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    Celestial Formula[Done]

    Kirahunter
    Kirahunter

    The Phoenix


    The Phoenix

    Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Guild Master- Demon Slayer- S-Rank- A-Rank- Haiku Contest Participant- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Hero- 1 Year Anniversary- Player 
    Lineage : Keeper of War
    Position : None
    Posts : 1358
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 1,250

    Character Sheet
    First Skill: Seith - Human Possession
    Second Skill: Stardust
    Third Skill:

    Celestial Formula[Done] Empty Celestial Formula[Done]

    Post by Kirahunter 22nd September 2015, 5:24 pm

    Magic Change approved here https://www.fairytail-rp.com/t14653p90-magic-shop

    Magic

    Primary Magic: Celestial Formula
    Secondary Magic: God Leg
    Caster or Holder: Caster
    Description: Remember Amaterasu Formula? A collection of 100 mudra combinations used to create magic seals and in turn spells. The Celestial Formula is used a similar collection of formulas that obeys similar principles, but instead of drawing on the power of the being "Amaterasu," it instead pulls magic from the Celestial Spirit World.

    The following spoiler includes spoilers for the Priory of the Wyrm Event in Magnolia. It does not need to be read for a mod to grade this magic effectively. Consider skipping this if you are in/are planning to read that thread.
    Spoiler:

    Simon uses mudra to shape formulas which in turn tap into the celestial spirit world's great reserve of magic to achieve various effects. This magic being made by Simon has a tendency towards offensive effects with big explosions, because that is the kind of guy he is, but is capable of really anything if he has a formula for it. His only limitation is that he pulls raw magic from the celestial spirit world and then shapes it with the mudra, that being said it cannot take on elemental properties and the like. So no burning, freezing, electrifying, poisoning or earthing(?).

    While explosions are the overwhelming majority,coming in at a very distant second most common formula is time manipulation. Made possible by the Celestial Spirit World's separate time envelope. This is all the explanation its significance merits, it's just not that predominate.

    Strengths:
    -Blitzkrieg: While casting may be slow, Simon's projectile speed is unparalleled. Once a spell has been cast it travels from point A to point B at speeds that make it almost impossible to dodge. However it can be avoided if one were to start dodging preemptively, but too soon and Simon will just adjust his aim, timing is key.  
    -Bombs on command: He snaps, you explode. Explosions, splash damage and AOE are common features of this magic.
    -Auxiliary Effects: While only an afterthought in the design of this magic, it can still be used for things like healing, buffs, debuffs and tactical effects. But it isn't common.

    -Over Arching Strengths: AKA The Lazy Clause : All of the Formula are classified as either Anti-Personnel, Anti-Army, or Anti-Fortress. Spell strengths are universal across those classes. Any spell that does not fit in such a category(there are 3) they have their strengths and weaknesses listed on the individual spell.

    -Anti-Personnel:
    -As an anti-personnel class Formula they do a bonus 25% damage to unarmored enemies if the user has no allies.
    -In one on one combat mp costs are reduced by 25%
    -Anti-Personnel are high speed, single target formulas that are powerful and hard to dodge. Ideal for lone enemies.
    -Anti-Personnel are the only type that can be signature spells.
    -Anti-Army:
    - For every target of this spell its power is increased by 10%, hard cap at 100% bonus damage
    - The MP cost of an Anti-Army spell is divided by the ratio of enemies over allies(counting the caster). For the formula: Base MP Cost / (Number of Enemies / Number of Allies) = Final MP Cost I.E. Base Mp = 20%, lone caster, versus 2 enemies. 20% / ( 2 / 1) = 10%. Alternatively Base Mp = 20%, 4 allies versus 2 enemies. 20% / (2 / 4) = 40%
    -Anti-Army techniques are called so for a reason and are effective against numerous foes at once.

    -Anti-Fortress:
    -As an anti-fortress formula spells deals 1.5x damage against buildings or armored enemies.
    -Defensive techniques have their power halved when put against Anti-Fortress spells.
    -Anti-Fortress formulas are ideal for defeating defensive enemies, giant enemies, and for destroying enemy structures.

    Weaknesses:
    -Chargin' my attack: Formulas require a series of complex hand gestures that take an unfortunate amount of time to complete. Even a master needs a moment to cast spells. Remember how "once a spell has been cast...(it is)almost impossible to dodge," this time window created by the mudra would be a good way to counter this speed. https://www.youtube.com/watch?v=whc_T1qVxl4

    -He's not a scholar:  While he had 10 years to perfect it and memorize his formulas, Simon is far from good at remembering things. Taking damage to the head, emotional trauma or mental strain can make it harder for him to think and by consequence slow down his casting speed tremendously or even making him forget his formulas in extreme cases(but he has then all written down so they aren't lost forever or anything).

    -Friend or Foe: Simon spent the two years of his life where he was most active as a mage with a magic that only harmed that which he wanted it to. In other words he didn't have to worry about collateral damage or friendly fire. This magic does not have such a property and his lingering bad habits can lead to reckless destruction. Despite all his time training he has little battle experience with his new restriction, so as a battle intensifies he will be more inclined to rely on old experience and old habits.

    -My hands are tied: His magic absolutely requires his hands to cast spells. If something were to happen to them he is powerless.

    -Immortality Lost: Once upon a time Simon could revive from death like it was no big deal. Not anymore though, and his past rashness allowed by his psuedo-immortality can come back to bite him.

    -Over Arching Weaknesses: AKA The Lazy Clause : All of the Formula are classified as either Anti-Personnel, Anti-Army, or Anti-Fortress. Spell weaknesses are universal across those classes. Any spell that does not fit in such a category(there are 3) they have their strengths and weaknesses listed on the individual spell.

    -Anti-Personnel:
    -If the caster has more allies than enemies present in a battle Anti-Personnel formulas lose 20% of their power.
    -Anti-Personnel spells cannot be used in spell fusions or unison raids.
    -Anti-Personnel formulas are easily resisted by armor, losing 20% of their base power against armored foes.
    -Anti-Personnel spells are only effective against individuals and are inefficient at dealing with multiple foes.
    -Anti-Army:
    -The MP cost formula for an Anti-Army spell explained in Strengths is a double edged sword capable of jacking up MP costs extremely. Mathematically it is also rigged against the caster(you lose more MP for outnumbering your opponent then you save by being out numbered by the same amount.).
    -Defensive Spells are twice as potent against Anti-Army spells as the spread thin fire power of these techniques is easier to block.
    -Reflecting spells have catastrophic effects for the caster, Anti-Army spells disperse a lot of damage over a large area, any spell that can throw all that magic back at him takes that large amount of damage and condenses it into a small area. These spells reversed can do more damage to the caster then when cast normally!
    -Friendly fire is anything but friendly.
    -Signature Spells cannot be Anti-Army class
    -Anti-Fortress:
    - This spell is not practical inside buildings Simon doesn’t want leveled.
    - Simon has terrible collateral damage habits, most evident with these spells.
    - Anti-Fortress spells are too stressful on Simon’s body to be cast when he has less than 15% of his maximum mana.
    -With the formulas primarily intended to hit sitting targets, it is very hard to hit a moving target with an Anti-Fortress formula.
    -Signature Spells cannot be Anti-Fortress class

    Lineage: Keeper of War
    Unique Abilities:
    -Formula #4 "Timelord,": Simon has a set of formulas that he has active at all times because of their usefulness and low mana cost. They have become as easy as breathing for him and are now more like passive abilities then normal formulas. 4 is one such formula, it slows down time around Simon by 20% making him faster relative to the rest of the world.

    -Formula #8 "Lifeline,": Like 4 this ability is always active. Weary of his old self destructive battle style Formula 8 was design to stop Simon from dying too abruptly. Once every 24 hours as long as he has over 5% of his health left, he will always survive the next attack regardless of how powerful it is.

    -Formula #5 "Blast Shield,": This formula is like 4 in that Simon can maintain it indefinitely however he has to activate at the start of battle because keeping it on at all times is impractical. Activating requires one post in which he cannot use any other formula or use his hands for other things other then forming the mudra. Once activated 43 creates an invisible ring around Simon with a diameter of a single meter. This ring repels any solid matter that tries to pass through it with a non-damaging shockwave potentially launching them anywhere from 5 to 10 meters back. So physical attacks cannot land unless they are buffed by magic(any rank if active) or are backed by overwhelming force(A-Rank passively enhanced strength is the minimum threshold). Any time Simon has his hands clapped together this effect is suspended so that he himself can launch physical attacks, but in allowing himself to attack he opens himself up to attack.

    -The hands on this kid: Simon's extensive training allows him to perform mudra with blinding speed. It is simply mandatory considering the volume of mudra that must be performed to cast a single spell.

    -Formula #1 "Finger Guns,": Holding out one arm straight with its hand posed like a little kid does to make it look like a gun while using the other hand to grip the elbow of the "gun arm." This is the only formula of the Celestial Formulas that takes only a single mudra. It fires a single energy ball of white magic to damage foes, honestly it just kinda stings a bit. The power is incredibly low so much that Simon's mana naturally regenerates faster then this formula can drain it even when spamming it incessantly. Only effective when fired en' mass, but even then its effectiveness is limited. But hey its pretty much free.

    Spells:
    Spell Template

    D-Rank Spells:


    C-Rank Spells:

    B-Rank Spells:

    A-Rank Spells:

    Signature Spells:


    Last edited by Kirahunter on 23rd December 2015, 1:15 pm; edited 5 times in total


    _____________________________________________________________________________________

    [20:44:53] Kirahunter : also I like the sound of my own voice
    [20:44:59] Kirahunter : so I had to say something

    Missions Completed

    D- 6 (150 exp)
    C- 1 (50 exp)
    B- 1 (1,050 exp)
    A- 0
    S- 0

    Total:1250

    Character
    Primary Magic
    Kirahunter
    Kirahunter

    The Phoenix


    The Phoenix

    Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Guild Master- Demon Slayer- S-Rank- A-Rank- Haiku Contest Participant- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Hero- 1 Year Anniversary- Player 
    Lineage : Keeper of War
    Position : None
    Posts : 1358
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 1,250

    Character Sheet
    First Skill: Seith - Human Possession
    Second Skill: Stardust
    Third Skill:

    Celestial Formula[Done] Empty Re: Celestial Formula[Done]

    Post by Kirahunter 2nd December 2015, 7:05 pm

    Behold a magic app two months in the making ready for approval!

    Just kidding those two months were spent doing many things other than this. Really it was almost done right before I left. Just had to touch it up.


    _____________________________________________________________________________________

    [20:44:53] Kirahunter : also I like the sound of my own voice
    [20:44:59] Kirahunter : so I had to say something

    Missions Completed

    D- 6 (150 exp)
    C- 1 (50 exp)
    B- 1 (1,050 exp)
    A- 0
    S- 0

    Total:1250

    Character
    Primary Magic
    Thorn
    Thorn

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Arm of Destiny
    Position : None
    Posts : 1405
    Guild : Savage Skull
    Cosmic Coins : 6
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Celestial Formula[Done] Empty Re: Celestial Formula[Done]

    Post by Thorn 8th December 2015, 6:37 am

    Kirahunter wrote:Magic Change approved here https://www.fairytail-rp.com/t14653p90-magic-shop

    Magic

    Primary Magic: Celestial Formula
    Secondary Magic: God Leg
    Caster or Holder: Caster
    Description: Remember Amaterasu Formula? A collection of 100 mudra combinations used to create magic seals and in turn spells. The Celestial Formula is used a similar collection of formulas that obeys similar principles, but instead of drawing on the power of the being "Amaterasu," it instead pulls magic from the Celestial Spirit World.

    The following spoiler includes spoilers for the Priory of the Wyrm Event in Magnolia. It does not need to be read for a mod to grade this magic effectively. Consider skipping this if you are in/are planning to read that thread.
    Spoiler:

    Simon uses mudra to shape formulas which in turn tap into the celestial spirit world's great reserve of magic to achieve various effects. This magic being made by Simon has a tendency towards offensive effects with big explosions, because that is the kind of guy he is, but is capable of really anything if he has a formula for it. His only limitation is that he pulls raw magic from the celestial spirit world and then shapes it with the mudra, that being said it cannot take on elemental properties and the like. So no burning, freezing, electrifying, poisoning or earthing(?).

    While explosions are the overwhelming majority,coming in at a very distant second most common formula is time manipulation. Made possible by the Celestial Spirit World's separate time envelope. This is all the explanation its significance merits, it's just not that predominate.

    Strengths:
    -Blitzkrieg: While casting may be slow, Simon's projectile speed is unparalleled. Once a spell has been cast it travels from point A to point B at speeds that make it almost impossible to dodge. However it can be avoided if one were to start dodging preemptively, but too soon and Simon will just adjust his aim, timing is key.  
    -Bombs on command: He snaps, you explode. Explosions, splash damage and AOE are common features of this magic.
    -Auxiliary Effects: While only an afterthought in the design of this magic, it can still be used for things like healing, buffs, debuffs and tactical effects. But it isn't common.

    -Over Arching Strengths: AKA The Lazy Clause : All of the Formula are classified as either Anti-Personnel, Anti-Army, or Anti-Fortress. Spell strengths are universal across those classes. Any spell that does not fit in such a category(there are 3) they have their strengths and weaknesses listed on the individual spell. Additionally A-Rank spells and higher have custom Strengths and Weaknesses in addition to standard fare. The Lazy Clause shaves an estimated 2k-3k words off this magic application, please do us both a favor and let me have this.

    -Anti-Personnel:
    -As an anti-personnel class Formula they do a bonus 25% damage to unarmored enemies if the user has no allies.
    -In one on one combat mp costs are reduced by 25%
    -Anti-Personnel are high speed, single target formulas that are powerful and hard to dodge. Ideal for lone enemies.
    -Anti-Personnel are the only type that can be signature spells.
    -Anti-Army:
    - For every target of this spell its power is increased by 10%, hard cap at 100% bonus damage
    - The MP cost of an Anti-Army spell is divided by the ratio of enemies over allies(counting the caster). For the formula: Base MP Cost / (Number of Enemies / Number of Allies) = Final MP Cost I.E. Base Mp = 20%, lone caster, versus 2 enemies. 20% / ( 2 / 1) = 10%. Alternatively Base Mp = 20%, 4 allies versus 2 enemies. 20% / (2 / 4) = 40%
    -Anti-Army techniques are called so for a reason and are effective against numerous foes at once.

    -Anti-Fortress:
    -As an anti-fortress formula spells deals 1.5x damage against buildings or armored enemies.
    -Defensive techniques have their power halved when put against Anti-Fortress spells.
    -Anti-Fortress formulas are ideal for defeating defensive enemies, giant enemies, and for destroying enemy structures.

    Weaknesses:
    -Chargin' my attack: Formulas require a series of complex hand gestures that take an unfortunate amount of time to complete. Even a master needs a moment to cast spells. Remember how "once a spell has been cast...(it is)almost impossible to dodge," this time window created by the mudra would be a good way to counter this speed. https://www.youtube.com/watch?v=whc_T1qVxl4

    -He's not a scholar:  While he had 10 years to perfect it and memorize his formulas, Simon is far from good at remembering things. Taking damage to the head, emotional trauma or mental strain can make it harder for him to think and by consequence slow down his casting speed tremendously or even making him forget his formulas in extreme cases(but he has then all written down so they aren't lost forever or anything).

    -Friend or Foe: Simon spent the two years of his life where he was most active as a mage with a magic that only harmed that which he wanted it to. In other words he didn't have to worry about collateral damage or friendly fire. This magic does not have such a property and his lingering bad habits can lead to reckless destruction. Despite all his time training he has little battle experience with his new restriction, so as a battle intensifies he will be more inclined to rely on old experience and old habits.

    -My hands are tied: His magic absolutely requires his hands to cast spells. If something were to happen to them he is powerless.

    -Immortality Lost: Once upon a time Simon could revive from death like it was no big deal. Not anymore though, and his past rashness allowed by his psuedo-immortality can come back to bite him.

    -Over Arching Weaknesses: AKA The Lazy Clause : All of the Formula are classified as either Anti-Personnel, Anti-Army, or Anti-Fortress. Spell weaknesses are universal across those classes. Any spell that does not fit in such a category(there are 3) they have their strengths and weaknesses listed on the individual spell.

    -Anti-Personnel:
    -If the caster has more allies than enemies present in a battle Anti-Personnel formulas lose 20% of their power.
    -Anti-Personnel spells cannot be used in spell fusions or unison raids.
    -Anti-Personnel formulas are easily resisted by armor, losing 20% of their base power against armored foes.
    -Anti-Personnel spells are only effective against individuals and are inefficient at dealing with multiple foes.
    -Anti-Army:
    -The MP cost formula for an Anti-Army spell explained in Strengths is a double edged sword capable of jacking up MP costs extremely. Mathematically it is also rigged against the caster(you lose more MP for outnumbering your opponent then you save by being out numbered by the same amount.).
    -Defensive Spells are twice as potent against Anti-Army spells as the spread thin fire power of these techniques is easier to block.
    -Reflecting spells have catastrophic effects for the caster, Anti-Army spells disperse a lot of damage over a large area, any spell that can throw all that magic back at him takes that large amount of damage and condenses it into a small area. These spells reversed can do more damage to the caster then when cast normally!
    -Friendly fire is anything but friendly.
    -Signature Spells cannot be Anti-Army class
    -Anti-Fortress:
    - This spell is not practical inside buildings Simon doesn’t want leveled.
    - Simon has terrible collateral damage habits, most evident with these spells.
    - Anti-Fortress spells are too stressful on Simon’s body to be cast when he has less than 15% of his maximum mana.
    -With the formulas primarily intended to hit sitting targets, it is very hard to hit a moving target with an Anti-Fortress formula.
    -Signature Spells cannot be Anti-Fortress class

    Lineage: Keeper of War
    Unique Abilities:
    -Formula #4 "Timelord,": Simon has a set of formulas that he has active at all times because of their usefulness and low mana cost. They have become as easy as breathing for him and are now more like passive abilities then normal formulas. 4 is one such formula, it slows down time around Simon by 20% making him faster relative to the rest of the world.

    -Formula #8 "Lifeline,": Like 4 this ability is always active. Weary of his old self destructive battle style Formula 8 was design to stop Simon from dying too abruptly. Once every 24 hours as long as he has over 5% of his health left, he will always survive the next attack regardless of how powerful it is.

    -Formula #5 "Blast Shield,": This formula is like 4 in that Simon can maintain it indefinitely however he has to activate at the start of battle because keeping it on at all times is impractical. Activating requires one post in which he cannot use any other formula or use his hands for other things other then forming the mudra. Once activated 43 creates an invisible ring around Simon with a diameter of a single meter. This ring repels any solid matter that tries to pass through it with a non-damaging shockwave potentially launching them anywhere from 5 to 10 meters back. So physical attacks cannot land unless they are buffed by magic(any rank if active) or are backed by overwhelming force(A-Rank passively enhanced strength is the minimum threshold). Any time Simon has his hands clapped together this effect is suspended so that he himself can launch physical attacks, but in allowing himself to attack he opens himself up to attack.

    -The hands on this kid: Simon's extensive training allows him to perform mudra with blinding speed. It is simply mandatory considering the volume of mudra that must be performed to cast a single spell.

    -Formula #1 "Finger Guns,": Holding out one arm straight with its hand posed like a little kid does to make it look like a gun while using the other hand to grip the elbow of the "gun arm." This is the only formula of the Celestial Formulas that takes only a single mudra. It fires a single energy ball of white magic to damage foes, honestly it just kinda stings a bit. The power is incredibly low so much that Simon's mana naturally regenerates faster then this formula can drain it even when spamming it incessantly. Only effective when fired en' mass, but even then its effectiveness is limited. But hey its pretty much free.

    Spells:
    Spell Template

    D-Rank Spells:


    C-Rank Spells:

    B-Rank Spells:

    A-Rank Spells:

    Signature Spells:

    very nice magic just some miner things (i may just be being blind) edit requests are in this color


    _____________________________________________________________________________________

    Celestial Formula[Done] S6Eaz9K
    Kirahunter
    Kirahunter

    The Phoenix


    The Phoenix

    Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Guild Master- Demon Slayer- S-Rank- A-Rank- Haiku Contest Participant- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Hero- 1 Year Anniversary- Player 
    Lineage : Keeper of War
    Position : None
    Posts : 1358
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 1,250

    Character Sheet
    First Skill: Seith - Human Possession
    Second Skill: Stardust
    Third Skill:

    Celestial Formula[Done] Empty Re: Celestial Formula[Done]

    Post by Kirahunter 8th December 2015, 4:51 pm

    Alrighty while I did honest to god forget the strengths and weaknesses on Explosion Wall(the first D-Rank spell) and I am adding them now, all of the spells you have tagged as not having strengths and weaknesses are done so deliberately.

    All spells without listed strengths and weaknesses are classified into one of three categories "Anti-Personnel," "Anti-Army," and "Anti-Fortress." In the Strength/Weakness section of the magic itself I have uniform strengths and weaknesses for spells of each category. You can find the strengths/weaknesses at the bottom of their respective sections.

    I know its not conventional but it shaves 77(11 spells, for 33 strengths and 44 weaknesses) sentences off of the app. With my average sentence length at 25 words that is about 1925 words, almost twice as many words then required to apply for a slayer position rp sample. It just saves everyone who has to read my app a bit of trouble.

    All of my spells have weaknesses and they don't all have the same ones, just groups of similar spells have the same ones.

    Thank you for your consideration and I hope you'll find my organization method acceptable. If not I will begin preparing the newly required strengths and weaknesses immediately.


    _____________________________________________________________________________________

    [20:44:53] Kirahunter : also I like the sound of my own voice
    [20:44:59] Kirahunter : so I had to say something

    Missions Completed

    D- 6 (150 exp)
    C- 1 (50 exp)
    B- 1 (1,050 exp)
    A- 0
    S- 0

    Total:1250

    Character
    Primary Magic
    Thorn
    Thorn

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Arm of Destiny
    Position : None
    Posts : 1405
    Guild : Savage Skull
    Cosmic Coins : 6
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Celestial Formula[Done] Empty Re: Celestial Formula[Done]

    Post by Thorn 20th December 2015, 5:32 am

    I can not approve without strength and Weaknesses on each spell as they all are different to one enougher so have there own little perks and downfalls


    _____________________________________________________________________________________

    Celestial Formula[Done] S6Eaz9K
    Kirahunter
    Kirahunter

    The Phoenix


    The Phoenix

    Moderator- Developer/GFX Artist- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Guild Master- Demon Slayer- S-Rank- A-Rank- Haiku Contest Participant- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- Hero- 1 Year Anniversary- Player 
    Lineage : Keeper of War
    Position : None
    Posts : 1358
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Experience : 1,250

    Character Sheet
    First Skill: Seith - Human Possession
    Second Skill: Stardust
    Third Skill:

    Celestial Formula[Done] Empty Re: Celestial Formula[Done]

    Post by Kirahunter 8th January 2016, 6:29 pm

    I thank you greatly for being patient and helping me with this Thorn. I am terrible sorry if I have been difficult and impatient. Especially with this big twist ending: I will not be finishing this.

    I cannot apologize enough for wasting your time with this magic app. But know you have to do no more with it.



    _____________________________________________________________________________________

    [20:44:53] Kirahunter : also I like the sound of my own voice
    [20:44:59] Kirahunter : so I had to say something

    Missions Completed

    D- 6 (150 exp)
    C- 1 (50 exp)
    B- 1 (1,050 exp)
    A- 0
    S- 0

    Total:1250

    Character
    Primary Magic
    desirée
    desirée

    Crystals


    Crystals

    Player 
    Faction : The Luminous Covenant
    Posts : 1555
    Guild : ☽ luminous rose guild mistress ☾
    Dungeon Tokens : 0
    Age : 335
    Mentor : ☽ diamandis stellavera ☾
    Experience : 915,017

    Character Sheet
    First Skill: ☽ blooms of chrysalis: crystal rose demon slayer ☾
    Second Skill: ☽ pink dominion ☾
    Third Skill: ☽ gemstone serpentine ☾

    Celestial Formula[Done] Empty Re: Celestial Formula[Done]

    Post by desirée 16th December 2017, 4:44 pm

    Celestial Formula[Done] XEibTrW


    _____________________________________________________________________________________

    Celestial Formula[Done] IY2eFxu


      Current date/time is 28th April 2024, 10:23 pm