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    Tyrannus's Magic

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    Tyrannus
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    Character Gender : Male Jewels Jewels : 42056
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    Age : 26

    Completed Tyrannus's Magic

    Post by Tyrannus on Mon 18 Jan 2016, 7:44 pm

    Name of Magic; Descendent of the Titan: Tyrannus
    Type/Subtype of Magic; Offensive
    Current Rank; X
    Description; Channeling power from the Titan known as Tyrannus, the decedents of this Titan are hard as metal, capable of sprouting extra arms as their ancestor had. A master of this magic may unleash devastating salvos, appear stronger than gods, and more resilient than life itself.
    Information;
    STRENGTHS:

    * Massive Increases to Strength, Endurance, and Magic Defense
    * Multiplicative Damage Out Put from Extra Limbs.
    * Massive Terrain Destroying Techniques

    WEAKNESSES:
    * Friendly fire prone
    * Berserker Status Ailment Prone
    * Long Range Attacks are more draining than the short range.
    * Primary method of damage is close range.

    Traits;
    Titan’s Lineage: Tryton’s body has become hard like metal, as such all-physical attacks are reduced by 50%, unless the attacks are Metal enhanced. Magical attacks are reduced by 35% regardless of element.

    Tyrannus’s Limbs: At will Tryton may sprout up to 3 sets of arms in addition to his own. As long as all arms are deployed. A-S rank spells can be used. All the limbs move as if they were organically apart of the body capable of independent movement and functionality like he was born with them. The arms hold no cooldown as they are manifestations of his actual power.

    Berserker’s Might: During combat, if Tryton falls below 50% health or takes 25% or more of his health in damage. For 3 Posts, He gains +30% Strength, +25% Agility, +30% Magic Defense. During this temporary buff, he is filled with rage becoming obsessed with destroying his foe. Allies become targets if they get in his way or he deems them taking his fight.

    Spoiler:

    Name of Spell; Free-Run
    Type; Utility
    Rank; D
    Description; The caster creates a a puddle of magic beneath the soles of their feet, allowing them to stick to any surface they choose. Allowing them to run up walls, along them, and stand upside down without fear of falling during duration.
    Information;
    Strengths:
    * Allows a user to move freely across almost any surface.

    Weaknesses:
    * Cannot be used to cross elemental fields, Water, Lava, Chasms, etc.
    Duration: 4 posts
    Cost: 5% MP
    Cooldown: 6 posts.


    Name of Spell;  Running Riot
    Type; Utility
    Rank; D
    Description; The caster imbues their legs, allowing them to increase their speed momentarily. Their momentum will carry with them and can move in one dorection. The caster will move fast enough that it makes them hard to see, as they will move faster than the eye can see at 100+ Spell Power. Can travel up to 50 meters in a single cast.
    Information;
    Strengths:
    * Gives the caster an ability to close gaps

    Weaknesses:
    * Turning is difficult
    * Limited Range to travel

    Effects;
    Cost: 5% MP
    Cooldown: 2 posts
    Range: 50 Meters

    Name of Spell;  Concuss
    Type;  Offensive
    Rank; D
    Description; The caster claps their hands hard, causing a loud boom to echo out. All individuals except the caster can be effected. Individuals caught by the boom can become off balance, applies single post debuff to speed  by a percentage of (Strength divided by rank cost). For every 100 milestone over 100% damage is doubled. Damage is configured as Base Power only.
    Information;
    Strengths
    * Can disrupt Opponents movements

    Weaknesses:
    * Can effect allies
    * Low Damage until higher stats

    Effects;
    Range: Close (10m)
    Cool Down: 2 posts
    Cost: 5% MP


    Name of Spell; Mountain Walk
    Type; Utility
    Rank; D
    Description; The caster imbues their legs and allows them to leap long distances or over tall mountains by (5m X Agility). Traveling at (20 x ½ Strength) meters per second.
    Information;
    Strengths:
    * Allows for Fast Travel
    *Excellent gap closer

    Weaknesses:
    * Can be shot at while in air
    * Predictable trajectory
    *Need a moment to prepare to jump
    Effects;
    Duration: 1 Post
    Cost: 5% MP
    Range: Long Distance
    Spoiler:
    C Ranks
    Name of Spell; First Salvo
    Type; Offensive
    Rank; C
    Description; The caster fills their palms with magic power and fires it towards the intended target in a beam.
    Information;

    Strengths
    * With 60+ Spell Power, the spell will cut through walls/trees.
    * Fast Traveling Spell

    Weaknesses
    * Can be dodged at a distance
    * Can be blocked/reflected
    * Can be mitigated or countered by opposing spells.

    Effects;
    Cost: 10%
    Range: Medium
    Speed: (3/4 Spell power)mps
    Cooldown: 4 Posts

    Name of Spell; Hammer Fist
    Type; Offensive
    Rank; C
    Description;  Magic is condensed into the fist of the caster, the strike deals 150% Strength to an opponent.
    Information;
    Strengths

    * With a high Strength state, the user can crush weaker opponents without expending much Magic Power.
    • Can be casted Twice before going on cool down as long as its done in the same post.

    Weaknesses

    * Can be dodged or blocked
    * Point Blank Range
    * Can be countered

    Effects;
    Cost: 10%
    Range: Point-Blank
    Cooldown: 3 Posts


    Name of Spell;  Comet Rush
    Type; Utility
    Rank; C
    Description;  The caster envelopes their body in magic power, rushing them forward at tremendous speed (10m x Agility) per second into an opponent. The caster becomes immune to speed debuffs during this cast.
    Information;
    Strengths:
    * Extremely Effective Gap Closer at higher stats
    * Low Mana Cost

    Weaknesses:
    * Can only move one direction
    * Does not mitigate damage but stops debuffs
    * Can be stopped by objects.

    Effects;
    Cost: 10%
    Cooldown: 4 posts
    Range: Long Range
    Spoiler:
    B Rank
    Name of Spell; Two Ton Hammer
    Type; Offensive
    Rank; B
    Description; The caster clasps both hands together and fills it with magic, then slams them down onto an opponent or onto the ground and causes an explosion. Physical damage inflicted by a successful hammer strike to an opponent is (Base Power + 1/2 Strength). Explosive power is calculated by (Base Power + Spell Power)
    Information;
    Strengths:
    * Can cause Massive Damage on a successful physical attack

    Weaknesses:
    * Allies can get caught in the blast
    * Easily Dodged if not point blank.
    Effects;
    Cost: 15%
    Range: Short
    Speed: (1/2 Spell Power)mps.
    Cooldown: 6 Posts

    Name of Spell; Bombarding Salvo
    Type; Offensive
    Rank; B
    Description; The caster channels magic power into large spheres in four arms, launching them into the air to travel at (5m x 1/2 Strength) per second. Each salvo deals (Base Power + 1/2 Spell Power) and has an effect of (5m X 1/4 Spell Power) in size.
    Information;
    * Super effective Long Range attack
    * Massive destructive oput

    Weaknesses:
    * Friendly Fire Prone
    * Take a moment to gather enough energy
    * Long Cooldown

    Effects;
    Cost: 15%
    Range: Medium
    Cooldown: 8 Posts

    Name of Spell; Piercing Strikes
    Type; Offensive
    Rank; B
    Description; The caster imbues their hands with magic power allowing them to pierce or slash a target rather than apply blunt force. Must use open handed strikes. Armor is only half effective. Successful head strikes deal double damage. Damage is factored as (Base power+Strength)
    Information;
    STRENGTHS:
    * Can wound or maim easily
    * Armor Piercing

    WEAKNESSES:
    * Close quarters dependent
    * Able to be parried or deflected.
    * Duration Based
    Effects;
    Range: Point Blank
    Cost: 15%
    Duration: 4 posts
    Cool down: 6 posts

    Spoiler:

    Name of Spell; Titans Bomb
    Type; Offensive
    Rank; A
    Description; The caster must be holding an opponent or have 2 hands on them. The target is charged with an immense amount of magic power. The affected is then launches in a direction of the casters choosing in a straight line for up to Sniping Distance. If the affected hits a solid object, spell, or reaches Max distance. They explode expending the energy that was stored in them. The resulting explosion covers a 800 meter diameter and causes paralysis for 2 posts. The caster may not use magic during the paralysis time.
    Information;
    Strengths:
    * Causes massive damage
    * large AOE
    * Debuffer

    Weaknesses:
    * Friendly fire prone
    * Suspension of mana during debuff
    * Possible backlash on caster
    * Touch required
    Effects;
    Range: Sniper
    Duration: 1, 2 for debuff
    Speed: 10m x Spell Power
    Cool down: 1 per thread
    Cost: 20%

    Name of Spell; Final Salvo
    Type; Offensive
    Rank; A
    Description;  the caster unleashes a barrage of blasts from their limbs. It can be anywhere from 10 to 100 each blast will lob through the air or fly in a straight line. Upon impact or Max distance the blasts will explode for (Base Power + Spell power) damage each and each blast will cover 50m diameter explosions.
    Information;
    Strengths:
    * Massive Aoe
    * Massive Damage
    * Extremely fast speed

    Weaknesses:
    * Friendly fire almost garunteed
    * Large mana usage
    * One time use in thread
    * Limited Applications

    Effects;
    Range: Long Distance
    Duration: 3 posts ( 1 cast, shots fall for 3 rounds)
    Cool down: 1 per thread
    Cost: 20%
    Spoiler:
    S Rank
    Name of Spell; Ill Prayer
    Type; Offensive
    Rank; S
    Description; The caster envokes the destructive spirit of Tyrannus through prayer and calls their ancestors power forth. A large spell circle appears on the battle field. Covering 900m, as the prayer is completed the caster draws the kanji for death in the air with their fingers. Allies within range are ejected from the circle by way of Comets Rush. All targets within the circle take increased damage. The caster takes 150%, enemies take 200%, the caster also receives 50% magic power from any enemy spell. Enemy targets of the caster also experience reduced spell power of 50%.
    Information;
    * Ally protection
    * double damage output
    * Manavamp

    Weaknesses:
    * Caster can be out numbered
    * Increased received damage
    * 2 post implimentation
    * one time use

    Effects;
    Range: Up to 900 meters
    Duration: 6 posts
    Cool down: 1 per thread


    Name of Spell; Titan Release
    Type; Support
    Rank; S
    Description; Envoking the power of Tyrannus the caster ups all stats by 50, their magic pressure is suppressed, they move faster than what an eye can process without A Rank or higher detection magic, They gain 400% increase to magic regen and recover magic power every 3 posts. Physical attacks now send blasts of magic power from every strike, every open handed strike deals damage like Piercing Strikes. Once the duration is over. The caster suffers 45% debuff to strength, magic power, and agility. However they are healed up to 75% of their health.
    Information;
    Strength:
    * Amplifies all power for duration.
    * Gives the illusion of teleportation.
    * Hyper casting possible

    Weaknesses:
    * User suffers debuff
    * One per event use
    * Does not fully heal
    * Does not mitigate damage or stop debuffs.

    Effects;
    Range:  Point Blank to Close Range (100 meters)
    Cost: 25%
    Duration: 8
    COOL DOWN: Once Per Thread
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    Tyrannus
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    Completed Re: Tyrannus's Magic

    Post by Tyrannus on Thu 21 Jan 2016, 8:26 am

    Bump
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    Kenshin
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    Completed Re: Tyrannus's Magic

    Post by Kenshin on Sun 24 Jan 2016, 8:05 pm

    Heyo Tyrannus, just letting you know that this app is not yet complete, you need to have 4 D-rank spells not 3, give a bump when you are done and I will review it




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    Tyrannus
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    Completed Re: Tyrannus's Magic

    Post by Tyrannus on Mon 25 Jan 2016, 2:18 pm

    Bump it up!
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    Tyrannus
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    Completed Re: Tyrannus's Magic

    Post by Tyrannus on Tue 26 Jan 2016, 8:14 pm

    Bummmmmp
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    Completed Re: Tyrannus's Magic

    Post by Kenshin on Wed 27 Jan 2016, 4:04 am

    Heyo, could you please put all of your spells in spoilers by rank (so all D-ranks in one, C-ranks in another, and so on and so forth), I forgot to mention that before, sorry for that




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    Tyrannus
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    Completed Re: Tyrannus's Magic

    Post by Tyrannus on Wed 27 Jan 2016, 8:39 am

    Fixed,

    Let me know how I can put titles in the spoiler, I couldnt find it in the BBC Guide
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    Completed Re: Tyrannus's Magic

    Post by Kenshin on Wed 27 Jan 2016, 5:44 pm

    Umm, when you click on the spoiler button (the little notepad with the yellow sign) it comes up with the spoiler title, you type the title into that




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    Kazul
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    Completed Re: Tyrannus's Magic

    Post by Kazul on Wed 27 Jan 2016, 10:15 pm

    Tyrannus wrote:Name of Magic; Descendent of the Titan: Tyrannus<-No exact hint on a certain Magic it is or can do.
    Type/Subtype of Magic; Offensive<-This needs to be a type of magic, not it's specialty. Ex: Caster, Holder, Re-quip, etc.
    Current Rank; X
    Description; Channeling power from the Titan known as Tyrannus, the decedents of this Titan are hard as metal, capable of sprouting extra arms as their ancestor had. A master of this magic may unleash devastating salvos, appear stronger than gods, and more resilient than life itself.This description is invalid. Assuming this is a caster magic, you can not depend on another being for magic when caster's magic description is gaining magic from your own self. Furthermore, this magic bluntly being said to be stronger than Gods, and more resilient than life itself is not allowed and coming off as extremely overpowered. If you can give a good reason why this magic also obtains extra limbs, then sure I can buy it. But right now it's vague and I'm wondering what type of magic this is, to get you to be more resilient than life itself, as hard as metal, and sprouting extra arms. Please explain more, and either way you can't keep both of those, especially the resilient than life part.Overall, this description will need serious tweaking and adjustments to match the criteria of caster magic(if this is what it is) or any sort of magic, and not come off as overpowering. Your magic has no theme, it's extremely vague and needs a set type of magic it sticks too, you don't see characters from the show able to manipulate magic itself into doing things outside of their magic set.
    Information;
    STRENGTHS:

    * Massive Increases to Strength, Endurance, and Magic Defense
    * Multiplicative Damage Out Put from Extra Limbs.<-If these are extra limbs, then I would understand why each act as your usual arm and such. However, having multiplicative damage from ONE limb won't be tolerated.
    * Massive Terrain Destroying Techniques

    WEAKNESSES:
    * Friendly fire prone
    * Berserker Status Ailment Prone
    * Long Range Attacks are more draining than the short range.
    * Primary method of damage is close range.

    Traits;
    Titan’s Lineage: Tryton’s body has become hard like metal, as such all-physical attacks are reduced by 50%, unless the attacks are Metal enhanced. Magical attacks are reduced by 35% regardless of element.<-This isn't going to be allowed. Up to 50% physical attack reduction? First of all, why does he obtain this metal like body? What sort of magic gives this off? The title of this magic doesn't exactly hint at any exact thing, at this point I feel as if you're just trying to vague it out and get vast amount of power from it. Not tolerating it. And also, this ultimate defense will not be allowed with that extreme close range power you have at all, it's one or the other it can't be both to a GOOD extent. Magical attacks being reduced as well I can understand due to your body being made of metal, however that has to be scaled down A TON.

    Tyrannus’s Limbs: At will Tryton may sprout up to 3 sets of arms in addition to his own. As long as all arms are deployed. A-S rank spells can be used. All the limbs move as if they were organically apart of the body capable of independent movement and functionality like he was born with them. The arms hold no cooldown as they are manifestations of his actual power.<-3 Sets of arms is a no go. That's 6 arms in total(excluding pre-existing arms) able to use any rank of spells with, 6 arms that have independent movement therefore can be abused with having a toppling ultimate defense in many directions and no limitations, And 6 arms with NO COOLDOWNS!?!? And I can't believe the reason why, the description was vague and not very much for such power for me to see why you get this, including the fact this is too much overpowering abilities just for traits, and needs to be majorly changed.

    Berserker’s Might: During combat, if Tryton falls below 50% health or takes 25% or more of his health in damage. For 3 Posts, He gains +30% Strength, +25% Agility, +30% Magic Defense. During this temporary buff, he is filled with rage becoming obsessed with destroying his foe. Allies become targets if they get in his way or he deems them taking his fight.<-No stat boost allowed for traits allowed whatsoever. Including as such he gains ridiculous boosts.

    Spoiler:

    Name of Spell; Free-Run
    Type; Utility
    Rank; D
    Description; The caster creates a a puddle of magic beneath the soles of their feet, allowing them to stick to any surface they choose. Allowing them to run up walls, along them, and stand upside down without fear of falling during duration.<-How does this correspond to the magic you described here? What even is the magic here, theirs no certain area it seems as if you're trying to just become the ultimate God and have everything. Not allowed until given a reason why you obtain such a spell.
    Information;
    Strengths:
    * Allows a user to move freely across almost any surface.

    Weaknesses:
    * Cannot be used to cross elemental fields, Water, Lava, Chasms, etc.
    Duration: 4 posts
    Cost: 5% MP
    Cooldown: 6 posts.


    Name of Spell;  Running Riot
    Type; Utility
    Rank; D
    Description; The caster imbues their legs, allowing them to increase their speed momentarily. Their momentum will carry with them and can move in one dorection. The caster will move fast enough that it makes them hard to see, as they will move faster than the eye can see at 100+ Spell Power. Can travel up to 50 meters in a single cast.<-This is a D rank spell...Just no. Theirs no statement as to what the legs are being imbued with...And that boost...No.
    Information;
    Strengths:
    * Gives the caster an ability to close gaps

    Weaknesses:
    * Turning is difficult
    * Limited Range to travel

    Effects;
    Cost: 5% MP
    Cooldown: 2 posts
    Range: 50 Meters

    Name of Spell;  Concuss
    Type;  Offensive
    Rank; D
    Description; The caster claps their hands hard, causing a loud boom to echo out. All individuals except the caster can be effected. Individuals caught by the boom can become off balance, applies single post debuff to speed  by a percentage of (Strength divided by rank cost). For every 100 milestone over 100% damage is doubled. Damage is configured as Base Power only.<-What exactly is this boom, and how does an echo get people off balance? Keep in mind this is a D rank spell. The numbers are ridiculous. And please stick to a theme with your magic, not sure what this can be at this point.
    Information;
    Strengths
    * Can disrupt Opponents movements

    Weaknesses:
    * Can effect allies
    * Low Damage until higher stats

    Effects;
    Range: Close (10m)
    Cool Down: 2 posts
    Cost: 5% MP


    Name of Spell; Mountain Walk
    Type; Utility
    Rank; D
    Description; The caster imbues their legs and allows them to leap long distances or over tall mountains by (5m X Agility). Traveling at (20 x ½ Strength) meters per second.<-Your magic so far effects your arm quantity and body to be made of metal. How is this possible? And it's a D rank.
    Information;
    Strengths:
    * Allows for Fast Travel
    *Excellent gap closer

    Weaknesses:
    * Can be shot at while in air
    * Predictable trajectory
    *Need a moment to prepare to jump
    Effects;
    Duration: 1 Post
    Cost: 5% MP
    Range: Long Distance
    Spoiler:
    C Ranks
    Name of Spell; First Salvo
    Type; Offensive
    Rank; C
    Description; The caster fills their palms with magic power and fires it towards the intended target in a beam.<-Vague. Not apart of what your magic means or represents. Stick to a theme.
    Information;

    Strengths
    * With 60+ Spell Power, the spell will cut through walls/trees.
    * Fast Traveling Spell

    Weaknesses
    * Can be dodged at a distance
    * Can be blocked/reflected
    * Can be mitigated or countered by opposing spells.

    Effects;
    Cost: 10%
    Range: Medium
    Speed: (3/4 Spell power)mps
    Cooldown: 4 Posts

    Name of Spell; Hammer Fist
    Type; Offensive
    Rank; C
    Description;  Magic is condensed into the fist of the caster, the strike deals 150% Strength to an opponent.<-C rank spell. Numbers are ridiculously high for a C rank. Can't manipulate magic like that for how yours is setup so far.
    Information;
    Strengths

    * With a high Strength state, the user can crush weaker opponents without expending much Magic Power.
    • Can be casted Twice before going on cool down as long as its done in the same post.

    Weaknesses

    * Can be dodged or blocked
    * Point Blank Range
    * Can be countered

    Effects;
    Cost: 10%
    Range: Point-Blank
    Cooldown: 3 Posts


    Name of Spell;  Comet Rush
    Type; Utility
    Rank; C
    Description;  The caster envelopes their body in magic power, rushing them forward at tremendous speed (10m x Agility) per second into an opponent. The caster becomes immune to speed debuffs during this cast.<-Not really buying that agility boost just for a C rank....And becoming immune to speed debuffs? Nah...Also I fail to see how the magic you have can do this. You don't see people in the show able to manipulate magic in this way, they stick to their themes as magic.
    Information;
    Strengths:
    * Extremely Effective Gap Closer at higher stats
    * Low Mana Cost

    Weaknesses:
    * Can only move one direction
    * Does not mitigate damage but stops debuffs
    * Can be stopped by objects.

    Effects;
    Cost: 10%
    Cooldown: 4 posts
    Range: Long Range
    Spoiler:
    B Rank
    Name of Spell; Two Ton Hammer
    Type; Offensive
    Rank; B
    Description; The caster clasps both hands together and fills it with magic, then slams them down onto an opponent or onto the ground and causes an explosion. Physical damage inflicted by a successful hammer strike to an opponent is (Base Power + 1/2 Strength). Explosive power is calculated by (Base Power + Spell Power)<-What exactly is your magic to where it allows you to do things like this? It's unrealistic having magic that specializes in metal body, arm increase, and things like this. Im not buying any of it, whatever this magic may be until a solid idea of what it can do is made and nothing vague, can't believe none of this. Also damage calculations are in rules.
    Information;
    Strengths:
    * Can cause Massive Damage on a successful physical attack

    Weaknesses:
    * Allies can get caught in the blast
    * Easily Dodged if not point blank.
    Effects;
    Cost: 15%
    Range: Short
    Speed: (1/2 Spell Power)mps.
    Cooldown: 6 Posts

    Name of Spell; Bombarding Salvo
    Type; Offensive
    Rank; B
    Description; The caster channels magic power into large spheres in four arms, launching them into the air to travel at (5m x 1/2 Strength) per second. Each salvo deals (Base Power + 1/2 Spell Power) and has an effect of (5m X 1/4 Spell Power) in size.
    Information;<-Damage calculations and travel distance are available in the rules section. You can't create your own rules.
    * Super effective Long Range attack
    * Massive destructive oput

    Weaknesses:
    * Friendly Fire Prone
    * Take a moment to gather enough energy
    * Long Cooldown

    Effects;
    Cost: 15%
    Range: Medium
    Cooldown: 8 Posts

    Name of Spell; Piercing Strikes
    Type; Offensive
    Rank; B
    Description; The caster imbues their hands with magic power allowing them to pierce or slash a target rather than apply blunt force. Must use open handed strikes. Armor is only half effective. Successful head strikes deal double damage. Damage is factored as (Base power+Strength)<-Vague on what type of magic allows you to do this. Also armor can not be half effective from something like this, you can pierce armor but can't alter the abilities on armor unless you have a magic specializing in that form of magic. And you can't choose your own damage formulas.
    Information;
    STRENGTHS:
    * Can wound or maim easily
    * Armor Piercing

    WEAKNESSES:
    * Close quarters dependent
    * Able to be parried or deflected.
    * Duration Based
    Effects;
    Range: Point Blank
    Cost: 15%
    Duration: 4 posts
    Cool down: 6 posts

    Spoiler:

    Name of Spell; Titans Bomb
    Type; Offensive
    Rank; A
    Description; The caster must be holding an opponent or have 2 hands on them. The target is charged with an immense amount of magic power. The affected is then launches in a direction of the casters choosing in a straight line for up to Sniping Distance. If the affected hits a solid object, spell, or reaches Max distance. They explode expending the energy that was stored in them. The resulting explosion covers a 800 meter diameter and causes paralysis for 2 posts. The caster may not use magic during the paralysis time.<-When were you able to manipulate your magic prowess to act as a conduit and force into others? No no no, you can't make a person explode due to a magic, definitely from the form of this. Furthermore, that meter size is just ridiculous and too big to even look at, and alongside that can paralyze? Would only believe about a quarter of this if it was S rank, you just can't due that without good reason, and in a sense godmod other people's characters to do certain things with it.
    Information;
    Strengths:
    * Causes massive damage
    * large AOE
    * Debuffer

    Weaknesses:
    * Friendly fire prone
    * Suspension of mana during debuff
    * Possible backlash on caster
    * Touch required
    Effects;
    Range: Sniper
    Duration: 1, 2 for debuff
    Speed: 10m x Spell Power
    Cool down: 1 per thread
    Cost: 20%

    Name of Spell; Final Salvo
    Type; Offensive
    Rank; A
    Description;  the caster unleashes a barrage of blasts from their limbs. It can be anywhere from 10 to 100 each blast will lob through the air or fly in a straight line. Upon impact or Max distance the blasts will explode for (Base Power + Spell power) damage each and each blast will cover 50m diameter explosions.<-100 blasts from each limb? This is already looking extremely OP. On top of that, having your own forumlas isn't valid. Including that, each blast able to cover 50m diameter? No.
    Information;
    Strengths:
    * Massive Aoe
    * Massive Damage
    * Extremely fast speed

    Weaknesses:
    * Friendly fire almost garunteed
    * Large mana usage
    * One time use in thread
    * Limited Applications

    Effects;
    Range: Long Distance
    Duration: 3 posts ( 1 cast, shots fall for 3 rounds)
    Cool down: 1 per thread
    Cost: 20%
    Spoiler:
    S Rank
    Name of Spell; Ill Prayer
    Type; Offensive
    Rank; S
    Description; The caster envokes the destructive spirit of Tyrannus through prayer and calls their ancestors power forth. A large spell circle appears on the battle field. Covering 900m, as the prayer is completed the caster draws the kanji for death in the air with their fingers. Allies within range are ejected from the circle by way of Comets Rush. All targets within the circle take increased damage. The caster takes 150%, enemies take 200%, the caster also receives 50% magic power from any enemy spell. Enemy targets of the caster also experience reduced spell power of 50%.<-Can't depend on another being for magic power for a caster magic. Range too huge for close quarter magic. The percentages are just too high and immensely OP.
    Information;
    * Ally protection
    * double damage output
    * Manavamp

    Weaknesses:
    * Caster can be out numbered
    * Increased received damage
    * 2 post implimentation
    * one time use

    Effects;
    Range: Up to 900 meters
    Duration: 6 posts
    Cool down: 1 per thread


    Name of Spell; Titan Release
    Type; Support
    Rank; S
    Description; Envoking the power of Tyrannus the caster ups all stats by 50, their magic pressure is suppressed, they move faster than what an eye can process without A Rank or higher detection magic, They gain 400% increase to magic regen and recover magic power every 3 posts. Physical attacks now send blasts of magic power from every strike, every open handed strike deals damage like Piercing Strikes. Once the duration is over. The caster suffers 45% debuff to strength, magic power, and agility. However they are healed up to 75% of their health.<-Stat boost at S rank can only be increased at 50 in total. Nothing more. You're asking for 300 Stats in total, thats not allowed. You also move faster without A rank or higher detection magic? Nope, too OP. Also a 400% magic regen is a big, BIG no no. Physical attacks sending blasts is a no, youre supposed to be close quarters in your weakness, stick to it. Those boost just cant outweigh the debuffs in any way.
    Information;
    Strength:
    * Amplifies all power for duration.
    * Gives the illusion of teleportation.
    * Hyper casting possible

    Weaknesses:
    * User suffers debuff
    * One per event use
    * Does not fully heal
    * Does not mitigate damage or stop debuffs.

    Effects;
    Range:  Point Blank to Close Range (100 meters)
    Cost: 25%
    Duration: 8
    COOL DOWN: Once Per Thread

    Basically man, this app needs MAJOR work. The numbers here are just too great, and logic needs to be severely placed here, ESPECIALLY for the D rank spells that can do things like an A rank. Just change this, find a theme for your magic, not something vague to try and manipulate power itself because that's just unfair, stick to it too. But this needs help, harsh to say but the truth. Sorry.

    P.S. Each spell including information at the top needs at least 3 strengths AND weaknesses. Thank you.

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    Completed Re: Tyrannus's Magic

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      Current date/time is Thu 14 Dec 2017, 8:14 pm