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    Card Magic: Heaven and Hell

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    Mal Briar

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    Character Gender : Male
    Posts : 8
    Jewels3901
    Join date : 2018-10-16

    Card Magic: Heaven and Hell

    Post by Mal Briar on Thu Oct 18, 2018 1:11 pm




    Magic

    Magic Name: Card Magic: Heaven and Hell
    Magic Type/Sub-type: Holder [Summoning]
    Description: A simple summoning magic that revolves around heaven and hell, those creatures of the underworld, those creatures of the heavens, all come to heel in this magic. Garnered through the mystical cards that he carries, each card holds a monster, a demon or some form of creature, through this he manipulates. Generally stemming towards the darker cards, this kind of magic has been confused many times with necromancy. Requiring the cards he uses, if he does not have the specefic card on him he is unable to perform a summon. With a variety of uses, one can never be too sure as to how the mage in question will act.
    Strengths:

    • Allows for numerical advantages
    • Multi-elemental magic

    Weaknesses:

    • Requires the user to have their holder item on their person. Unlike spirits they can not make their way into the world without the user.
    • Undead/dark creatures are weak against light/divine magic [50% more effective]
    • Heavenly creatures are weak against darkness or Hell based magics [50% more effective]

    Traits:

    • Magic Capacity: Due to wielding magic in such a way, Yamcha has focused on getting the most out of his summonings, he is able to wield them without wasting any magic. Summoning based magic costs 30% less MP.
    • Summoning Mastery: By taking up two trait slots, summons gain an additional ability at one rank lower than their own.
    • Summoning Master: Second Trait Slot
    • Forced Ressurection:By pushing themselves, by paying an additional 30%, the mage is able to negate a cooldown for a summoning and summon it regardless. This can only be used once per summon per thread.


    Spells: You get either 1 A-rank spell and 2 B-rank spells or 2 B-rank spells and 3 C-rank spells to start.

    Hydra:


    Hydra's appearance:

    Name: Hydra
    Rank: A-rank
    Type: Summoning
    Duration: 9 Posts
    Cooldown: 10 Posts
    Description: Summons the Hydra creature, a large and powerful summoning
    Effects: Hydra is a large summoning, being able to dwarf three story buildings with its body, and with its three necks fully extending it can even be higher than five stories. It's right head has the capability to spew a large pool of acid [will be made into spell form]. Its left head is capable of releasing a vast spray of fire [also will be put into spell form]. Its body is capable of dealing out A-rank amounts of damage as is its middle head which seems sturdier than the other. It's right head can only deal C-rank level damage and its left head can doll out B-rank level physical damage. This goes for their teeth as well.  
    Strengths:

    • Able to wield Fire and Acid magic
    • Large Size grants it a large AOE

    Weaknesses:

    • Light Magic
    • Large Size makes it an easier target
    • Due to the large size its physical movement is reduced.


    Hydra's spells:


    Name: Acid Pool
    Rank: A
    Type: Offensive [Acid]
    Duration: 1 post
    Cooldown: 2 posts
    Description: A simple spell, from the right head of Hydra, it releases a vast amount of lava. Due to its immense size, the range and AOE of the acid is superior to most others, It is green in colour and has a rather awful stench.
    Effects: The acid has vast melting properties and an incredibly large range due to the size of Hydra. This means the acid can be shot up to 50 meters away from Hydra's body while creating a 40 meter radius from its strike.
    Strengths:

    • Increadible range
    • Vast melting properties

    Weaknesses:

    • Indiscriminate of friend and foe, the caster can also be caught up in the attack.
    • Only usable through the right head, if the right head is damaged or severed the attack is unable to be used.
    • objects that are naturally unable to melt are thus immune.




    Name: Fire Spew
    Rank: B
    Type: Offensive
    Duration:
    1 Post
    Cooldown: 2 posts
    Description: A simple spell that from the left mouth of the Hydra releases a vast amount of white fire.
    Effects: With a linear range of 20 meters, the flame when connecting with something or the ground spreads to a width of 40 meters. The initial jet is 10 meters in width before expanding. Causes B-rank fire damage [burning etc]
    Strengths:


    • Vast Range
    • Erupting capability

    Weaknesses:

    • Indiscriminate can hurt ally and foe
    • Water magic that is C-rank can halt it [aslong as its common sense a small drop isn't gonna counter act a mass spray]
    • Fire slayers can consume.




    Arook:

    Arook's appearance:
    Name: Arook
    Rank: B
    Type: Summoning
    Duration: 7
    Cooldown: 8
    Description: Arook stands at 5"9 and weighs roughly 166libs. He is very humanoid in appearance, though his demon eyes and wings shows that he is a creature of Hell. He has large wings that allows him to fly as well as claws upon his fingers that allow him slash and penetrate his foes. He is a fighter type spirit who is capable of for short periods increasing his physical capabilities.
    Effects: Arook has a range of 50 feet. His natural combative nature allows for him to have increased senses, so much that he has a natural B-rank magical detection. His main  form of combat is hand to hand and wields his power by ammplifying his physical attacks with darkness magic, this allows him to enhance his physical capabilities through spells.His natural capabiltiies allow him to do B-rank damage.
    Strengths:

    • Impressive Physical capabilities
    • Can increase his physical capabilities further.

    Weaknesses: [/b]

    • Light Magic
    • No ranged abilities
    • Is only capable of physical combat, if he can't get close he is useless.


    Arooks Spells:


    Name: Strength Enhancement
    Rank: B
    Type: Buff
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Through the use of darkness magic, Arook enhances his capabilities, in this term it is his strength. He is shrowded by a small layer of darkness magic when wielding this spell.
    Effects: For a limited time, Arook is capable of increasing his physical strength, this grants him the ability to do A-rank damage with all his attacks for the length of the spell.
    Strengths:

    • Enhancement technique
    • Increases Arooks fighting power


    Weaknesses:

    • Darkness slayers can suck the magic from him if close enough
    • No ranged abilities
    • Is only capable of physical combat, if he can't get close he is useless.





    Name: Body enhancement
    Rank: C
    Type: Summoning
    Duration: 1 post
    Cooldown: 3 posts
    Description: Increasing his body to higher levels, via shielding himself in a shroud of darkness.
    Effects: Grants a stronger defense to Arook. With him naturally being taken out by a single B-rank spell, this technique lets him take on another one with health to spare.
    Strengths:

    • Defence spell
    • Allows for him to defend against slightly stronger attacks


    Weaknesses:

    • Light Magic negates the spell completely
    • only used on his body
    • Can be sucked away from him if close enough by slayers who eat darkness.




    Evira:

    Evira's Appearance:


    Name: Evira
    Rank: B
    Type: Summoning
    Duration: 6 Posts
    Cooldown: 7
    Description: Evira is an angel who has taken up the bow, standing at a modest 5" in total, she is beautiful and as graceful as any who could be met, she inspires and creates a feeling of warmth, yet she does not disobey commands no matter how "gruesome" they may be.
    Effects: Evira being an archer and thus a long range fighter has a large area of movement, being able to hide herself away up to 200 feet from her summoner. She wields a bow and her standard arrows can do B-rank damage, without use of a spell she is able to fire up to two arrows at the same time. She has a total of 20 normal arrows per summon. As she is an angel she is capable of flight, being able to fly up to 150 feet in the air and can maintain flight for as long as she is summoned. [b-rank speeds] She wields light magic to create light arrows and has the capability to shoot out homing arrows, she can also utilize light magic to conceal herself from view, making her a deadly sniper. [spells] She has increadible eyes and can detect magic up to B-rank over a 200 feet radius, while being able to shoot up to 150 feet away from her.
    Strengths:

    • Vast range
    • Superior Detection


    Weaknesses:

    • Darkness and Hell magic has superior effects on her [50% more damage]
    • Basic arrows are only able to do C-rank damage alone
    • Weak in hand to hand combat, generally has low level of speeds.


    Evira's spells:


    Name: Heavens Shot
    Rank: B
    Type: Offensive
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: A simple spell, without notching an arrow, Evira is capable of creating a shower of white holy arrows that cascade down upon the battle field.
    Effects: With a range of 150 feet, this spell releases a flurry of arrows that are intended to home in on opponents, up to 20 arrows are created at once. Generally used against large foes, for each arrow is only at C-rank level, this means it can do multiple C-rank level damage to one foe depending on the amount of arrows that hit. If an area is struck in the same place twice, then the damage is boosted to B-rank. This is easier done on larger foes as they are easier struck.
    Strengths:
    [/b]

    • Vast range
    • Homing arrows.


    Weaknesses:


    • Darkness and Hell magics can block this if C-rank or lower
    • Requires multiple hits in the same place to boost damage to B-rank.
    • Light slayers can consume easily.





    Name: Firework Arrow
    Rank: B
    Type: Debuff
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Evira shoots out a single arrow towards a foe, this arrow has a bulky looking body and is made of pure light. When Evira wishes the arrow explodes.
    Effects: Able to be shot within a 200 feet area, Evira releases her large arrow of light and when she wishes, she allows it to explode much like a firework, now this doesn't do any damage, instead the light arrow erupts, and anyone within a twenty meter radius from the arrow will be blinded and covered in the light, so much vibrancy that shutting ones eyes won't even help. Blinding a foe.
    Strengths:

    • Vast range
    • blindness to foes.


    Weaknesses:

    • Darkness magic can counter
    • No damage
    • light slayers can eat.


    avatar
    Luna Lulila

    Status :
    Online
    Offline

    Posts : 101
    Jewels1144
    Join date : 2018-10-03

    Re: Card Magic: Heaven and Hell

    Post by Luna Lulila on Fri Oct 26, 2018 3:07 pm

    Hello there Mal, my name is Ziiantu and I'll be your grader this time around. Any requests or edits I request of you will be made in this colour, if you have any questions or concerns please feel free to place it in the thread or dm me on discord. Please note I do keep records of any grading I do there, with all pleasantries done lets continue onto the grading


    The grading:
    @Mal Briar wrote:



    Magic

    Magic Name: Card Magic: Heaven and Hell
    Magic Type/Sub-type: Holder [Summoning]
    Description: A simple summoning magic that revolves around heaven and hell, those creatures of the underworld, those creatures of the heavens, all come to heel in this magic. Garnered through the mystical cards that he carries, each card holds a monster, a demon or some form of creature, through this he manipulates. Generally stemming towards the darker cards, this kind of magic has been confused many times with necromancy. Requiring the cards he uses, if he does not have the specefic card on him he is unable to perform a summon. With a variety of uses, one can never be too sure as to how the mage in question will act.
    Strengths:

    • Allows for numerical advantages
    • Multi-elemental magic

    Weaknesses:

    • Requires the user to have their holder item on their person. Unlike spirits they can not make their way into the world without the user.
    • Undead/dark creatures are weak against light/divine magic [50% more effective]
    • Heavenly creatures are weak against darkness or Hell based magics [50% more effective]

    Traits:

    • Magic Capacity: Due to wielding magic in such a way, Yamcha has focused on getting the most out of his summonings, he is able to wield them without wasting any magic. Summoning based magic costs 30% less MP.
    • Summoning Mastery: Summonings gain a single free spell akin to their rank to use.
    • Summoning Adept: Summonings gain an additional free spell one rank lower than their own.
    • Forced Ressurection:By pushing themselves, by paying an additional 30%, the mage is able to negate a cooldown for a summoning and summon it regardless. This can only be used once per summon per thread.


    Spells: You get either 1 A-rank spell and 2 B-rank spells or 2 B-rank spells and 3 C-rank spells to start.

    Hydra:


    Hydra's appearance:

    Name: Hydra
    Rank: A-rank
    Type: Summoning
    Duration: 9 Posts
    Cooldown: 10 Posts
    Description: (Please be as descriptive as possible. What is the spell? What does it do? How do you use it? What limitations does it have? and etc.)
    Effects: Hydra is a large summoning, being able to dwarf three story buildings with its body, and with its three necks fully extending it can even be higher than five stories. It's right head has the capability to spew a large pool of acid [will be made into spell form]. Its left head is capable of releasing a vast spray of fire [also will be put into spell form]. Its body is capable of dealing out A-rank amounts of damage as is its middle head which seems sturdier than the other. It's right head can only deal C-rank level damage and its left head can doll out B-rank level physical damage. This goes for their teeth as well.  
    Strengths:

    • Able to wield Fire and Acid magic
    • Large Size grants it a large AOE

    Weaknesses:

    • Light Magic
    • Large Size makes it an easier target
    • Due to the large size its physical movement is reduced.


    Hydra's spells:


    Name: Acid Pool
    Rank: A
    Type: Offensive [Acid]
    Duration: 1 post
    Cooldown: 2 posts
    Description: A simple spell, from the right head of Hydra, it releases a vast amount of lava. Due to its immense size, the range and AOE of the acid is superior to most others, It is green in colour and has a rather awful stench.
    Effects: The acid has vast melting properties and an incredibly large range due to the size of Hydra. This means the acid can be shot up to 50 meters away from Hydra's body while creating a 40 meter radius from its strike.
    Strengths:

    • Increadible range
    • Vast melting properties

    Weaknesses:

    • Indiscriminate of friend and foe, the caster can also be caught up in the attack.
    • Only usable through the right head, if the right head is damaged or severed the attack is unable to be used.
    • objects that are naturally unable to melt are thus immune.


    Name: Fire Spew
    Rank: B
    Type: Offensive
    Duration: 1 Post
    Cooldown: 2 posts
    Description: A simple spell that from the left mouth of the Hydra releases a vast amount of white fire.
    Effects: With a linear range of 20 meters, the flame when connecting with something or the ground spreads to a width of 40 meters. The initial jet is 10 meters in width before expanding. Causes B-rank fire damage [burning etc]
    Strengths:


    • Vast Range
    • Erupting capability


    Weaknesses:



    • Indiscriminate can hurt ally and foe
    • Water magic that is C-rank can halt it [aslong as its common sense a small drop isn't gonna counter act a mass spray]
    • Fire slayers can consume.




    Hydra Code:



    Code:
    [spoiler=Hydra]

    [spoiler=Hydra's appearance]
    [img]https://vignette.wikia.nocookie.net/legendofthecryptids/images/2/2a/%28Trio%29_White_Drake_of_Evil_Bane.png/revision/latest?cb=20130125175300[/img][/spoiler]
    [b]Name:[/b] Hydra
    [b]Rank:[/b] A-rank
    [b]Type:[/b] Summoning
    [b]Duration:[/b] 9 Posts
    [b]Cooldown:[/b] 10 Posts
    [b]Description:[/b] (Please be as descriptive as possible. What is the spell? What does it do? How do you use it? What limitations does it have? and etc.)
    [b]Effects:[/b] Hydra is a large summoning, being able to dwarf three story buildings with its body, and with its three necks fully extending it can even be higher than five stories. It's right head has the capability to spew a large pool of acid [will be made into spell form]. Its left head is capable of releasing a vast spray of fire [also will be put into spell form]. Its body is capable of dealing out A-rank amounts of damage as is its middle head which seems sturdier than the other. It's right head can only deal C-rank level damage and its left head can doll out B-rank level physical damage. This goes for their teeth as well.  
    [b]Strengths:[/b]
    [list]
    [*]Able to wield Fire and Acid magic
    [*]Large Size grants it a large AOE
    [/list]
    [b]Weaknesses: [/b]
    [list]
    [*]Light Magic
    [*]Large Size makes it an easier target
    [*]Due to the large size its physical movement is reduced.
    [/list]

    [spoiler=Hydra's spells]

    [b]Name:[/b] Acid Pool
    [b]Rank:[/b] A
    [b]Type:[/b] Offensive [Acid]
    [b]Duration:[/b] 1 post
    [b]Cooldown:[/b] 2 posts
    [b]Description:[/b] A simple spell, from the right head of Hydra, it releases a vast amount of lava. Due to its immense size, the range and AOE of the acid is superior to most others, It is green in colour and has a rather awful stench.
    [b]Effects:[/b] The acid has vast melting properties and an incredibly large range due to the size of Hydra. This means the acid can be shot up to 50 meters away from Hydra's body while creating a 40 meter radius from its strike.
    [b]Strengths:[/b]
    [list]
    [*]Increadible range
    [*]Vast melting properties
    [/list]
    [b]Weaknesses: [/b]
    [list]
    [*]Indiscriminate of friend and foe, the caster can also be caught up in the attack.
    [*]Only usable through the right head, if the right head is damaged or severed the attack is unable to be used.
    [*]objects that are naturally unable to melt are thus immune.
    [/list]

    [b]Name:[/b] Fire Spew
    [b]Rank:[/b] B
    [b]Type:[/b] Offensive [b]
    [b]Duration:[/b] 1 Post
    [b]Cooldown:[/b] 2 posts
    [b]Description:[/b] A simple spell that from the left mouth of the Hydra releases a vast amount of white fire.
    [b]Effects:[/b] With a linear range of 20 meters, the flame when connecting with something or the ground spreads to a width of 40 meters. The initial jet is 10 meters in width before expanding. Causes B-rank fire damage [burning etc]
    [b]Strengths:[/b]

    [list]
    [*]Vast Range
    [*]Erupting capability
    [/list]

    [b]Weaknesses: [/b]

    [list]
    [*]Indiscriminate can hurt ally and foe
    [*]Water magic that is C-rank can halt it [aslong as its common sense a small drop isn't gonna counter act a mass spray]
    [*]Fire slayers can consume.
    [/list]
    [/spoiler][/spoiler]

    [b]

    Arook:

    Arook's appearance:
    [b]Name:
    Arook
    Rank: B
    Type: Summoning
    Duration: 7
    Cooldown: 8
    Description: Arook stands at 5"9 and weighs roughly 166libs. He is very humanoid in appearance, though his demon eyes and wings shows that he is a creature of Hell. He has large wings that allows him to fly as well as claws upon his fingers that allow him slash and penetrate his foes. He is a fighter type spirit who is capable of for short periods increasing his physical capabilities.
    Effects: Arook has a range of 50 feet. His natural combative nature allows for him to have increased senses, so much that he has a natural B-rank magical detection. His main  form of combat is hand to hand and wields his power by ammplifying his physical attacks with darkness magic, this allows him to enhance his physical capabilities through spells.His natural capabiltiies allow him to do B-rank damage.
    Strengths:
    [/b]
    [/b]

    • Impressive Physical capabilities
    • Can increase his physical capabilities further.


    [b]
    [b]Weaknesses:

    [/b]
    [/b]

    • Light Magic
    • No ranged abilities
    • Is only capable of physical combat, if he can't get close he is useless.


    [b]

    Arooks Spells:


    [b]Name:
    Strength Enhancement
    Rank: B
    Type: Buff
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Through the use of darkness magic, Arook enhances his capabilities, in this term it is his strength. He is shrowded by a small layer of darkness magic when wielding this spell.
    Effects: For a limited time, Arook is capable of increasing his physical strength, this grants him the ability to do A-rank damage with all his attacks for the length of the spell.
    Strengths:
    [/b]
    [/b]

    • Enhancement technique
    • Increases Arooks fighting power


    [b]
    [b]Weaknesses:

    [/b]
    [/b]

    • Darkness slayers can suck the magic from him if close enough
    • No ranged abilities
    • Is only capable of physical combat, if he can't get close he is useless.


    [b]

    [b]Name:
    Body enhancement
    Rank: C
    Type: Summoning
    Duration: 1 post
    Cooldown: 3 posts
    Description: Increasing his body to higher levels, via shielding himself in a shroud of darkness.
    Effects: Grants a stronger defense to Arook. With him naturally being taken out by a single B-rank spell, this technique lets him take on another one with health to spare.
    Strengths:
    [/b]
    [/b]

    • Defence spell
    • Allows for him to defend against slightly stronger attacks


    [b]
    [b]Weaknesses:

    [/b]
    [/b]

    • Light Magic negates the spell completely
    • only used on his body
    • Can be sucked away from him if close enough by slayers who eat darkness.


    [b]


    Arook's code:



    [/b]
    Code:
    [spoiler=Arook]
    [spoiler=Arook's appearance]
    https://i.pinimg.com/originals/3d/35/96/3d359611d86fcc9c2b0450ff6dd479ae.png[/img][/spoiler]
    [b]Name:[/b] Arook
    [b]Rank:[/b] B
    [b]Type:[/b] Summoning
    [b]Duration:[/b] 7
    [b]Cooldown:[/b] 8
    [b]Description:[/b] Arook stands at 5"9 and weighs roughly 166libs. He is very humanoid in appearance, though his demon eyes and wings shows that he is a creature of Hell. He has large wings that allows him to fly as well as claws upon his fingers that allow him slash and penetrate his foes. He is a fighter type spirit who is capable of for short periods increasing his physical capabilities.
    [b]Effects:[/b] Arook has a range of 50 feet. His natural combative nature allows for him to have increased senses, so much that he has a natural B-rank magical detection. His main  form of combat is hand to hand and wields his power by ammplifying his physical attacks with darkness magic, this allows him to enhance his physical capabilities through spells.His natural capabiltiies allow him to do B-rank damage.
    [b]Strengths:[/b]
    [list]
    [*]Impressive Physical capabilities
    [*]Can increase his physical capabilities further.
    [/list]

    [b]Weaknesses: [/b]
    [list]
    [*]Light Magic
    [*]No ranged abilities
    [*]Is only capable of physical combat, if he can't get close he is useless.
    [/list]

    [spoiler=Arooks Spells]

    [b]Name:[/b] Strength Enhancement
    [b]Rank:[/b] B
    [b]Type:[/b] Buff
    [b]Duration:[/b] 2 posts
    [b]Cooldown:[/b] 3 posts
    [b]Description:[/b] Through the use of darkness magic, Arook enhances his capabilities, in this term it is his strength. He is shrowded by a small layer of darkness magic when wielding this spell.
    [b]Effects:[/b] For a limited time, Arook is capable of increasing his physical strength, this grants him the ability to do A-rank damage with all his attacks for the length of the spell.
    [b]Strengths:[/b]

    Code:

    [list]
    [*]Enhancement technique
    [*]Increases Arooks fighting power
    [/list]
    [b]Weaknesses: [/b]
    [list]
    [*]Darkness slayers can suck the magic from him if close enough
    [*]No ranged abilities
    [*]Is only capable of physical combat, if he can't get close he is useless.
    [/list]

    [b]Name:[/b] Body enhancement
    [b]Rank:[/b] C
    [b]Type:[/b] Summoning
    [b]Duration:[/b] 1 post
    [b]Cooldown:[/b] 3 posts
    [b]Description:[/b] Increasing his body to higher levels, via shielding himself in a shroud of darkness.
    [b]Effects:[/b] Grants a stronger defense to Arook. With him naturally being taken out by a single B-rank spell, this technique lets him take on another one with health to spare.
    [b]Strengths:[/b]

    Code:

    [list]
    [*]Defence spell
    [*]Allows for him to defend against slightly stronger attacks
    [/list]
    [b]Weaknesses: [/b]
    [list]
    [*]Light Magic negates the spell completely
    [*]only used on his body
    [*]Can be sucked away from him if close enough by slayers who eat darkness.
    [/list]
    [b]
    [/spoiler][/spoiler]

    [b]

    Evira:

    Evira's Appearance:


    [b]Name:
    Evira
    Rank: B
    Type: Summoning
    Duration: 6 Posts
    Cooldown: 7
    Description: Evira is an angel who has taken up the bow, standing at a modest 5" in total, she is beautiful and as graceful as any who could be met, she inspires and creates a feeling of warmth, yet she does not disobey commands no matter how "gruesome" they may be.
    Effects: Evira being an archer and thus a long range fighter has a large area of movement, being able to hide herself away up to 200 feet from her summoner. She wields a bow and her standard arrows can do B-rank damage, without use of a spell she is able to fire up to two arrows at the same time. She has a total of 20 normal arrows per summon. As she is an angel she is capable of flight, being able to fly up to 150 feet in the air and can maintain flight for as long as she is summoned. She wields light magic to create light arrows and has the capability to shoot out homing arrows, she can also utilize light magic to conceal herself from view, making her a deadly sniper. [spells] She has increadible eyes and can detect magic up to B-rank over a 200 feet radius, while being able to shoot up to 150 feet away from her.
    Strengths:

    [/b][/b]

    • Vast range
    • Superior Detection


    [b]
    [b]Weaknesses:


    [/b][/b]

    • Darkness and Hell magic has superior effects on her [50% more damage]
    • Basic arrows are only able to do C-rank damage alone
    • Weak in hand to hand combat, generally has low level of speeds.


    [b]
    Evira's spells:


    [b]Name:
    Heavens Shot
    Rank: B
    Type: Offensive
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: A simple spell, without notching an arrow, Evira is capable of creating a shower of white holy arrows that cascade down upon the battle field.
    Effects: With a range of 150 feet, this spell releases a flurry of arrows that are intended to home in on opponents, up to 20 arrows are created at once. Generally used against large foes, for each arrow is only at C-rank level, this means it can do multiple C-rank level damage to one foe depending on the amount of arrows that hit. If an area is struck in the same place twice, then the damage is boosted to B-rank. This is easier done on larger foes as they are easier struck.
    Strengths:

    [/b][/b]

    • Vast range
    • Homing arrows.


    [b]
    [b]Weaknesses:


    [/b][/b]

    • Darkness and Hell magics can block this if C-rank or lower
    • Requires multiple hits in the same place to boost damage to B-rank.
    • Light slayers can consume easily.


    [b]
    [b]Name:
    Firework Arrow
    Rank: B
    Type: Debuff
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Evira shoots out a single arrow towards a foe, this arrow has a bulky looking body and is made of pure light. When Evira wishes the arrow explodes.
    Effects: Able to be shot within a 200 feet area, Evira releases her large arrow of light and when she wishes, she allows it to explode much like a firework, now this doesn't do any damage, instead the light arrow erupts, and anyone within a twenty meter radius from the arrow will be blinded and covered in the light, so much vibrancy that shutting ones eyes won't even help. Blinding a foe.
    Strengths:

    [/b][/b]

    • Vast range
    • blindness to foes.


    [b]
    [b]Weaknesses:


    [/b][/b]

    • Darkness magic can counter
    • No damage
    • light slayers can eat.


    [b]

    Evira's code:


    [/b]
    Code:
     
    [spoiler=Evira]
    [spoiler=Evira's Appearance]
    [img]https://orig00.deviantart.net/2704/f/2013/196/8/7/rage_of_bahamut___divine_attacker__angelic_archer_by_blessthelife-d6dm7nu.jpg[/img][/spoiler]

    [b]Name:[/b] Evira
    [b]Rank:[/b] B
    [b]Type:[/b] Summoning
    [b]Duration:[/b] 6 Posts
    [b]Cooldown:[/b] 7
    [b]Description:[/b] Evira is an angel who has taken up the bow, standing at a modest 5" in total, she is beautiful and as graceful as any who could be met, she inspires and creates a feeling of warmth, yet she does not disobey commands no matter how "gruesome" they may be.
    [b]Effects:[/b] Evira being an archer and thus a long range fighter has a large area of movement, being able to hide herself away up to 200 feet from her summoner. She wields a bow and her standard arrows can do B-rank damage, without use of a spell she is able to fire up to two arrows at the same time. She has a total of 20 normal arrows per summon. As she is an angel she is capable of flight, being able to fly up to 150 feet in the air and can maintain flight for as long as she is summoned. She wields light magic to create light arrows and has the capability to shoot out homing arrows, she can also utilize light magic to conceal herself from view, making her a deadly sniper. [spells] She has increadible eyes and can detect magic up to B-rank over a 200 feet radius, while being able to shoot up to 150 feet away from her.
    [b]Strengths:[/b]
    [list][*]Vast range
    [*]Superior Detection
    [/list]
    [b]Weaknesses: [/b]
    [list][*]Darkness and Hell magic has superior effects on her [50% more damage]
    [*]Basic arrows are only able to do C-rank damage alone
    [*]Weak in hand to hand combat, generally has low level of speeds.
    [/list]
    [spoiler=Evira's spells]

    [b]Name:[/b] Heavens Shot
    [b]Rank:[/b] B
    [b]Type:[/b] Offensive
    [b]Duration:[/b] 2 Post
    [b]Cooldown:[/b] 3 Posts
    [b]Description:[/b] A simple spell, without notching an arrow, Evira is capable of creating a shower of white holy arrows that cascade down upon the battle field.
    [b]Effects:[/b] With a range of 150 feet, this spell releases a flurry of arrows that are intended to home in on opponents, up to 20 arrows are created at once. Generally used against large foes, for each arrow is only at C-rank level, this means it can do multiple C-rank level damage to one foe depending on the amount of arrows that hit. If an area is struck in the same place twice, then the damage is boosted to B-rank. This is easier done on larger foes as they are easier struck.
    [b]Strengths:[/b]
    [list]
    [*]Vast range
    [*]Homing arrows.
    [/list]
    [b]Weaknesses: [/b]
    [list]
    [*]Darkness and Hell magics can block this if C-rank or lower
    [*]Requires multiple hits in the same place to boost damage to B-rank.
    [*]Light slayers can consume easily.
    [/list]
    [b]Name:[/b] Firework Arrow
    [b]Rank:[/b] B
    [b]Type:[/b] Debuff
    [b]Duration:[/b] 2 posts
    [b]Cooldown:[/b] 3 posts
    [b]Description:[/b] Evira shoots out a single arrow towards a foe, this arrow has a bulky looking body and is made of pure light. When Evira wishes the arrow explodes.
    [b]Effects:[/b] Able to be shot within a 200 feet area, Evira releases her large arrow of light and when she wishes, she allows it to explode much like a firework, now this doesn't do any damage, instead the light arrow erupts, and anyone within a twenty meter radius from the arrow will be blinded and covered in the light, so much vibrancy that shutting ones eyes won't even help. Blinding a foe.
    [b]Strengths:[/b]
    [list]
    [*]Vast range
    [*]blindness to foes.
    [/list]
    [b]Weaknesses: [/b]
    [list]
    [*]Darkness magic can counter
    [*]No damage
    [*]light slayers can eat.[/list][/spoiler][/spoiler]

    [b]


    [/b]

    I will not start this grading as you have obviously not read the amount of spells you start with even though it is stated in your magic. You start with either one A rank spell and two B rank spells OR two b rank spells and three c rank spells. You either have to decide which spells you are going to keep and which you are going to lose or prove that you should have the additional spells via training threads or magic store purchase. Once this has been done please bump the thread or dm me directly and I will come and have a look.
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    Mal Briar

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    Re: Card Magic: Heaven and Hell

    Post by Mal Briar on Fri Oct 26, 2018 4:45 pm

    No, I read it. I myself have one A-rank and two b-ranks in according with the system.

    Magic Capacity: Due to wielding magic in such a way, Yamcha has focused on getting the most out of his summonings, he is able to wield them without wasting any magic. Summoning based magic costs 30% less MP.
    Summoning Mastery: Summonings gain a single free spell akin to their rank to use.
    Summoning Adept: Summonings gain an additional free spell one rank lower than their own.
    Forced Ressurection:By pushing themselves, by paying an additional 30%, the mage is able to negate a cooldown for a summoning and summon it regardless. This can only be used once per summon per thread.


    The additional spells were placed in the section because Im attempting to use the trait area to grant my summonings abilities/spells to start off with [since theres not actually any information on summoning traits/their capabiltiies or what they can and can't actually do]. Putting it in this format lets people see the level of spell and their uses and capabilities. I could have easily just put them as "Summoning traits" but placing them in a spell format makes it linear and allows people to fully see the capabilities of each summon.
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    Re: Card Magic: Heaven and Hell

    Post by Luna Lulila on Fri Oct 26, 2018 10:12 pm

    @Mal Briar wrote:No, I read it. I myself have one A-rank and two b-ranks in according with the system.

    Magic Capacity: Due to wielding magic in such a way, Yamcha has focused on getting the most out of his summonings, he is able to wield them without wasting any magic. Summoning based magic costs 30% less MP.
    Summoning Mastery: Summonings gain a single free spell akin to their rank to use.
    Summoning Adept: Summonings gain an additional free spell one rank lower than their own.
    Forced Ressurection:By pushing themselves, by paying an additional 30%, the mage is able to negate a cooldown for a summoning and summon it regardless. This can only be used once per summon per thread.


    The additional spells were placed in the section because Im attempting to use the trait area to grant my summonings abilities/spells to start off with [since theres not actually any information on summoning traits/their capabiltiies or what they can and can't actually do]. Putting it in this format lets people see the level of spell and their uses and capabilities. I could have easily just put them as "Summoning traits" but placing them in a spell format makes it linear and allows people to fully see the capabilities of each summon.

    Ah yeah, I see. A summon can have 2 abilities. This can be two actives, two passives or one of each. I am currently working on clarifying the summoning rules, I hope this helps clarify. Actives should have their own cooldowns and duration if they differ from the summons themselves.
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    Re: Card Magic: Heaven and Hell

    Post by Mal Briar on Sat Oct 27, 2018 1:08 pm

    What would be the ranks of these actives. Since the spell lay out I have these would be classified as actives. Is there a way to increase the amount of abilities or increase spell amounts [Canon wise summons have spells and capabilities so im assuming summons would have something akin to that]. Thats why I applied for these traits, to grant my characters summons additional capabilities on top of the given ones to make them less generic and linear, If these traits are unallowed [gaining extra capabilities] then finding out if theres any way to increase said traits. I looked at other magics to see what is allowable and saw that certain magics [slayers for example] can differ greatly than the source material and can do things that slayers would normally be unable to do, so i assumed granting boosts or an increased amount of abilities [1 akin to their rank and 1 lower] would not seem overpowering compared to many other traits I'v seen.
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    Re: Card Magic: Heaven and Hell

    Post by Luna Lulila on Sat Oct 27, 2018 2:52 pm

    @Mal Briar wrote:What would be the ranks of these actives. Since the spell lay out I have these would be classified as actives. Is there a way to increase the amount of abilities or increase spell amounts [Canon wise summons have spells and capabilities so im assuming summons would have something akin to that]. Thats why I applied for these traits, to grant my characters summons additional capabilities on top of the given ones to make them less generic and linear, If these traits are unallowed [gaining extra capabilities] then finding out if theres any way to increase said traits. I looked at other magics to see what is allowable and saw that certain magics [slayers for example] can differ greatly than the source material and can do things that slayers would normally be unable to do, so i assumed granting boosts or an increased amount of abilities [1 akin to their rank and 1 lower] would not seem overpowering compared to many other traits I'v seen.

    I will have to look over your character to see the trait, however a summon starts out with two traits of its own as standard, then you may buy or train with said summon adding additional traits but these sacrifice the spell slot that you would be using it for; if that makes sense. The summon starts off with one ability of same rank and with one rank below itself. As for your requested ability I would say it would allow an additional ability per summon that is a rank below also, you can give your summons actives or passives, the passives may affect you, allies or other summons if you so desire. I hope this helps you.
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    Re: Card Magic: Heaven and Hell

    Post by Mal Briar on Sat Oct 27, 2018 3:51 pm

    Should be all sorted now
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    Re: Card Magic: Heaven and Hell

    Post by Luna Lulila on Sat Oct 27, 2018 4:23 pm

    Hello Mal, same as before all edits and alterations will be commented by me in this colour. Feel free to contact me here or on discord with any questions you may have and I will answer them as best I can. I do keep records of anything to do with gradings that happen on discord, but you've waited long enough so lets get on..

    Grading continued:
    @Mal Briar wrote:



    Magic

    Magic Name: Card Magic: Heaven and Hell
    Magic Type/Sub-type: Holder [Summoning]
    Description: A simple summoning magic that revolves around heaven and hell, those creatures of the underworld, those creatures of the heavens, all come to heel in this magic. Garnered through the mystical cards that he carries, each card holds a monster, a demon or some form of creature, through this he manipulates. Generally stemming towards the darker cards, this kind of magic has been confused many times with necromancy. Requiring the cards he uses, if he does not have the specefic card on him he is unable to perform a summon. With a variety of uses, one can never be too sure as to how the mage in question will act.
    Strengths:

    • Allows for numerical advantages
    • Multi-elemental magic

    Weaknesses:

    • Requires the user to have their holder item on their person. Unlike spirits they can not make their way into the world without the user.
    • Undead/dark creatures are weak against light/divine magic [50% more effective]
    • Heavenly creatures are weak against darkness or Hell based magics [50% more effective]
      Given your weaknesses you could put the counter of it if you so desired in the strengths, this is just a suggestion however.

    Traits:

    • Magic Capacity: Due to wielding magic in such a way, Yamcha has focused on getting the most out of his summonings, he is able to wield them without wasting any magic. Summoning based magic costs 30% less MP. Lower this to 25%
    • Summoning Mastery: By taking up two trait slots, summons gain an additional ability at one rank lower than their own.
    • Summoning Master: Second Trait Slot
    • Forced Ressurection:By pushing themselves, by paying an additional 30%, the mage is able to negate a cooldown for a summoning and summon it regardless. This can only be used once per summon per thread. up this to 50%


    Spells: You get either 1 A-rank spell and 2 B-rank spells or 2 B-rank spells and 3 C-rank spells to start.

    Hydra:


    Hydra's appearance:

    Name: Hydra
    Rank: A-rank
    Type: Summoning
    Duration: 9 Posts
    Cooldown: 10 Posts
    Description: Summons the Hydra creature, a large and powerful summoning
    Effects: Hydra is a large summoning, being able to dwarf three story buildings with its body, and with its three necks fully extending it can even be higher than five stories. It's right head has the capability to spew a large pool of acid [will be made into spell form]. Its left head is capable of releasing a vast spray of fire [also will be put into spell form]. Its body is capable of dealing out A-rank amounts of damage as is its middle head which seems sturdier than the other. It's right head can only deal C-rank level damage and its left head can doll out B-rank level physical damage. This goes for their teeth as well.  
    Strengths:

    • Able to wield Fire and Acid magic
    • Large Size grants it a large AOE

    Weaknesses:

    • Light Magic
    • Large Size makes it an easier target
    • Due to the large size its physical movement is reduced.


    Hydra's spells:


    Name: Acid Pool
    Rank: A
    Type: Offensive [Acid]
    Duration: 1 post
    Cooldown: 2 posts
    Description: A simple spell, from the right head of Hydra, it releases a vast amount of lava. Due to its immense size, the range and AOE of the acid is superior to most others, It is green in colour and has a rather awful stench.
    Effects: The acid has vast melting properties and an incredibly large range due to the size of Hydra. This means the acid can be shot up to 50 meters away from Hydra's body while creating a 40 meter radius from its strike.
    Strengths:

    • Increadible range
    • Vast melting properties

    Weaknesses:

    • Indiscriminate of friend and foe, the caster can also be caught up in the attack.
    • Only usable through the right head, if the right head is damaged or severed the attack is unable to be used.
    • objects that are naturally unable to melt are thus immune.




    Name: Fire Spew
    Rank: B
    Type: Offensive
    Duration:
    1 Post
    Cooldown: 2 posts
    Description: A simple spell that from the left mouth of the Hydra releases a vast amount of white fire.
    Effects: With a linear range of 20 meters, the flame when connecting with something or the ground spreads to a width of 40 meters. The initial jet is 10 meters in width before expanding. Causes B-rank fire damage [burning etc]
    Strengths:


    • Vast Range
    • Erupting capability

    Weaknesses:

    • Indiscriminate can hurt ally and foe
    • Water magic that is C-rank can halt it [aslong as its common sense a small drop isn't gonna counter act a mass spray]
    • Fire slayers can consume.




    Arook:

    Arook's appearance:
    Name: Arook
    Rank: B
    Type: Summoning
    Duration: 7
    Cooldown: 8
    Description: Arook stands at 5"9 and weighs roughly 166libs. He is very humanoid in appearance, though his demon eyes and wings shows that he is a creature of Hell. He has large wings that allows him to fly as well as claws upon his fingers that allow him slash and penetrate his foes. He is a fighter type spirit who is capable of for short periods increasing his physical capabilities.
    Effects: Arook has a range of 50 feet. His natural combative nature allows for him to have increased senses, so much that he has a natural B-rank magical detection. His main  form of combat is hand to hand and wields his power by ammplifying his physical attacks with darkness magic, this allows him to enhance his physical capabilities through spells.His natural capabiltiies allow him to do B-rank damage.
    Strengths:

    • Impressive Physical capabilities
    • Can increase his physical capabilities further.

    Weaknesses: [/b]

    • Light Magic
    • No ranged abilities
    • Is only capable of physical combat, if he can't get close he is useless.


    Arooks Spells:


    Name: Strength Enhancement
    Rank: B
    Type: Buff
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Through the use of darkness magic, Arook enhances his capabilities, in this term it is his strength. He is shrowded by a small layer of darkness magic when wielding this spell.
    Effects: For a limited time, Arook is capable of increasing his physical strength, this grants him the ability to do A-rank damage with all his attacks for the length of the spell. Change this to 50% additional damage
    Strengths:

    • Enhancement technique
    • Increases Arooks fighting power


    Weaknesses:

    • Darkness slayers can suck the magic from him if close enough
    • No ranged abilities
    • Is only capable of physical combat, if he can't get close he is useless.





    Name: Body enhancement
    Rank: C
    Type: Summoning
    Duration: 1 post
    Cooldown: 3 posts
    Description: Increasing his body to higher levels, via shielding himself in a shroud of darkness.
    Effects: Grants a stronger defense to Arook. With him naturally being taken out by a single B-rank spell, this technique lets him take on another one with health to spare. I'd allow 2 additional hits
    Strengths:

    • Defence spell
    • Allows for him to defend against slightly stronger attacks


    Weaknesses:

    • Light Magic negates the spell completely
    • only used on his body
    • Can be sucked away from him if close enough by slayers who eat darkness.




    Evira:

    Evira's Appearance:


    Name: Evira
    Rank: B
    Type: Summoning
    Duration: 6 Posts
    Cooldown: 7
    Description: Evira is an angel who has taken up the bow, standing at a modest 5" in total, she is beautiful and as graceful as any who could be met, she inspires and creates a feeling of warmth, yet she does not disobey commands no matter how "gruesome" they may be.
    Effects: Evira being an archer and thus a long range fighter has a large area of movement, being able to hide herself away up to 200 feet from her summoner. She wields a bow and her standard arrows can do B-rank damage, without use of a spell she is able to fire up to two arrows at the same time. She has a total of 20 normal arrows per summon. As she is an angel she is capable of flight, being able to fly up to 150 feet in the air and can maintain flight for as long as she is summoned. [b-rank speeds] She wields light magic to create light arrows and has the capability to shoot out homing arrows, she can also utilize light magic to conceal herself from view, making her a deadly sniper. [spells] She has increadible eyes and can detect magic up to B-rank over a 200 feet radius, while being able to shoot up to 150 feet away from her. I can't allow those ranges without reason, please lower them to be within the the ranges stated in the rules, I'll be editing them soon so to make sure you get the best out of it without having to keep opening I suggest placing max (insert rank) range.
    Strengths:

    • Vast range
    • Superior Detection


    Weaknesses:

    • Darkness and Hell magic has superior effects on her [50% more damage]
    • Basic arrows are only able to do C-rank damage alone
    • Weak in hand to hand combat, generally has low level of speeds.


    Evira's spells:


    Name: Heavens Shot
    Rank: B
    Type: Offensive
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: A simple spell, without notching an arrow, Evira is capable of creating a shower of white holy arrows that cascade down upon the battle field.
    Effects: With a range of 150 feet, this spell releases a flurry of arrows that are intended to home in on opponents, up to 20 arrows are created at once. Generally used against large foes, for each arrow is only at C-rank level, this means it can do multiple C-rank level damage to one foe depending on the amount of arrows that hit. If an area is struck in the same place twice, then the damage is boosted to B-rank. This is easier done on larger foes as they are easier struck.As stated in the notes above
    Strengths:
    [/b]

    • Vast range
    • Homing arrows.


    Weaknesses:


    • Darkness and Hell magics can block this if C-rank or lower
    • Requires multiple hits in the same place to boost damage to B-rank.
    • Light slayers can consume easily.





    Name: Firework Arrow
    Rank: B
    Type: Debuff
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Evira shoots out a single arrow towards a foe, this arrow has a bulky looking body and is made of pure light. When Evira wishes the arrow explodes.
    Effects: Able to be shot within a 200 feet area, Evira releases her large arrow of light and when she wishes, she allows it to explode much like a firework, now this doesn't do any damage, instead the light arrow erupts, and anyone within a twenty meter radius from the arrow will be blinded and covered in the light, so much vibrancy that shutting ones eyes won't even help. Blinding a foe. As stated on the notes above.
    Strengths:

    • Vast range
    • blindness to foes.


    Weaknesses:

    • Darkness magic can counter
    • No damage
    • light slayers can eat.



    Please add any personality your summons may have if they are able of conversing with yourself or anyone else, also please add how your summons are summoned.

    When the requested edits are done, please feel free to dm me or bump this thread and I will get back to you as soon as I can.

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    Re: Card Magic: Heaven and Hell

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      Current date/time is Fri Dec 14, 2018 10:45 pm