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Limited Magic

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1 Limited Magic on Mon Dec 07, 2015 3:55 am

Alice

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Take Over is a branch of caster magic that allows the user to transform into a creature or entity of their choosing – allowing them to gain the abilities and powers of said creature or entity. This is by no means permanent and only lasts as long as the user expends mana to keep the transformation active. There is a vast number of Take Over types or groups available to choose from, such as Satan Soul, Machina Soul, and Animal Soul to name a few. A Take Over mage can specialize in only one of these types at a time and they would be limited to transforming into entities that belong to their chosen type. Meaning that someone with Satan Soul can transform into various demonic entities but cannot transform into any of the robotic or cyborg like creatures that belong to Machina Soul – and vice versa.

Take Over Magic can only be a primary magic.


Strengths:


  • Buff stacking. Take Over Magic allows its user to have multiple buff spells in the form of partial Take Overs activated at the same time – provided they don’t buff the same stat.

    For example, you can have a strength buff + speed buff at the same time. But you cannot have a speed buff + speed buff at the same time.


  • Subspells cost half the amount of mana as a regular spell of the same rank.


  • TO forms can grant the ability to access different elements and their attributes.

    A Shiva transformation will allow the user to access ice spells. A TO form such as Ifrit will allow access to fire spells while in that form.



Drawbacks:


  • Subspells cannot be used unless their required Take Over form has been activated first. If a Take Over form is canceled while one or more of its subspells are currently active, the subspell’s effects will be canceled as well.

    You cannot use Reshiram’s Fusion Flare spell until after you transform into Reshiram.

    The effects of leech seed are canceled from that point on if you cancel your Bulbasaur transformation.


  • Each form is limited to one element. You cannot have a TakeOver form that uses more than one element.


  • Mana must be paid each turn to sustain the Take Over form once it has been cast, be it full body or partial.



Take Over Forms

Buff percentages:

D: 25%
C: 50%
B: 150%
A: 200%
S: 250%
SS: 300%

Buff percentages are the same for partial and perfect TO forms.


Perfect transformation: A Take Over mage can transform completely into a creature belonging to their respective TO group/theme. While in this form, the mage will gain any powers or elemental advantages and disadvantages belonging to the creature. It is impossible to have two different perfect TO forms active at the same time. But a partial form belonging to the same creature can be active at the same time as its full body form.

Example spell:
Name: Take Over – Shiva
Mana: 30 (15)
Element: Ice
Rank / Class: B rank. Perfect TO form
Duration: Sustain
Cooldown: 3 posts
Effect: User transforms into the winter goddess known as Shiva – a beautiful woman who appears to be made completely out of sparkling ice. While in this form, the user gains elemental resistance against water and metal and is weak to fire damage.  (B rank water spell would deal C rank damage, B rank fire spell would deal A rank damage.) They gain a 150% boost to their speed.


Partial transformation: A Take Over mage can transform only a specific part of their body instead of a complete transformation. Partial forms do not gain elemental advantages or disadvantages. The mage can have as many partial forms as they like – assuming that they have enough spell slots, of course. Partial forms can be stacked with each other, if they belong to the same creature.

Example spell:

Name: Take Over – Shiva’s blessing
Mana: 30 (15)
Element: -
Rank / Class: B rank. Partial TO form
Duration: sustain
Cooldown: 3 posts
Effect: User takes on the blessings of Shiva and transforms both arms into clear ice. They become stronger than regular limbs and can deal more physical damage (150% strength).


Subspells: These are spells that can be used by a Take Over mage while transformed. They cost half as much as a regular spell of the same rank. These spells are canceled and cannot be cast without their requisite TO form. Buffing or sensory spells cannot be subspells. A subspell cannot be of higher rank than the corresponding TO form.

Example spell:

Name: Hailstorm
Element: Ice
Rank / Class: B rank. Offense
Range / Speed: 9m radius. 20m/s
Duration: Instant
Cooldown: 3 posts
Requirement: Any of Shiva’s transformations.
Effect: User causes tiny shards of ice to rain down on the target, covering a nine meter radius. This spell deals B rank cold damage


In addition to these, general magic rules and spell rules apply where applicable.

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2 Re: Limited Magic on Mon Dec 07, 2015 4:03 am

Alice

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Requip is a type of magic that allows the user to utilize magical weapons or armor during combat. Re-quip mages do not carry their equipment around with them, instead they keep them stored with a pocket dimension, thus allowing for them to call forth the equipment at will. Re-quip mages are allowed 3 armors and 3 weapons per rank, yet only one "weapon" and one "armor" are allowed to be called forth at a time. These items are registered the same as spells, however they require no MP cost to summon and do not take up spell slots.

Re-Quip can only be a Primary Magic.

Additionally, Re-quip weapons follow the same guidelines as Holder weapons with the exception that Re-quip weapons can be destroyed, and they can damage spells. They are, however, restored at the end of the thread. Weapons are capable of having as many sub-spells as the mage has available spell slots, since these sub-spells also take up spell slots - as well as cost mana to cast. A sub-spell cannot be of higher rank than the weapon or armor it relates to.

Armors are capable of withstanding more than defensive spells would, capable of withstanding up to three spells of the rank above the armor's. (In other words, a D-rank armor would be able to withstand 3 C-ranks before being destroyed.) Re-quip mages are allowed to have multiple elements in total, but each weapon or armor as well as their sub-spells must adhere to one element each. Additionally, Re-quip mages may only have a total of 5 elements in their arsenal.


In addition to these, general magic rules and spell rules apply where applicable.


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3 Re: Limited Magic on Tue Feb 16, 2016 12:04 pm

Alice

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Dragon Slayer Magic is an ancient and powerful magic originally taught by the Dragons themselves. Over time, this knowledge as well as the mighty beasts themselves were lost and forgotten, becoming nothing more than legends and stories. Few in this day and age can accurately recount such knowledge, fewer still possess the magic itself that has now come to be considered a Lost Magic.

As such it, is no surprise that Dragon Slayers are few and far in between.

However, a mage lucky enough to possess this magic would find themselves capable of harnessing the power of Dragons - as that is exactly what the magic entails. Dragon Slayer magic grants its caster a resistance to their chosen element  as well as the power to consume another’s spells of said element. These attributes, of course, depend on which Dragon they embody.


Strengths



  • Dragon Slayers are resistant to their respective element - meaning that spells of that particular element would only be half as effective against them.

    An S rank spell would deal A rank damage, and so on.

  • They possess the ability to consume spells of their respective element and gain half the amount of mana contained within that spell. A Slayer can use this ability once every three posts. They cannot, however, consume their own magic for this benefit.

  • Enhanced sense of smell, covering an area of 50m radius. They can pick out and perfectly identify scents within a 25 meter radius.

  • Dragon Drive - Every Dragon Slayer has access to this. This mode can be used once per thread.

    Spoiler:
    Dragon Drive

    10% of caster's total MP to activate and sustain per post.

    Grants x2 boost to their DS spells while in this mode.

  • Dragon Force - Unlocked at A rank. Each Dragon Slayer gets a custom Dragon Force tailored to suit their magic.



Drawbacks



  • Keep in mind that a Slayer cannot consume a spell if it contains more than one element.

    For example, a lightning Dragon Slayer cannot consume a storm spell that contains lightning and water both.

  • Unlike regular elemental mages, Slayers themselves are weak to their opposing element, taking twice as much damage from it.
    A fire Dragon Slayer would take twice as much damage from spells of the element of water, and so on.

  • As Slayers are not elemental mages, all of their magic must come from their bodies. As such, they cannot create magical constructs and all of their spells must begin from their body.

    An ice Dragon Slayer cannot cause hail to fall from the sky, but they can shoot ice shards from their fingertips.

  • Be aware that a Slayer can safely consume spells of up to their own rank only. Spells of higher rank though able to be consumed, will deal internal damage that equates to half the amount of the original spell. They can consume Devil Slayer magic of the same element, but cannot consume God Slayer magic even if it is of the same element.

  • Slayer magic cannot be upgraded.

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4 Re: Limited Magic on Tue Feb 16, 2016 12:05 pm

Alice

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God Slayer Magic, as malefic as the name sounds, is a dark and powerful form of magic that has been thoroughly corrupted to its fullest. In ages past, it was taught to mortals by Demons during their war with the Gods; though - perhaps thankfully - the magic and its secrets have grown rarer to the extent where it is considered a Lost Magic.

Of course, as all forbidden knowledge, this magic is undoubtedly tempting as well. Especially since it provides the user with the power of Demons - and the ability to bring down Gods. As a sign of the magic’s corruption, all God Slayer Magic takes on a black tint in addition to the element.

In addition to that, they also get increased resistance to their respective element and the ability to heal themselves by consuming magic that comes from said element. These depend on which Demon’s power they rely on, of course.


Strengths



  • God Slayers are resistant to their respective element - meaning that spells of that particular element would only be half as effective against them.

    An S rank spell would deal A rank damage, and so on.

  • They possess the ability to consume spells of their respective element and heal themselves for half the amount of the spell. A Slayer can use this ability once every three posts. They cannot, however, consume their own magic for this benefit.

  • Enhanced sense of hearing, covering an area of 50m radius. They can pick out and perfectly identify noises within a 25 meter radius.

  • Demon Drive - Every God Slayer has access to this. This mode can be used once per thread.

    Spoiler:
    Demon Drive

    10% of caster's total MP to activate and sustain per post.

    Grants x2 boost to their GS spells while in this mode.

  • Demon Force - Unlocked at A rank. Each God Slayer gets a custom Dragon Force tailored to suit their magic.



Drawbacks



  • Be aware that a Slayer can safely consume spells of up to their own rank only. Spells of higher rank though able to be consumed, will deal internal damage that equates to half the amount of the original spell. They can consume Dragon Slayer magic of the same element, but cannot consume Devil Slayer magic even if it is of the same element.

  • Keep in mind that a Slayer cannot consume a spell if it contains more than one element.

    For example, a lightning God Slayer cannot consume a storm spell that contains lightning and water both.

  • Unlike regular elemental mages, Slayers themselves are weak to their opposing element, taking twice as much damage from it.

    A fire God Slayer would take twice as much damage from spells of the element of water, and so on.

  • As Slayers are not elemental mages, all of their magic must come from their bodies. As such, they cannot create magical constructs and all of their spells must begin from their body.

    An ice God Slayer cannot cause hail to fall from the sky, but they can shoot ice shards from their fingertips.

  • Slayer magic cannot be upgraded.

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5 Re: Limited Magic on Tue Feb 16, 2016 12:08 pm

Alice

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In ancient times when the war between Gods and Demons was at its peak, the Gods enlisted mortals as their champions. These mages were imbued with a powerful - and some would say holy - magic known as Devil Slayer Magic. Taught by deities, their magical prowess far surpassed that of most mortals. What eventually became of these mages were lost in time and history, their magic and its nature numbering among the countless other lost magics.

Though exceedingly rare, this magic is slowly returning to the world. What it bodes for the rest of the world is uncertain and shrouded in mystery.

Devil Slayers - like their counterpart - possess a natural resistance to their element, and are able to consume magical energy of said element  to further increase their own magical prowess, depending on which God they embody. This magic takes on a very bright, almost white hue along with the element's natural color.


Strengths



  • Devil Slayers are resistant to their respective element - meaning that spells of that particular element would only be half as effective against them.

    An S rank spell would deal A rank damage, and so on.


  • They possess the ability to consume spells of their respective element and double their spellpower for the next spell they cast. A Slayer can use this ability once every three posts. They cannot, however, consume their own magic for this benefit.


  • Enhanced sight within a 50m radius, being able to see perfectly within a 25m radius.


  • God's Blessing - Every Devil Slayer has access to this mode. It can only be used once per thread.

    Spoiler:
    God's Blessing

    10% of caster's total MP to activate and sustain per post.

    Grants x2 boost to their DmS spells while in this mode


  • God Force - Unlocked at A rank. Each Devil Slayer gets a custom God Force tailored to suit their magic.





Drawbacks




  • Be aware that a Slayer can safely consume spells of up to their own rank only. Spells of higher rank though able to be consumed, will deal internal damage that equates to half the amount of the original spell. They can consume God Slayer magic of the same element, but cannot consume Dragon Slayer magic even if it is of the same element.


  • Keep in mind that a Slayer cannot consume a spell if it contains more than one element.

    For example, a lightning Devil Slayer cannot consume a storm spell that contains lightning and water both.


  • Unlike regular elemental mages, Slayers themselves are weak to their opposing element, taking twice as much damage from it.

    A fire Devil Slayer would take twice as much damage from spells of the element of water, and so on.


  • As Slayers are not elemental mages, all of their magic must come from their bodies. They cannot create magical constructs and all of their spells must begin from their body.

    An ice Devil Slayer cannot cause hail to fall from the sky, but they can shoot ice shards from their fingertips.


  • Slayer magic cannot be upgraded.


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Last edited by Alice on Wed Feb 24, 2016 10:34 am; edited 1 time in total

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6 Re: Limited Magic on Tue Feb 16, 2016 12:17 pm

Alice

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Limited Magic Slots

Take Over:

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ReQuip:

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Dragon Slayers:

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God Slayers:

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Devil Slayers:

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