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    Zagan
    Zagan

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    Posts : 33
    Join date : 2015-10-12

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    Post by Zagan Thu Oct 15, 2015 8:01 pm

    Apocalypse Curse
    SS Rank
    Calamity Curse
    N/A
    Main
    Tartarus
    Yes
    Both


    Magic Description
    Zagan use to be a Destroying Angel long before the War on Heaven. As such he was gifted with the ability to cause natural disasters and some not so natural disasters, more over the power to enact the apocalyptic disasters. These disasters range from shifting the magnetic pull to causing a forest fire. When he was cast out of Heaven that gift became his Curse. Rage filled him at his casting out and that is the trait that his Curse Magic took to be it's power. Now he is able to still summon the powers of Nature to cause damage and mayhem where ever he goes. Though this is Curse magic so things that would normally affect magic will not affect his power.

    Perks of Magic
    Seven Seals - Zagan is able to create Seven Curse Seals on any surface. Each Curse Seal holds a Curse spell inside it. The spell contained is by Zagan's preference though it must be one of his own. At any given time he can release the Curse Seal and the spell with activate, the point of casting is where ever the seal was placed. While a spell is contained in a seal, Zagan loses his ability to cast that spell. Once released it automatically goes into cool down.

    Elemental Affinity - based on the surroundings, Zagan's spells gain strength. On a hot dry day, fire spells because twice as strong. In a cracked Wasteland or on a Mountain, Earth Spells are twice as strong, etc. At the same time any spell that would be adversely affected by the weather or landscape will have its strength cut in half.

    Undying Hatred - Zagan's Curse Magic is based on the Hatred. The more hatred he feels towards someone the more powerful his curses become it becomes. So every time that he is injured, his hatred grows towards that person and his next spell is doubled in power. Only the next spell is doubled and only if directed at the person that injured him.


    Weaknesses
    Though it is capable of using multiple elements, it does not change the weakness of those said elements from their normal adversities. Fire is till weak again Water and so forth. Along with the normal elemental weaknesses, because of the way that the magic works there is no preventing damage between individuals. Nor is there anyway to direct the magic to target a single person, all spells always affect an area. As such any ally's anywhere near the spell will be damage just as easily as an enemy could. On the flip side, defensive and supplementary spells only work on him and no one else.

    Strengths
    Curse magic is very versatile as it can draw upon multiple elements do deal damage or to defend himself. As well this magic is completely area of Effect so it will always damage more than one thing. As well as being a curse, normal things that would affect magic, such as nullification magic, does not work on it.

    Spells

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    D Rank Spell:

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    C Rank Spells:

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    B Rank Spells:

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    A Rank Spells:

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    S Rank Spells:

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    SS Rank Spells:






    Last edited by Zagan on Sat Oct 24, 2015 10:04 pm; edited 4 times in total
    Mizuko
    Mizuko

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    Posts : 300
    Join date : 2015-09-07

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    Post by Mizuko Sun Oct 18, 2015 8:11 pm

    Hiya! I'll be grading your magic today, you know me.

    Perks of Magic


    For your second perk, could you put a little chart as to containing where each element is positively vs negatively effected?

    Your third perk is a bit too much, as you could easily just have your character be mad at everybody. Could you please have a weakness in this, and lower power increase some?

    Strengths
    Not being affected by magics made to counter magic, such as nullification magic, is a perk.

    Spells

    Please remove the 'place your spells here' bit.

    All your spells need to be placed in this:

    Code:
    [b]Name:[/b] Name of Spell here

    [b]Rank:[/b] Rank of spell here

    [b]Type:[/b] What type of spell is it {Types break down in Offense, Defense, Supplementary, Healing, and AOE}

    [b]Range:[/b] Put the range of your spell here, please be reasonable as if it is a D rank spell you can't have the range of over 100ft and what not so be specific.

    [b]Duration/Cool Down:[/b]Place the duration and cool down of the spell here

    [b]Appearance:[/b] Does your spell have any physical appearance? If so you may provide an image if you don't wish to describe it, be aware that if your magic makes items or sends out beams or projectiles give the dimensions of the said projectile.  This section is specifically for the overall image of the spell not what it does.

    [b]Description:[/b] What does the spell do, be descriptive note that auto attacks will not be allowed so they have to have a draw back, take into account of rank of opponent and so forth. This is where you describe what the spell does, how it works, the ways to resist, things that do not partake to the overall image of the spell itself.

    [b]Extra:[/b] Anything else we should know about?

    AOE is not a spell type.

    All your appearances need to be more descriptive. What EXACTLY does the spell look like?

    I'll let you do all that and then we'll get down to the individual spells themselves.
    Zagan
    Zagan

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    Posts : 33
    Join date : 2015-10-12

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    Post by Zagan Tue Oct 20, 2015 10:19 pm

    Bump
    Mizuko
    Mizuko

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    Post by Mizuko Tue Oct 20, 2015 10:36 pm

    Just checking descriptions, cooldowns, and durations for spells per request.

    For descriptions, you need to be more descriptive. Describe EVERY detail about the spell. If it can be described, describe it.

    Referring to Gale Force, instant cannot be a duration. As it is part of the post, it counts as at least 1 post.

    For Inhale, try not to use units of time, as that is hard to measure in open roleplay without arguments.

    Lightning Strike needs a MUCH lower duration.

    For Blaze, same problem as Gale Force

    Flame Spin should probably have a 5 post cooldown





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