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    Electron Magic

    Jozuma
    Jozuma

    Regular VIP Status- Quality Badge Level 1- Rising Star- Demon Slayer- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Caine's Descent
    Position : None
    Posts : 245
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Hero Yamamoto (Only the Best Mentor)
    Experience : 1375

    Character Sheet
    First Skill: Ice Demon Slayer (1st Gen)
    Second Skill:
    Third Skill:

    Completed Electron Magic

    Post by Jozuma 5th April 2017, 2:26 am

    Jozuma's Magic


    Primary Magic: Electron Magic
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster

    Description: Though he was taught magic by the Great Lightning Dragon Rau, Jozuma does not wield Lightning Dragon Slayer Magic, kinda odd really. It always perplexed Jozuma why he couldn't awaken the full extent of the power he was taught to use since he was a child and Dragon Slayer Magic became a focus topic in his research of Lost Magics to unlock its secrets but until then he still wields massive control over lightning and other forms of electricity with his own breed of Electron Magic. Electron Magic manipulates electrons in the air and body to create powerful electricity and lightning based attacks as well as increase the users physical abilities. Jozuma courses electricity through his body to increase his speed and strength to insane levels and the more he fights, the faster he gets. He uses this speed to hit his opponents weak points in an seemingly never-ending barrage switching from close to long range on the fly. He also builds up electrons in his body to paralyze his opponents, giving him the upper hand.

    Strengths:
    *Incredible blinding speed that's difficult to keep up with.
    *Very effective against magic weak to lightning such as water and metal.
    *Can keep up a strong offensive role in both long range and close combat.
    *Able to absorb lightning.
    *Ability to Paralyze opponents then quickly follow up.

    Weaknesses:
    *Weak to Earth Magic.
    *Weak to Rubber Magic.
    *Lack of defensive spells.
    *Can get pretty out of hand and allies can be harmed if they are not careful
    *Range attacks can have their course altered by conductive objects.
    *Has a tendency to cause a lot of unnecessary collateral damage around where the fight takes place, especially when more powerful spells are used.
    Lineage:
    Unique Abilities:

    D-Rank Spells:
    C-Rank Spells:
    Signature Spells:


    Last edited by Jozuma on 17th April 2017, 11:08 pm; edited 50 times in total
    Julius Seas
    Julius Seas

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Novice [250]- Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 1623
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 26
    Experience : 1,855

    Character Sheet
    First Skill: Water
    Second Skill:
    Third Skill:

    Completed Re: Electron Magic

    Post by Julius Seas 5th April 2017, 3:07 pm

    Hi Jozuma, Julius here!

    I hate to tell you this but, the only way for you to get 1st generation dragon slayer magic is by applying for it, though unfortunately all the dragon slayer positions are filled.

    There is one other way for you to gain this magic and that is by buying a dragon slayer lacrima which is a VIP item only. Though if you don't want to buy a slayer lacrima, then you will need to make an entire new magic.

    I'm so sorry for all the inconveniences this may have cost. ^^;

    If you have any questions feel free to send me a PM.


    Jozuma wrote:
    Jozuma's Magic


    Primary Magic: Lightning Dragon Slayer
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster/Slayer

    Description: Lightning Dragon Slayer Magic manipulates lightning magic to create powerful attacks and increase the users physical abilities. Jozuma learned this magic from an Ancient dragon named Rau who took Jozuma into his care as an infant and started training him at a very young age. Jozuma uses courses Lightning through his body to increase his speed and strength to insane levels the more he fights, the faster he gets. He uses this speed to hit his opponents weak points in an seemingly never-ending barrage switching from close to long range on the fly. He also takes opportunities to paralyze hit opponent, giving him the upper hand.

    Strengths:
    *Incredible blinding speed that's difficult to keep up with.
    *Very effective against magic weak to lightning such as water and metal.
    *Can keep up a strong offensive role in both long range and close combat.
    *Able to consume lightning.
    *Ability to Paralyze opponents then quickly follow up.

    Weaknesses:
    *Weak to earth.
    *Cannot consume his own lightning or lightning mixed with another element.
    *Motion sickness.
    *Can get pretty out of hand and allies can be harmed if they are not careful
    *Range attacks and have their course altered by conductive objects.
    *Has a tendency to cause a lot of unnecessary collateral damage around where the fight takes place, especially when more powerful spells are used.
    Lineage:
    Caine's Descent:
    Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)).  Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal.
    During this state, the user becomes insane, and will attack anything they see.
    Passively when not or when in bloodrage,  the user can smell blood from 50 meters +25/per rank beyond D.   If the blood is exposed, doubles the range.   Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.

    Dragon Slayer Perks:
    General rule on slayers:

    All slayers receive the following:
    ♦ 10% Buff to physical stats(strength, speed etc)
    ♦ 10% Buff to senses(hearing, smell etc)
    ♦ The ability to enter force after consuming enough of the element
    ♦ The ability to consume their element to regain MP
    ♦ A resistance to their element shown by the following chart:
    ♦ 2 ranks above: 0%
    ♦ 1 rank above: 10%
    ♦ Same rank: 25%
    ♦ 1 rank below: 30%
    ♦ 2 ranks below: 50%

    ♦Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. ( Ex.: Ice DS cannot eat Dark Ice ) If they do, they get incredibly sick and damage will be done to them.
    ♦The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
    ♦Though Dragon Slayers get all of these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread by the use of a status effect healing spell.

    ♦First Gen. Dragon Slayers have learned the magic from the Great Dragon of their respective element.
    ♦Dragon Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    Dragon Force highly increases the power of the Dragon Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%. (Dragon Skin: Body is covered in scales of their respective element)
    The spell power of each rank is increased to 150%.
    In Dragon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc.)
    During Dragon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.

    Unique Abilities:
    *Lightning Step: Jozuma's affinity with lightning grants him heightened speed and reflexes. He gains +25% movement speed, this increasing to +50% movement speed at A Rank and above.
    *Lightning Rod: Whenever electricity hits him, whether magic or natural, Jozuma absorbs it into his body and gains 30% more strength and speed for the next 5 posts. He will still take the normal damage though if it's from a magic attack.
    *Paralysis Battery: Every time Jozuma lands a melee blow his potential energy increases and he builds up a charge that increases his speed and strength by 5% per blow (to a max of 50%). He can also release the charge by 25%, reducing buff by same percentage, to make his next 2 melee hits (1 for each hand) paralyze or he can release an entire 50% charge to give his next spell increased damage by 30% and paralysis. Paralysis lasts for 2 posts and only affects those who are the same rank or below. 

    D-Rank Spells:
    Blitz Stance:
    Name: Blitz Stance
    Rank: D
    Type: Lightning/Offensive
    Duration: 3
    Cooldown: 5
    Description: Jozuma's body becomes pure lightning increasing his speed and reflexes by 25% and allowing him to phase through physical attacks. If anyone makes contact with him he will deal D-ranked damage and paralysis. Paralysis only affects D-ranked opponents and lasts for 1 post.
    Strengths:
    *Increased speed.
    *Phasing and contact damage make him a terror in close combat.
    *Can inflict paralysis upon contact with the opponent.
    Weaknesses:
    *Can still be hit by magic based attacks.
    *Long cooldown.
    *Not as useful in long range combat.
    *Allies are also affected by contact damage and paralysis so caution is advised.

    Railgun:
    Name: Railgun
    Rank: D
    Type: Lightning/Offensive
    Duration: Instant
    Cooldown: 2
    Description: Jozuma points his hand at his opponenet in the shape of a gun with his thumb held down. He charges an object near him, usually a one of the small metal balls he carries in his pocket, and has it fly to his fingertips giving it an even stronger charge and then he lifts up his thumb to fire a high speed, high precision railgun shot at his opponent dealing D-ranked damage. The spell goes 25 m/s and travels 20m before it dissipates. The metal balls are about 2cm in diameter and he also can fire other small objects around him (rocks, knives, etc.) as long as they are within 1m distance from him and he is able to give them a charge; he can fire larger objects for increased shot and impact size but it will come at the cost of reducing the range by 1-5m depending on the size.
    Strengths:
    *Incredibly difficult to dodge especially for Metal Mages.
    *Shot is silent when fired and it is very difficult to find the source if user is hidden.
    *Can rip straight through Water barriers delivering full D-rank damage.
    Weaknesses:
    *Can deviate from it's course if there are conductive objects or Metal Mages that aren't the intended target.
    *Shot is small so there is a lot of room for error so precision is key.
    *Can't pierce through Earth armor and walls.
    *Larger shots come at the price of reduced range

    Lightning Dragon's Roar:
    Name: Lightning Dragon's Roar
    Rank: D
    Type: Lightning/Offensive
    Duration: Instant
    Cooldown: 2
    Description: Jozuma takes a deep breath to build up his energy fires a blast of pure lightning from his mouth wiping out everything in its path. The blasts goes about 15m far and grows to be 3m wide. Anyone hit by it will be knocked back 2-4m.
    Strengths:
    *Powerful mid range spell that can knock down enemies.
    *Covers a large area.
    *Can clear out everything in front of him.
    Weaknesses:
    *Narrow at the start so easier to dodge up close.
    *Requires him to stop moving to roar.
    *Can be stopped or redirected by obstacles strong enough to withstand it.
    *It destroys nearly everything in its path meaning a lot of unintended collateral damage follows almost every time it's used.

    Spark Caliburn and the Warp Knife:
    Name: Spark Caliburn and The Warp Knife
    Rank: D
    Type: Lightning/Offense/AoE
    Duration: Instant
    Cooldown: 3
    Description: A prototype spell created through several modifications of his Railgun spell and utilizing his assassin weapon training. Jozuma directs his electrical energy to his hands and creates 2 weapons made of pure lightning he named "Spark Caliburn" and "The Warp Knife" and from that you can get an idea what this spell does. He starts by throwing The Warp Knife toward his opponent. The Warp Knife can travel 20m/s to a max distance of 18m. During any moment of its flight from the moment it leaves his hand till the moment it reaches its maximum distance he can warp to its position in a flash of lightning grabbing the knife as it starts to dissipate from the use of the warp. It is at this moment where Spark Caliburn comes in, when The Warp Knife reaches his opponents, whether from from the front, side, or behind, he will warp to its position and quickly swing Spark Caliburn at them. Spark Caliburn upon contact with the opponent, ground, or really anything will explode in a electric pulse with a radius of 5m dealing full D-Ranked damage to those it made contact with and 75% D-Ranked damage to those within the blast radius. The pulse will also cause paralysis to D-Ranked opponents for 1 post allowing him to quickly jump into close combat. Spark Caliburn packs a lot of force and, if contact is made, can knock flying mages out of the sky and mages on the ground 1-2m away.
    Strengths:
    *An effective way to close the gap between him and his opponents.
    *A surprise fakeout tactic as the sudden warp can catch others off guard, especially if they were too focused on the knife itself.
    *A good way to close get close to and put pressure on flying mages as a blow from Spark Caliburn packs enough force to knock them back to the ground.
    *If The Warp Knife "misses" I just opens an opportunity to warp behind his opponent.
    *Paralysis gives him time to jump into close combat, his forte, right after.
    Weaknesses:
    *"Fool me once, shame on you. Fool me twice, not gonna happen but if you do then shame on me 100% my fault at that point. FOOL ME THREE TIMES..." after seeing it once and becoming aware that The Warp Knife means bad business it becomes a little more difficult to land the spell multiple times on the same opponent because they will be more wary of The Warp Knife and will actively steer clear of it; it's still possible but the use of the spell becomes more a game of predicting where they will run rather than just throwing it at where they are.
    *Earth Mages can just wipe away The Warp Knife like it was dust, rendering the spell useless.
    *Conductive objects can curve the knifes trajectory.
    *Being a prototype, Spark Caliburn is not very stable and throwing a projectile or having it clash with something else can trigger its explosion prematurely, rendering the spell useless outside of a warp.
    *The Warp Knife cannot go through walls, barriers, and other such obstacles if it hits one it will stay lodged in giving a 5 sec window for the warp (if he still chooses to use it) before it dissipates. Spark Caliburn must be used within 20 sec of The Warp Knife dissipating or it's own instability will cause it to dissipate as well.
    *There is always the risk of warping at the wrong place at the wrong time.


    _____________________________________________________________________________________

    Squable:


    Electron Magic X9tEBuc
    Jozuma
    Jozuma

    Regular VIP Status- Quality Badge Level 1- Rising Star- Demon Slayer- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Caine's Descent
    Position : None
    Posts : 245
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Hero Yamamoto (Only the Best Mentor)
    Experience : 1375

    Character Sheet
    First Skill: Ice Demon Slayer (1st Gen)
    Second Skill:
    Third Skill:

    Completed Re: Electron Magic

    Post by Jozuma 5th April 2017, 4:49 pm

    Bump! I've made changes to the magic it is no longer a Lightning Dragon Slayer Magic. Now my good man TO THE JUDGING AND INEVITABLE EDITING!!! :)
    Jozuma
    Jozuma

    Regular VIP Status- Quality Badge Level 1- Rising Star- Demon Slayer- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Caine's Descent
    Position : None
    Posts : 245
    Guild : Infinity Hydra
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Hero Yamamoto (Only the Best Mentor)
    Experience : 1375

    Character Sheet
    First Skill: Ice Demon Slayer (1st Gen)
    Second Skill:
    Third Skill:

    Completed Re: Electron Magic

    Post by Jozuma 7th April 2017, 7:59 pm

    Bump. The topic is starting to fall down a bit in the thread so I'm bumping it again so you can find it easier.
    Julius Seas
    Julius Seas

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Novice [250]- Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 1623
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 26
    Experience : 1,855

    Character Sheet
    First Skill: Water
    Second Skill:
    Third Skill:

    Completed Re: Electron Magic

    Post by Julius Seas 8th April 2017, 12:58 pm

    Court is now in session for the magic grading for the member Jozuma,

    Member Jozuma your opening statement please!

    Thank you your honor, I present to the court my magic application!

    Magic application accepted as grading material!

    Magic application accepted to the Magic approval thread

    Trial moderator Julius, your grading please!

    Yes, your honor! Member Jozuma, requests will be in this color you are seeing!



    Jozuma wrote:
    Jozuma's Magic


    Primary Magic: Electron Magic
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster

    Description: Though he was taught magic by the Great Lightning Dragon Rau, Jozuma does not wield Lightning Dragon Slayer Magic, kinda odd really. It always perplexed Jozuma why he couldn't awaken the full extent of the power he was taught to use since he was a child and Dragon Slayer Magic became a focus topic in his research of Lost Magics to unlock its secrets but until then he still wields massive control over lightning and other forms of electricity with his own breed of Electron Magic. Electron Magic manipulates electrons in the air and body to create powerful electricity and lightning based attacks as well as increase the users physical abilities. Jozuma courses electricity through his body to increase his speed and strength to insane levels and the more he fights, the faster he gets. He uses this speed to hit his opponents weak points in an seemingly never-ending barrage switching from close to long range on the fly. He also builds up electrons in his body to paralyze his opponents, giving him the upper hand.

    Strengths:
    *Incredible blinding speed that's difficult to keep up with.
    *Very effective against magic weak to lightning such as water and metal.
    *Can keep up a strong offensive role in both long range and close combat.
    *Able to absorb lightning.
    *Ability to Paralyze opponents then quickly follow up.

    Weaknesses:
    *Weak to Earth Magic.
    *Weak to Rubber Magic.
    *Lack of defensive spells.
    *Can get pretty out of hand and allies can be harmed if they are not careful
    *Range attacks can have their course altered by conductive objects.
    *Has a tendency to cause a lot of unnecessary collateral damage around where the fight takes place, especially when more powerful spells are used.
    Lineage:
    Caine's Descent:
    Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)).  Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal.
    During this state, the user becomes insane, and will attack anything they see.
    Passively when not or when in bloodrage,  the user can smell blood from 50 meters +25/per rank beyond D.   If the blood is exposed, doubles the range.   Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.


    Unique Abilities:
    *Lightning Step: Jozuma's affinity with lightning grants him heightened speed and reflexes. He gains +25% movement speed, this increasing to +50% movement speed at A Rank and above.
    *Lightning Rod: The user is capable of absorbing all lightning spells aimed at them of equal or lower rank than the user.  Spells of higher rank of the user are not absorbed, but taken at lessened damage:
    1 Rank higher:  -50% damage from lightning spell
    2 Ranks higher (and above):  No effect.

    OBJECTION! Unfortunately only slayers are allowed to fully absorb a spell, normal magic can however only absorb 50% from a spell of the user's rank or lower,
    and 25% a spell from the user's rank higher.


    Absorbed spells add 10% charge to Paralysis Battery.
    *Paralysis Battery: Every time Jozuma lands a melee blow his electrons build in his body and he builds up a charge that increases his speed and strength by 5% per blow (to a max of 50%). He can also release the charge by 25%, reducing buff by same percentage, to make his next 2 melee hits (1 for each hand) paralyze or he can release an entire 50% charge to give his next spell increased damage by 30% and paralysis. Paralysis lasts for 2 posts and only affects those who are the same rank or below. 

    OBJECTION! Since you already have a UA that increases your speed I'd it could be good if only strength gets increased and please lower increased cap to 25%.


    D-Rank Spells:
    Blitz Stance:
    Name: Blitz Stance
    Rank: D
    Type: Lightning/Offensive
    Duration: 3
    Cooldown: 5
    Description: Jozuma's body becomes pure lightning increasing his speed and reflexes by 25% and allowing him to phase through physical attacks. If anyone makes contact with him he will deal D-ranked damage and paralysis. Paralysis only affects D-ranked opponents and lasts for 1 post.

    OBJECTION! Considering you can simply punch someone with this spell active, will result in massive damage outputs even though it's just a D-rank spell, please lower the damage done by this spell to at least 10%

    Strengths:
    *Increased speed.
    *Phasing and contact damage make him a terror in close combat.
    *Can inflict paralysis upon contact with the opponent.
    Weaknesses:
    *Can still be hit by magic based attacks.
    *Long cooldown.
    *Not as useful in long range combat.
    *Allies are also affected by contact damage and paralysis so caution is advised.

    Railgun:
    Name: Railgun
    Rank: D
    Type: Lightning/Offensive
    Duration: Instant
    Cooldown: 2
    Description: Jozuma points his hand at his opponenet in the shape of a gun with his thumb held down. He charges an object near him, usually a one of the small metal balls he carries in his pocket, and has it fly to his fingertips giving it an even stronger charge and then he lifts up his thumb to fire a high speed, high precision railgun shot at his opponent dealing D-ranked damage. The spell goes 25 m/s and travels 20m before it dissipates. The metal balls are about 2cm in diameter and he also can fire other small objects around him instead (rocks, knives, etc.) as long as they are within 1m distance from him and he is able to give them a charge; he can fire larger objects for increased shot and impact size but it will come at the cost of reducing the range by 1-5m depending on the size. The shot comes at a very high velocity and can pierce straight through walls and the body causing bleeding; if the body is decently sturdy it will become lodged a few cm in but can be taken out, bleeding still takes affect, but if the body is very sturdy then the shot will hit but then fall off, no bleeding will occur.

    OBJECTION! The maximum allowed range for a D-rank spell is 15m and the speed is the range divided by 2, which means this spell can have a max speed of 7.5m/s

    Strengths:
    *Incredibly difficult to dodge especially for Metal Mages.
    *Shot is silent when fired and it is very difficult to find the source if user is hidden.
    *Can rip straight through Water barriers delivering full D-rank damage.
    *Can cause bleeding meaning an opponent will be easier to track thanks to Jozuma's increased ability to smell blood from Caine's Descent.
    Weaknesses:
    *Can deviate from it's course if there are conductive objects or Metal Mages that aren't the intended target.
    *Shot is small and only goes in a straight line if unaltered by outside forces so there is a lot of room for error and precision is key.
    *Can't pierce through Earth armor, walls, and barriers or Lightning barriers and walls thus dealing no damage.
    *Larger shots come at the price of reduced range.
    *A body with a sturdy or large build is immune to the bleeding effect.

    Electro-Crash:
    Name: Electro-Crash
    Rank: D
    Type: Lightning/Offensive
    Duration: Instant
    Cooldown: 2
    Description: Jozuma smashes the ground firing a cone blast of lightning wiping out everything in its path. The blasts goes about 15m far and grows to be 3m wide. Anyone hit by it will be knocked back 2-4m.

    HOLD IT! Please give a clear damage output, also state that this is a AoE spell since it will affect a area.

    Strengths:
    *Powerful mid range spell that can knock down enemies.
    *Can clear out everything in front of him over a large area.
    Weaknesses:
    *Narrow at the start so easier to dodge up close.
    *Can be stopped or redirected by obstacles strong enough to withstand it.
    *It destroys nearly everything in its path meaning a lot of unintended collateral damage follows almost every time it's used.

    Spark Caliburn and the Warp Knife:
    Name: Spark Caliburn and The Warp Knife
    Rank: D
    Type: Lightning/Offense/AoE
    Duration: Instant
    Cooldown: 3
    Description: A prototype spell created through several modifications of his Railgun spell and utilizing his assassin weapon training. Jozuma directs his electrical energy to his hands and creates 2 weapons made of pure lightning he named "Spark Caliburn" and "The Warp Knife" and from that you can get an idea what this spell does. He starts by throwing The Warp Knife toward his opponent. The Warp Knife can travel 20m/s to a max distance of 18m. During any moment of its flight from the moment it leaves his hand till the moment it reaches its maximum distance he can warp to its position in a flash of lightning grabbing the knife as it starts to dissipate from the use of the warp. It is at this moment where Spark Caliburn comes in, when The Warp Knife reaches his opponents, whether from from the front, side, or behind, he will warp to its position and quickly swing Spark Caliburn at them. Spark Caliburn upon contact with the opponent, ground, or really anything will explode in a electric pulse with a radius of 5m dealing full D-Ranked damage to those it made contact with and 75% D-Ranked damage to those within the blast radius. The pulse will also cause paralysis to D-Ranked opponents for 1 post allowing him to quickly jump into close combat. Spark Caliburn packs a lot of force and, if contact is made, can knock flying mages out of the sky and mages on the ground 1-2m away.

    HOLD IT! Just like before D-rank spells have a max range of 15m and it's range is divided by 2 which means this spell has a range of 7.5m/s.

    Strengths:
    *An effective way to close the gap between him and his opponents.
    *A surprise fakeout tactic as the sudden warp can catch others off guard, especially if they were too focused on the knife itself.
    *A good way to close get close to and put pressure on flying mages as a blow from Spark Caliburn packs enough force to knock them back to the ground.
    *If The Warp Knife "misses" I just opens an opportunity to warp behind his opponent.
    *Paralysis gives him time to jump into close combat, his forte, right after.
    Weaknesses:
    *"Fool me once, shame on you. Fool me twice, not gonna happen but if you do then shame on me 100% my fault at that point. FOOL ME THREE TIMES..." after seeing it once and becoming aware that The Warp Knife means bad business it becomes a little more difficult to land the spell more times on the same opponent because they will be more wary of The Warp Knife and will actively steer clear of it; it's still possible but the use of the spell becomes more a game of predicting where they will run rather than just throwing it at where they are.
    *Earth Mages can just wipe away The Warp Knife like it was dust, rendering the spell useless.
    *Conductive objects can curve the knifes trajectory.
    *Being a prototype, Spark Caliburn is not very stable and throwing a projectile or having it clash with something else can trigger its explosion prematurely, rendering the spell useless outside of a warp.
    *The Warp Knife cannot go through walls, barriers, and other such obstacles if it hits one it will stay lodged in giving a 5 sec window for the warp (if he still chooses to use it) before it dissipates. Spark Caliburn must be used within 20 sec of The Warp Knife dissipating or it's own instability will cause it to dissipate as well.
    *There is always the risk of warping at the wrong place at the wrong time.

    That was all for grading your honor!

    Thank you trial moderator Julius... Member Jozuma! Court will now go in recess until you have made the adaptions given by mr. Julius over here! If you have made the adaptions please bump this thread, if you have any questions, please PM mr. Julius. This court will go in recess!

    Smacks gavel


    _____________________________________________________________________________________

    Squable:


    Electron Magic X9tEBuc
    Jozuma
    Jozuma

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    Completed Re: Electron Magic

    Post by Jozuma 8th April 2017, 1:48 pm

    Bump. Made the changes I also adjusted the percentage cost for the paralyzing melee hits in Paralysis battery to 15% in response to the lowered cap please tell me if you want me to bring that back up to 25%.
    Julius Seas
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    Completed Re: Electron Magic

    Post by Julius Seas 8th April 2017, 2:15 pm

    Spoiler:

    Court is officially adjourned 8)

    Electron Magic EDoA9eJ


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    Electron Magic X9tEBuc
    Julius Seas
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    Completed Re: Electron Magic

    Post by Julius Seas 16th April 2017, 4:42 am

    Jozuma wrote:
    Jozuma's Magic


    Primary Magic: Electron Magic
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster

    Description: Though he was taught magic by the Great Lightning Dragon Rau, Jozuma does not wield Lightning Dragon Slayer Magic, kinda odd really. It always perplexed Jozuma why he couldn't awaken the full extent of the power he was taught to use since he was a child and Dragon Slayer Magic became a focus topic in his research of Lost Magics to unlock its secrets but until then he still wields massive control over lightning and other forms of electricity with his own breed of Electron Magic. Electron Magic manipulates electrons in the air and body to create powerful electricity and lightning based attacks as well as increase the users physical abilities. Jozuma courses electricity through his body to increase his speed and strength to insane levels and the more he fights, the faster he gets. He uses this speed to hit his opponents weak points in an seemingly never-ending barrage switching from close to long range on the fly. He also builds up electrons in his body to paralyze his opponents, giving him the upper hand.

    Strengths:
    *Incredible blinding speed that's difficult to keep up with.
    *Very effective against magic weak to lightning such as water and metal.
    *Can keep up a strong offensive role in both long range and close combat.
    *Able to absorb lightning.
    *Ability to Paralyze opponents then quickly follow up.

    Weaknesses:
    *Weak to Earth Magic.
    *Weak to Rubber Magic.
    *Lack of defensive spells.
    *Can get pretty out of hand and allies can be harmed if they are not careful
    *Range attacks can have their course altered by conductive objects.
    *Has a tendency to cause a lot of unnecessary collateral damage around where the fight takes place, especially when more powerful spells are used.
    Lineage:
    Caine's Descent:
    Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
    Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)).  Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal.
    During this state, the user becomes insane, and will attack anything they see.
    Passively when not or when in bloodrage,  the user can smell blood from 50 meters +25/per rank beyond D.   If the blood is exposed, doubles the range.   Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
    Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.


    Unique Abilities:
    *Lightning Step: Jozuma's affinity with lightning grants him heightened speed and reflexes. He gains +25% movement speed, this increasing to +50% movement speed at A Rank and above.
    *Lightning Rod: The user is capable of absorbing all lightning spells aimed at them for reduced damage. Spells of equal rank or lower do 50% reduced damage, spells of higher rank do 25% reduced damage. Absorbed spells add 10% charge to Paralysis Battery.
    *Paralysis Battery: Every time Jozuma lands a melee blow his electrons build in his body and he builds up a charge that increases his strength by 5% per blow (to a max of 25%). He can also release the charge by 15%, reducing buff by same percentage, to make his next 2 melee hits (1 for each hand) paralyze or release an entire 25% charge to give his next spell increased damage by 30% and paralysis. Paralysis lasts for 2 posts and only affects those who are the same rank or below. 


    D-Rank Spells:
    Blitz Stance:
    Name: Blitz Stance
    Rank: D
    Type: Lightning/Offensive
    Duration: 3
    Cooldown: 5
    Description: Jozuma's body becomes pure lightning increasing his speed and reflexes by 25% and allowing him to phase through physical attacks. If anyone makes contact with him he will deal 10% D-ranked damage and paralysis. Paralysis only affects D-ranked opponents and lasts for 1 post.
    Strengths:
    *Increased speed.
    *Phasing and contact damage make him a terror in close combat.
    *Can inflict paralysis upon contact with the opponent.
    Weaknesses:
    *Can still be hit by magic based attacks.
    *Long cooldown.
    *Not as useful in long range combat.
    *Allies are also affected by contact damage and paralysis so caution is advised.

    Railgun:
    Name: Railgun
    Rank: D
    Type: Lightning/Offensive
    Duration: Instant
    Cooldown: 2
    Description: Jozuma points his hand at his opponenet in the shape of a gun with his thumb held down. He charges an object near him, usually a one of the small metal balls he carries in his pocket, and has it fly to his fingertips giving it an even stronger charge and then he lifts up his thumb to fire a high speed, high precision railgun shot at his opponent dealing D-ranked damage. The spell goes 7.5 m/s and travels 15m before it dissipates. The metal balls are about 2cm in diameter and he also can fire other small objects around him instead (rocks, knives, etc.) as long as they are within 1m distance from him and he is able to give them a charge; he can fire larger objects for increased shot and impact size but it will come at the cost of reducing the range by 1-5m depending on the size. The shot comes at a very high velocity and can pierce straight through walls and the body causing bleeding; if the body is decently sturdy it will become lodged a few cm in but can be taken out, bleeding still takes affect, but if the body is very sturdy then the shot will hit but then fall off, no bleeding will occur.
    Strengths:
    *Incredibly difficult to dodge especially for Metal Mages.
    *Shot is silent when fired and it is very difficult to find the source if user is hidden.
    *Can rip straight through Water barriers delivering full D-rank damage.
    *Can cause bleeding meaning an opponent will be easier to track thanks to Jozuma's increased ability to smell blood from Caine's Descent.
    Weaknesses:
    *Can deviate from it's course if there are conductive objects or Metal Mages that aren't the intended target.
    *Shot is small and only goes in a straight line if unaltered by outside forces so there is a lot of room for error and precision is key.
    *Can't pierce through Earth armor, walls, and barriers or Lightning barriers and walls thus dealing no damage.
    *Larger shots come at the price of reduced range.
    *A body with a sturdy or large build is immune to the bleeding effect.

    Electro-Crash:
    Name: Electro-Crash
    Rank: D
    Type: Lightning/Offensive/AoE
    Duration: Instant
    Cooldown: 2
    Description: Jozuma smashes the ground firing a cone blast of lightning wiping out everything in its path. The blasts goes about 10m far and grows to be 3m wide dealing D-ranked damage. Anyone hit by it will be knocked back 2-4m.
    Strengths:
    *Powerful mid range spell that can knock down enemies.
    *Can clear out everything in front of him over a large area.
    Weaknesses:
    *Narrow at the start so easier to dodge up close.
    *Can be stopped or redirected by obstacles strong enough to withstand it.
    *It destroys nearly everything in its path meaning a lot of unintended collateral damage follows almost every time it's used.

    Spark Caliburn and the Warp Knife:
    Name: Spark Caliburn and The Warp Knife
    Rank: D
    Type: Lightning/Offense/AoE
    Duration: Instant
    Cooldown: 3
    Description: A prototype spell created through several modifications of his Railgun spell and utilizing his assassin weapon training. Jozuma directs his electrical energy to his hands and creates 2 weapons made of pure lightning he named "Spark Caliburn" and "The Warp Knife" and from that you can get an idea what this spell does. He starts by throwing The Warp Knife toward his opponent. The Warp Knife can travel 7.5m/s to a max distance of 15m. During any moment of its flight from the moment it leaves his hand till the moment it reaches its maximum distance he can warp to its position in a flash of lightning grabbing the knife as it starts to dissipate from the use of the warp. It is at this moment where Spark Caliburn comes in, when The Warp Knife reaches his opponents, whether from from the front, side, or behind, he will warp to its position and quickly swing Spark Caliburn at them. Spark Caliburn upon contact with the opponent, ground, or really anything will explode in a electric pulse with a radius of 5m dealing full D-Ranked damage to those it made contact with and 75% D-Ranked damage to those within the blast radius. The pulse will also cause paralysis to D-Ranked opponents for 1 post allowing him to quickly jump into close combat. Spark Caliburn packs a lot of force and, if contact is made, can knock flying mages out of the sky and mages on the ground 1-2m away.
    Strengths:
    *An effective way to close the gap between him and his opponents.
    *A surprise fakeout tactic as the sudden warp can catch others off guard, especially if they were too focused on the knife itself.
    *A good way to close get close to and put pressure on flying mages as a blow from Spark Caliburn packs enough force to knock them back to the ground.
    *If The Warp Knife "misses" I just opens an opportunity to warp behind his opponent.
    *Paralysis gives him time to jump into close combat, his forte, right after.
    Weaknesses:
    *"Fool me once, shame on you. Fool me twice, not gonna happen but if you do then shame on me 100% my fault at that point. FOOL ME THREE TIMES..." after seeing it once and becoming aware that The Warp Knife means bad business it becomes a little more difficult to land the spell more times on the same opponent because they will be more wary of The Warp Knife and will actively steer clear of it; it's still possible but the use of the spell becomes more a game of predicting where they will run rather than just throwing it at where they are.
    *Earth Mages can just wipe away The Warp Knife like it was dust, rendering the spell useless.
    *Conductive objects can curve the knifes trajectory.
    *Being a prototype, Spark Caliburn is not very stable and throwing a projectile or having it clash with something else can trigger its explosion prematurely, rendering the spell useless outside of a warp.
    *The Warp Knife cannot go through walls, barriers, and other such obstacles if it hits one it will stay lodged in giving a 5 sec window for the warp (if he still chooses to use it) before it dissipates. Spark Caliburn must be used within 20 sec of The Warp Knife dissipating or it's own instability will cause it to dissipate as well.
    *There is always the risk of warping at the wrong place at the wrong time.

    Unlocked upon user's request~


    _____________________________________________________________________________________

    Squable:


    Electron Magic X9tEBuc
    Jozuma
    Jozuma

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    Completed Re: Electron Magic

    Post by Jozuma 17th April 2017, 7:38 am

    Changes made: Added C Spells, Sig Spells, and another UA. Upgraded the "Railgun" spell into a C Spell and replaced the D slot with "Particle Dispersal". Clarified that the paralysis affect of Paralysis Battery overwrites the paralysis effect of spells that already state that they cause paralysis (this was kind of implied but I just want it to be clearly stated).


    _____________________________________________________________________________________

    Electron Magic D9970a10
    Themes:

    Demon Force:
    Jiyu Kazehime
    Jiyu Kazehime

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    First Skill: Wind Magic
    Second Skill: Demonic Takeover
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    Completed Re: Electron Magic

    Post by Jiyu Kazehime 17th April 2017, 10:25 pm

    Hello I'm Jiyu Kazehime, , I'll be grading in this color, so lets get you ready to go quick as we can~

    Jozuma wrote:
    Jozuma's Magic


    Primary Magic: Electron Magic
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster

    Description: Though he was taught magic by the Great Lightning Dragon Rau, Jozuma does not wield Lightning Dragon Slayer Magic, kinda odd really. It always perplexed Jozuma why he couldn't awaken the full extent of the power he was taught to use since he was a child and Dragon Slayer Magic became a focus topic in his research of Lost Magics to unlock its secrets but until then he still wields massive control over lightning and other forms of electricity with his own breed of Electron Magic. Electron Magic manipulates electrons in the air and body to create powerful electricity and lightning based attacks as well as increase the users physical abilities. Jozuma courses electricity through his body to increase his speed and strength to insane levels and the more he fights, the faster he gets. He uses this speed to hit his opponents weak points in an seemingly never-ending barrage switching from close to long range on the fly. He also builds up electrons in his body to paralyze his opponents, giving him the upper hand.

    Strengths:
    *Incredible blinding speed that's difficult to keep up with.
    *Very effective against magic weak to lightning such as water and metal.
    *Can keep up a strong offensive role in both long range and close combat.
    *Able to absorb lightning.
    *Ability to Paralyze opponents then quickly follow up.

    Weaknesses:
    *Weak to Earth Magic.
    *Weak to Rubber Magic.
    *Lack of defensive spells.
    *Can get pretty out of hand and allies can be harmed if they are not careful
    *Range attacks can have their course altered by conductive objects.
    *Has a tendency to cause a lot of unnecessary collateral damage around where the fight takes place, especially when more powerful spells are used.
    Lineage:
    Unique Abilities:

    D-Rank Spells:
    C-Rank Spells:
    Signature Spells:


    _____________________________________________________________________________________


    Electron Magic Miku_chibi_by_kenneos-d4l2s2w

    Electron Magic H6NcPbM Electron Magic H6NcPbM Electron Magic H6NcPbM Electron Magic H6NcPbM

    Jozuma
    Jozuma

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    Completed Re: Electron Magic

    Post by Jozuma 17th April 2017, 11:08 pm

    Bump! I removed an effect from each of the spells you noted. With Railgun I instead made it minor bleeding that does no damage and just helps with tracking the person hit through smell like a tag I just kinda wanted to work in my lineage with some of the Spells. For Electro-Crash i made it only do full damage at the center and 75% at the sides of the cone cause I assume that's how most AoEs work.


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    Electron Magic D9970a10
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    Jiyu Kazehime
    Jiyu Kazehime

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    First Skill: Wind Magic
    Second Skill: Demonic Takeover
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    Completed Re: Electron Magic

    Post by Jiyu Kazehime 18th April 2017, 6:28 am

    Most AOE's without HEAVY drawbacks can deal full damage at the strike point/epicenter, and then only 75% through the most of the spell's range, for reference. However it's now all good, so


    APPROVED.


    Spoiler:


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    Electron Magic Miku_chibi_by_kenneos-d4l2s2w

    Electron Magic H6NcPbM Electron Magic H6NcPbM Electron Magic H6NcPbM Electron Magic H6NcPbM

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    Completed Re: Electron Magic

    Post by Guest 11th May 2017, 10:00 am

    Spoiler:

    Archived upon user's request.

      Current date/time is 17th May 2024, 5:17 am