Fairy Tail: Endless Skies

Hi, Welcome to Fairy Tail: Endless Skies. We are a brand new, semi-free form Fairy Tail RP forum. We hope that you will join us and embark on your very own journey!

Please be aware that because we are semi-free form, your characters are not ranked here. Only spells, pets and any equipment you make are ranked.

Also, HTML is disabled in all posts as a security measure so we ask that you use BBCode in all your posts and no HTML as it will not work.

Hi, Guest. You have 72 post(s)! Please welcome the newest mage, Saint Neptune, to Fairy Tail: Endless Skies!

Welcome guests and members alike to Fairy Tail: Endless Skies! We hope you enjoy your stay here no matter how short or long it may be! If you're new, please check out our new member guide to help you get started!

    Yggdrasil Magic

    Share
    avatar
    CondorKing

    Status :
    Online
    Offline

    Character Gender : Male
    Posts : 6
    Jewels2901
    Join date : 2018-11-01

    completed Yggdrasil Magic

    Post by CondorKing on Fri Nov 02, 2018 12:33 am

    Magic

    Magic Name: Yggdrasil Magic
    Magic Type/Sub-type: Caster Magic
    Description: The Yggdrasil, as practitioners of this magic understand it, is a theoretical or mythical magical construct through which magic courses across the world. Its branches and roots carry the magic that flows through every living thing. Yggdrasil Magic is one that gives its user access to the mythic tree that connects the world. In doing so, the wielder can access the pathways to all things. 
    Strengths: Yggdrasil is a form of spatial magic with its own particular style, but as it's a spatial magic, it allows its user access to great control over a battlefield. 

    Weaknesses: Yggdrasil doesn't fall into any of the subcategories of Maker, Summoning or Take-Over, and therefore possesses some limitation in its utility.
    Yggdrasil Magic lacks any strong suits, and thus can produce trouble in trying to exploit weaknesses in combat.
    Yggdrasil Magic is strongly related to a specific world. If the Caster moves to a different world or dimension, then it will take a great while before they can become accustomed to that world's world tree, inhibiting their magic of this type for several posts depending on how different the two worlds are.


    Traits:

    • Tree Traveler: Access to the Yggdrasil allows its user the ability to move along the 'branches' which shape the world. Once every five posts, the user can travel a distance up to four hundred meters, and can bring upon all things within a 10m radius of themselves. However, this teleportation can't bring the party within 5m within something with great magical power, like a wizard or a summoned creature.
    • Story Reader: The user of this magic can read the branches of the world tree to sense recent travels or significant magical uses. This can be used to track those with magic that its user can recognize, or to identify the location where magic was used.
    • Dead Spot: By manipulating the branches of the world tree, the user can create a position wherein naturally occurring magic is weaker. Once every ten posts, the user of this magic can create a circular area forty meters in circumference that inhibits the regeneration of mana. Anybody who ends their post in that zone won't have regenerated mana, and will have any counters to regenerate mana reset.
    • Treehouse: The Caster of this magic naturally attracts the attention of the Yggdrasil, producing a spot in which the branches of magic accumulate and come together. As a result, there becomes a place in their life in which they're capable of producing a single Grand Spatial Feat, like transporting a great deal of mass a great distance. Upon use, the branches will never collect and form at that spot again.


    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.
    Name: Wild Flow
    Rank: B
    Type: Utility
    Duration: 5 Posts
    Cooldown: 6 Posts
    Description: Wild Flow manipulates the magical energy of the World Tree by accelerating that flow in an area around the caster. In doing so, distinctly magical things have something of an accelerated lifespan. As a direct result, the duration of all spells used in this area is lowered by two. If a spell's duration is less than two, then it becomes impossible to maintain. Only the spell 'Wild Flow' is unaffected by these affects.
    Effects: 60 Meter Radius Field is created around the caster. If the caster moves, the field moves. The Maximum Duration of any spell, Requip, Summon or otherwise is lowered by two posts, with the exception of the caster's 'Wild Flow.'
    Strengths: Wild Flow inhibits the magical capabilities of opponents by limiting the duration of their spells. 
    Wild Flow moves with its caster, providing a suppression field that moves with the fight and is difficult to escape. 

    Weaknesses: Wild Flow affects all magic indiscriminately, therefore allies will be weakened too.
    Wild Flow affects Yggdrasil magic, and can suppress the caster's own abilities.
    Wild Flow is obviously ineffectual against magic that doesn't require a Duration to be effective.


    Name: World Tree Finger
    Rank: B
    Type: 
    Duration: Instantaneous
    Cooldown: 3 Posts
    Description: Branches of the World Tree are manipulated to create a pillar that sprouts from any point that's connected to the Earth, which may include the sea or a building. This pillar imbues the wizard it touches with a mighty swell of magical power, opening them up to a greater capacity of power. As a result, their next spell will become far stronger, but will cost twice as much mana. 
    Effects: The pillar can be created anywhere within fifty meters of the caster, and can extend ten meters in any linear direction. The wizard touched by the pillar will feel a swell of magical power. Their next spell has the capacity of one that is a single rank higher, meaning a C-Rank Spell will have the abilities of a B-Rank Spell, and an S-Rank Spell will become S+ Rank, meaning it can directly overpower an S-Rank Spell it contacts. However, the use of this spell will cost twice as much mana.
    Strengths: World Tree Finger can give a wizard the ability to surpass their limits and release a terribly destructive spell on their target.
    The Cooldowns of spells are unaffected by this spell, meaning a quick spell can become a very valuable weapon.

    Weaknesses: The mana cost is wildly disproportionate to the power this spell provides. 
    The effects of the spell are indiscriminate, meaning any wizard that touches the pillar will gain those powers. 
    Because of the great strength it provides, if the pillar dissipates after one round of posting. 

    Name: Realm Splicing
    Rank: A
    Type: Utility
    Duration: 2 Posts
    Cooldown: 9 Posts
    Description: Realm Splicing reaches out to the world tree of a different world that's closely related to that which the caster inhabits. In doing so, a doorway is formed between the two worlds. The doorway, while open, can be easily destroyed if attacked from the side. During this time, anything can be sent into the other realm. However, the creation of this doorway weakens the separation between worlds, and something powerful enough can magically break open the doorway to re-enter their original world.
    Effects: The spell creates a rectangular doorway ten meters long on each side and paper thin. This doorway permits travel by anything from one realm into another, parallel world. This doorway can only be created within five meters of the caster, and they can't move so long as they're holding it open.
    Strengths: This powerful output of spatial magic can make threats immediately disappear from a certain area, simply by sending them somewhere else. 
    There is no limit to the mass of what's sent through the portal, as long as something can fit, it can travel through it with ease.

    Weaknesses: It's still possible, over a long time and an arduous expense of magic for someone or something to break back through the weakened separation between realms. 
    The portal can be easily destroyed if attacked by something that won't easily fit through the portal, or if struck from the side.
    The portal is impartial, and anything can be affected. 
    The caster of the spell is unable to make any relevant movements while they're keeping the gate open.
    avatar
    Masha

    Status :
    Online
    Offline

    Character Gender : Female
    Posts : 76
    Jewels6359
    Join date : 2018-10-28

    completed Re: Yggdrasil Magic

    Post by Masha on Wed Nov 07, 2018 3:52 pm

    Hi CondorKing! ^^ My name is Masha and I'll be your grader. Any comments/edits I have will be in this color. Any concerns or questions you have about the grading, feel free to place in this thread or DM me on discord. Please note that all edits made outside this thread will be recorded. That said, lets do this!

    Spoiler:
    @CondorKing wrote:Magic

    Magic Name: Yggdrasil Magic
    Magic Type/Sub-type: Caster Magic
    Description: The Yggdrasil, as practitioners of this magic understand it, is a theoretical or mythical magical construct through which magic courses across the world. Its branches and roots carry the magic that flows through every living thing. Yggdrasil Magic is one that gives its user access to the mythic tree that connects the world. In doing so, the wielder can access the pathways to all things. 
    Strengths: Yggdrasil is a form of spatial magic with its own particular style, but as it's a spatial magic, it allows its user access to great control over a battlefield. You need one more strength

    Weaknesses: Yggdrasil doesn't fall into any of the subcategories of Maker, Summoning or Take-Over, and therefore possesses some limitation in its utility. Please clarify what the limitation on its utility is exactly
    Yggdrasil Magic lacks any strong suits, and thus can produce trouble in trying to exploit weaknesses in combat.
    Yggdrasil Magic is strongly related to a specific world. If the Caster moves to a different world or dimension, then it will take a great while before they can become accustomed to that world's world tree, inhibiting their magic of this type for several posts depending on how different the two worlds are Clarify how the magic is inhibited please


    Traits:

    • Tree Traveler: Access to the Yggdrasil allows its user the ability to move along the 'branches' which shape the world. Once every five posts, the user can travel a distance up to four hundred meters, and can bring upon all things within a 10m radius of themselves. However, this teleportation can't bring the party within 5m within something with great magical power, like a wizard or a summoned creature. 400 meters is too far, please change it to 120 meters or less
    • Story Reader: The user of this magic can read the branches of the world tree to sense recent travels or significant magical uses. This can be used to track those with magic that its user can recognize, or to identify the location where magic was used. This is an active trait, please add a range of effectiveness, a duration of how long this magic works, and a cooldown
    • Dead Spot: By manipulating the branches of the world tree, the user can create a position wherein naturally occurring magic is weaker. Once every ten posts, the user of this magic can create a circular area forty meters in circumference that inhibits the regeneration of mana. Anybody who ends their post in that zone won't have regenerated mana, and will have any counters to regenerate mana reset. You can't completely shut down Mana regen. You can make a 50% mana increase within the area or something similar or create a debuff on mana regen of 60% or less but you can't completely shut it down.
    • Treehouse: The Caster of this magic naturally attracts the attention of the Yggdrasil, producing a spot in which the branches of magic accumulate and come together. As a result, there becomes a place in their life in which they're capable of producing a single Grand Spatial Feat, like transporting a great deal of mass a great distance. Upon use, the branches will never collect and form at that spot again. This needs more detail and clarification. It's too vague to approve.


    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.
    Name: Wild Flow
    Rank: B
    Type: Utility
    Duration: 5 Posts
    Cooldown: 6 Posts The min duration for B rank is 9 posts
    Description: Wild Flow manipulates the magical energy of the World Tree by accelerating that flow in an area around the caster. In doing so, distinctly magical things have something of an accelerated lifespan. As a direct result, the duration of all spells used in this area is lowered by two. If a spell's duration is less than two, then it becomes impossible to maintain. Only the spell 'Wild Flow' is unaffected by these affects. You can't effect durations of spells in any way, either yours or another persons. You could redirect magic instead if you pay an extra mana cost (50% of the spell coming at you)
    Effects: 60 Meter Radius Field is created around the caster. If the caster moves, the field moves. The Maximum Duration of any spell, Requip, Summon or otherwise is lowered by two posts, with the exception of the caster's 'Wild Flow.'
    Strengths: Wild Flow inhibits the magical capabilities of opponents by limiting the duration of their spells. 
    Wild Flow moves with its caster, providing a suppression field that moves with the fight and is difficult to escape. 

    Weaknesses: Wild Flow affects all magic indiscriminately, therefore allies will be weakened too.
    Wild Flow affects Yggdrasil magic, and can suppress the caster's own abilities.
    Wild Flow is obviously ineffectual against magic that doesn't require a Duration to be effective.


    Name: World Tree Finger
    Rank: B
    Type: 
    Duration: Instantaneous
    Cooldown: 3 Posts The min duration for B rank is 9 posts
    Description: Branches of the World Tree are manipulated to create a pillar that sprouts from any point that's connected to the Earth, which may include the sea or a building. This pillar imbues the wizard it touches with a mighty swell of magical power, opening them up to a greater capacity of power. As a result, their next spell will become far stronger, but will cost twice as much mana. I need a little clarification on how the spells affected become stronger as stats fluctuate on this site. Do they do more damage? Go further? etc. or perhaps all of the above.
    Effects: The pillar can be created anywhere within fifty meters of the caster, and can extend ten meters in any linear direction. The wizard touched by the pillar will feel a swell of magical power. Their next spell has the capacity of one that is a single rank higher, meaning a C-Rank Spell will have the abilities of a B-Rank Spell, and an S-Rank Spell will become S+ Rank, meaning it can directly overpower an S-Rank Spell it contacts. However, the use of this spell will cost twice as much mana.
    Strengths: World Tree Finger can give a wizard the ability to surpass their limits and release a terribly destructive spell on their target.
    The Cooldowns of spells are unaffected by this spell, meaning a quick spell can become a very valuable weapon.

    Weaknesses: The mana cost is wildly disproportionate to the power this spell provides. 
    The effects of the spell are indiscriminate, meaning any wizard that touches the pillar will gain those powers. 
    Because of the great strength it provides, if the pillar dissipates after one round of posting. 

    Name: Realm Splicing
    Rank: A
    Type: Utility
    Duration: 2 Posts
    Cooldown: 9 Posts The min duration for B rank is 11 posts
    Description: Realm Splicing reaches out to the world tree of a different world that's closely related to that which the caster inhabits. In doing so, a doorway is formed between the two worlds. The doorway, while open, can be easily destroyed if attacked from the side. During this time, anything can be sent into the other realm. However, the creation of this doorway weakens the separation between worlds, and something powerful enough can magically break open the doorway to re-enter their original world. Add a randomization angle of 4-5 things that can come through the door and give a little detail on each of the 4-5 things that can come through. Otherwise its a little too vague to allow
    Effects: The spell creates a rectangular doorway ten meters long on each side and paper thin. This doorway permits travel by anything from one realm into another, parallel world. This doorway can only be created within five meters of the caster, and they can't move so long as they're holding it open.
    Strengths: This powerful output of spatial magic can make threats immediately disappear from a certain area, simply by sending them somewhere else. 
    There is no limit to the mass of what's sent through the portal, as long as something can fit, it can travel through it with ease.

    Weaknesses: It's still possible, over a long time and an arduous expense of magic for someone or something to break back through the weakened separation between realms. 
    The portal can be easily destroyed if attacked by something that won't easily fit through the portal, or if struck from the side.
    The portal is impartial, and anything can be affected. 
    The caster of the spell is unable to make any relevant movements while they're keeping the gate open.

    Once you've concluded the edits, bump the thread or DM me!




      Current date/time is Fri Dec 14, 2018 11:50 pm