are some problems: Problems will be in this color

    Name of Spell; Juventud Flash
    Type; Supplementary
    Rank; D
    Description; Asuma uses his youth energy to shoot it all around his body. This will create a small 3 meter radius where anyone in it will be blinded by the spell for 1 post.
    Information;
    Strengths:

    Blinds foes for 1 post. (In your magic weaknesses you said you could not cause debuffs, however, Blinding an enemy is considered a debuff.)
    Allie friendly, so i wont blind allies.
    Area of effect

    Weaknesses:

    Deals no damage.
    No Range.
    It will only prevent their vision. If an enemy is used to fight without seeing, they won't be affected at all.

    Effects; Blinds. (Again Debuff) It's instant and has a 4 post cooldown.

    Name of Spell; Juventud Dash
    Type; Supplementary
    Rank; D
    Description; The user uses his youth energy to boost the power in his legs, this way he runs at a very high speed for a single second, being able to almost teleport in a 15 meter radius. This can only be used to evade a C rank or lower attack. (This attack is also defensive. This spell can either be supplementary or Defensive. I will take either the speed up or the blocking, Not both.)
    Information;
    Strengths:

    Can evade more than one attack if used at a good timing.
    Also provides some mobility in battle.
    Low cooldown.

    Weaknesses:

    Can only evade up to C rank attacks.
    Provides no defense for allies.
    Provides no damage.
    If a B rank attack and a C rank attack, for example, are thrown a the enemy at the same time, this attack will be canceled and both will hit

    Effects; Instant. Cooldown is 2 posts.

    Name of Spell; Juventud Kick
    Type; Offensive/Melee Range
    Rank; C
    Description; The user enhances his feet with youth energy, then he lands and explosive kick. The foot will shine so it will blind anyone in a 5 meter radius during the attack. The foot used to kick will also gain flames and burning damage. (The Debuff thing again. You said you couldn't cause debuffs but blindness is considered a debuff.)
    Information;
    Strengths:

    Blinds enemies.
    Burning damage.
    Simple attack, low coodlown.

    Weaknesses:

    It will blind allies as well.
    Can only attack one target.
    Burns will only cause 1st degree burns.

    Effects; Instant. 2 post cooldown.

    Name of Spell; Juventud Punch
    Type; Offensive/Melee Range
    Rank; C
    Description; The user enhances his arm with youth energy, then he lands and explosive punch. The arm will shine so it will blind anyone in a 5 meter radius during the attack. The arm used to punch will also gain flames and burning damage. (The Debuff thing again. You said you couldn't cause debuffs but blindness is considered a debuff.)
    Information;
    Strengths:

    Blinds enemies.
    Burning damage.
    Simple attack, low coodlown.

    Weaknesses:

    It will blind allies as well.
    Can only attack one target.
    Burns will only cause 1st degree burns.

    Effects; Instant. 2 post cooldown.


    Thats everything I need from you. Its mainly the Blindness thing. You can either change the "Cant cause Debuff" or change the debuffs. Either way, Bump when finished.

      Current date/time is Sun 10 Dec 2017, 11:20 pm