Guild Masters are a first come and first serve to fill the space, but are put to be approved by a mod as any other wizard is to prevent a god mode cataclysm.
All Profiles must be approved by a mod here Profiles must be completed or will not be approved While not all bonus points (or any) have to be used, it is in your character's best interest/advantage to use them all
500 points are given to each character to add additional items to their profile with each new rank. You've earned a bit of a reward for making it here from a mage! Please place a ❦ beside what it is you have added to let the mods know what it is you added to prevent any cheat-god-mode. Please also remember to link where your magic roll is (at least the page)
500 Points: Increase magic pool by 100 points 400 Points: Gain 1 normal weapon with no lacrima slots from the weapon stores 400 Points: Gain a Gold Key of an available zodiac or A-Rank Hold Item 300 Points: Gain 3 more spells to your magic to use 300 Points: Gain 1 more Familiar 300 Points: Gain 1 more Celestial Key (silver) 200 Points: Gain 200 AP & 200,000 Jewel 100 Points: Gain 1 extra spell to you profile 100 Points: Increase spell capacity by 1 (spell not included) 50 Points: Gain 50 AP & 50,000 Jewel (Max Times can buy 4) 50 Points: Upgrade any STAT by 1 ✯
[b]Name:[/b] (+nik-name, optional)
[b]Age:[/b] (30+ masters must be experienced and have loyalties to their guild)
[b]Height:[/b]
[b]Weight:[/b]
[b]Race:[/b] (human, half animal...)
[b]Strengths:[/b] [b]Weaknesses:[/b]
[b]Jewel:[/b] [b]AP:[/b]
[b]Personality:[/b] (brief mention of character behavior)
[b]Bio:[/b] (Minimum of 5 sentences to get ground for who the character is)
[b]Guild:[/b] [b]Rank:[/b] Master [b]Guild Mark Location:[/b] [b]Mark Color:[/b] [b]Guild Bonus:[/b] {Each guild gives 2 natural bonuses to it's members. See Wizard's Guild Bonus for details} • •
[u]S T A T S[/u] [b]Hit Points:[/b] 2000 [b]Magic Pool:[/b]
{Up to 5 "★" can be added to each of your personal stats} {"✯" are blanks} {Each Wizard has 10 ★ to spend; Master-ranks get an additional 6 ★}
I T E M S [b]Magical Items:[/b] [b]Magical Weapons:[/b] [b]Magical Clothing:[/b]
Posted: Sun Nov 15, 2015 1:26 pm
Name: Senna "Starling" Lyonesse
Age: 30
Height: 5'6"
Weight: 145lbs
Race: human
Strengths: Abundant magical power, magical resistance, problem solving and perception skills Weaknesses: Physically not strong, often has bad luck, vertically challenged
Jewel: AP: 70,000
Personality: Senna is definitely a nature-child, enjoying the outdoors and keeping up a quirky personality. Despite bad luck, she's always optimistic and relaxed when around her guild. She never really stopped being a kid.
Bio: As a little girl, Senna did all the girly things growing up: chasing butterflies, picking flowers, and star gazing. It was star gazing, and the aurora skies that influenced her heavenly body magic. From there, she tried to be more like the heavens: Soft, luminous, but can turn into a tempest when in a fight! Her magic closely resembles the northern lights when she uses it during the night. This eventually lead her to learn how to take-over angelic spirits and absorb their powers for herself, combining it with her heavenly body to become even more powerful. Since becoming a master though, she spends more time looking at the skies and collecting celestial keys than she does with any actual missions. She certainly doesn't behave like a typical master, never looking seldom or wise and acts more like a child or young girl than a grown woman most of the time; she claims its because keeping one's inner child alive is important.
Guild: Cait Shelter Rank: Master Guild Mark Location: Lower ribs Mark Color: Red Guild Bonus: • Close Call : the character can negate 1 magical attack the same or 1 rank higher than the spell they use to counter it at no cost (can only be done once per fight) • Magic Buster : When the character's magic falls below 1/2, 100 points are gained back and added to the total magic pool for the duration of the fight.
S T A T S Hit Points: 2000 Magic Pool: 1600
{Up to 5 "★" can be added to each of your personal stats} {"✯" are blanks} {Each Wizard has 10 ★ to spend; Master-ranks get an additional 6 ★}
M A G I C Type of Magic: Heavenly Body, Angel Take-over, Celestial wizard
S P E L L S Heavenly Body
Spell: Meteor Description: The user's body is surrounded by Magic, allowing them to move through the air at incredible speed. Even if someone could detect their trajectory, it is near impossible to catch them. With their speed, the user assaults their opponents with quick but powerful melee attacks. This costs 20MP per turn to keep in effect. Rank: C
Spell: Heavenly Beams Description: The user releases several fast-moving beams from their hands to attack their target. In addition to speed, the beams home in on and follow their target, making it difficult to escape. Rank: B
Spell: Altairis Description: The user crosses their arms above their head to begin casting the spell. As they prepare to fire the spell, all nearby shadows are drawn towards them, forming a small black orb which rapidly grows in size and also gains small white lights inside it, similar to the night sky. The user then unleashes the orb towards the target. The orb appears to be incredibly dense, and may hold a tremendous amount of gravity to crush the opponent. Its nature is comparable to a black hole, due to its incredible pull on the surrounding materials, people, and light Rank: A
Spell: Grand Chariot Description: While in the air, the user places both hands on top of each other, with the top hand having only the index and middle fingers spread out. Seven Magic seals are then summoned in front of the user and connect together to make what looks like a constellation. Each Magic Seal then releases a powerful light blast down on the opponent, forming the same pattern on the ground before exploding. Rank: A
Spell: Sema Description: The user bows down and points his hands downwards, with all the fingers closed except the index and middle fingers. The user then begins to slowly move their right hand until it points upwards, causing the clouds above them to begin circling around, forming a cyclone as the skies darken. From the center of the swirling formation, a glowing orb begins to form, growing in size until a humongous meteor emerges, falling quickly to earth towards the intended target. When the meteor hits, the force is strong enough to create a large explosion, which engulfs a wide area and releases a strong hurricane of air, also leaving a large crater in its wake. Rank: S
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Take Over
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Celestial ❦❦❦❦❦
Spell Name: Gate of the Dragon Power: 400 Rank: S Description: A wingless, humanoid dragon, Gonzhu thrives on a fight! He is the leader of the Eastern Zodiac spirits. He's not easy to get along with--his temper is as hot as his fiery attacks! However, he's more incline to like a wizard if his girlfriend (Lucky) likes you. Gonzhu has a soft spot for his girlfriend and refuses to fight her or do anything to make her unhappy (which is hard enough to do with a hound). They've been dating for the last forty years, and although he is a "dragon"--and Lucky looks more like a knight in armor--he claims that Lucky is his powering rival, second strongest to himself. More often than not, he'll snob off his key owner if he's pulled away from Lucky (with the exception of being taunted or challenged by a powerful foe), thus his availability is constantly changing.
Spell Name: Gate of the Hound Power: 400 Rank: S Description: Like any dog, Lucky is extremely loyal; thus it's hard for her to transition from one owner to the next. Unlike Gonzhu (her boyfriend of forty years), Lucky is very protective of her owner and will even come uncalled if she has even the slightest feeling of Danger. Her magic is a rudimentary form of requip, so her weapon and armor form are based on her owner's personality (the more light hearted, the brighter and lighter the armor ; the more wicked at heart, the heavier and darker the armor) however, only the aesthetic is affected by this. In her status, her weaponry skill and speed are at the highest. She cannot use any formal magic like Gonzhu can, but acts as the faithful protector for close combat. However, when called away mid date with her boyfriend, she will show some melancholy for it (and even whimper a complaint).
Spell Name: Gate of the Tiger Power: 400 Rank: S Description:Tai Long is a serious spirit, willing to go the extra mile while pretending he had his arm twisted into doing it. His fight style is more practical over direct, using his roar to disorientate up to three foes for a moment before charging in with his palm magic. His physical stats make this magic ideal for him. He's more incline to train his owner for the best chance of victory; be it in martial arts or meditation. He does secretly have a crush on another spirit (which he lets slip out once in a while) but no one seems to know who it is! Talking about it makes him flustered and the typical response you can hear is "how annoying..."
Spell Name: Gate of the Fawns Power: 400 Rank: S Description: The twins dress up in deer pajamas, making them ADORABLE! Though, united, their power can be made great. Any seedling can have its growth accelerated into something useful: an oak sapling made into a sturdy tree-bridge, a morning glory made into a shielding wall. However, there is a draw: unlike plant magics, which the user may summon or cast seeds, green magic is completely reliant on the environment around them. No plants means no magic. They behave like children (they are) and so they're an odd pair when compared to other zodiac spirits.
Spell Name: Gate of the Moon Power: 400 Rank: S Description: A pale skinned spirit draped in white, silver, pale blue and pale violet veil clothing. She tends to look dazed and sleepy, but is a rather quiet spirit who reflects the tone of the people around her. A rather mild tempered spirit, Luna would rather avoid combat all together if possible and can become enraged when made to fight. Using her lantern, gentle moon light can illuminate any place; her lantern is also the source of her power over icy blasts.
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Spell Name: Power: Rank: Description:
Misc.
Spell Name: Cosmic Beam Power: 400 Rank: S Description: The user charges purple and blue energy that appears to be cosmic in nature. Once enough energy has been charged, it is fired towards the user's target and creates a massive explosion upon impact. The user is also able to cause pink-colored Magic projectiles to rain down in the vicinity of the caster. The damage caused by the projectiles is strong enough to destroy the surrounding terrain, leaving a large crater in its midst.
Spell Name: Urano Metria Power: 400 Rank: S Description: When the user recites the incantation, the 88 constellations of the sky come down as spheres and bestow their power upon the caster. This person then aims at their intended target and releases the energy gathered into a tremendous attack. This spell CANNOT miss its target, but consumes a large amount of magic. Requires a 3 post cool down.
I T E M S Magical Items: Magical Weapons: Magical Clothing:
Vivi vampire Captain
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Tsukki_Mikoto
Distinct Dreamer
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Posted: Mon Nov 16, 2015 6:29 pm
Name: Nagi "Ou" Cephiro
Age: Fifty-one (Her physical age was halted due to a curse.)
Height: 157cm
Weight: 55kg
Race: Human
Strengths: Intelligent, Observant, Fast Learner, Magical Prowess and Experience.
Weaknesses: Clumsy, Naive, Zero defence (of every kind), Zero sense of Navigation and Low Tolerance of Alcohol.
Jewel: AP: 90 000
Personality: Nagi is an expressive person. Often showing emotions easily whether it being happiness, sadness or anger. Is very caring and protective of every guild member. Quite naïve for an intelligent person. Easily trusting and forgiving despite the manipulative streak possessed because of the insane moral compass Nagi has. Can have childish tendencies; stubborn, prideful, easily challenged and temperamental. Normally rather cheerful and mild but scary once angered or annoyed greatly. Is a very brave and strong-willed person.
Bio: Nagi had always been an expressive and courageous person since she was small. Yes-she. Before joining Fairy Tail, she travelled the globe to learn more of magic and gain experience. She thought she was a normal mage until she came across a fortune teller telling her she was cursed although at the time, the nature or reason for her curse was unable to be explained by said fortune teller. It took all of her teenage years before she joined the Fairy Tail guild. Perhaps it was the nature of the guild itself, often getting into difficult situations that revealed bits and pieces of her curse. As she reached her mid twenties, she realized how her body had not aged a bit. She had always a high metabolism so she figured her youth was due to that but her growing experience only provided the fact that a part of her curse was her inability to age physically.
As she reached thirty, she was given the mantle of becoming guild master. Due to her appearance, she concealed her gender to at least gain more respect around. It helped that she had such an androgynous face (and lack of feminine attributes that she loathe so much). As such, only senior members and elite guild members knew of her true gender-albeit several mishaps. As guild master, she strived to protect her ‘children’ while at the same time deciphering her curse.
Guild: Fairy Tail Rank: Master Guild Mark Location:Left shoulder-like an armband. Mark Color: Powder Blue. Guild Bonus: {Each guild gives 2 natural bonuses to it's members. See Wizard's Guild Bonus for details} • Team Work : Working with a team gains the character an additional 50AP in any job and keeps the total Jewel reward rather than only a portion. • Magic Buster : When the character's magic falls below 1/2, 100 points are gained back and added to the total magic pool for the duration of the fight.
S T A T S
Hit Points: 2000 Magic Pool: 1500 Link {Up to 5 "★" can be added to each of your personal stats} {"✯" are blanks} {Each Wizard has 10 ★ to spend; Master-ranks get an additional 6 ★} ❦Strength: ★★★✯✯✯ Defense: ✯✯✯✯✯ Agility: ★★✯✯✯ Flexibility: ✯✯✯✯✯ Accuracy: ✯✯✯✯✯ Magic Resistance: ✯✯✯✯✯ ❦Magic Power: ★★★★★✯ ❦Weaponry Skills: ★★✯✯✯✯ Synthesis: ✯✯✯✯✯ ❦Intelligence: ★★★★✯✯
Physical Damage {unaltered. Adjust according to your points} Light: 80 Medium: 100 Heavy: 120
M A G I C
Type of Magic: Beast Magic, Vocal Magic and Mirror Magic.
S P E L L S
❦❦❦Beast Magic
Plus One Familiar
Spell Name: Animal Whisperer Power: Null Rank: Null Description: The user can freely communicate and understand any animal they come into contact with.
Spell Name: Beast Portal Power: 10 points for lesser (C-B ranked) familiars and 20 points for greater (A-S ranked) familiars. Rank: C Description: The user can store their familiars in a separate dimension (much like Requip users) and unstore or call them when they are needed. This spell is useful when the wizard has gathered a large number of animals. However, the animals that are called may not be available from time to time and a second choice will come in their stead to help their master
Spell Name: Animal Enhancement: Speed Power: 25 points per familiar . Rank: B Description: The user pours their magic into their animal to increase their speed three times their normal speed. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: Animal Enhancement: Strength Power: 25 points per familiar. Rank: B Description: The user pours their magic into their animal to increase their strength three times their normal strength. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: War Cry of the Beast Lord Power: 50 points per use. Rank: A Description: The Beast Wizard lets out a powerful roar that can force back weaker enemies and deafen all opposing forces for a moment. Stronger enemies and longer deafening times are measured by how many familiars the wizard has which can either roar or howl. 2 posts are needed as a cool down time before the spell can be used again.
Spell Name: Gift of the Hunter Power: 75 points. Rank: A Description: A weapon from an idol who is closely associated with animals or hunting is brought into the wizard's realm to borrow for a time but never to keep (ex: Artemis and her bow). However, there is no guarantee that the same weapon will be continuously granted, and each weapon varies slightly.
Spell Name: Beast Fusion: Chimera Power: 200 points per familiar. Rank: S Description: 3 familiars can be fused together for a much stronger creature that is able to share the attributes and ability of each animal. However, there cannot be unexplained traits (ex: if it doesn't have wings, it doesn't fly). The fusion may last up to five posts and has +50 power and hit points added to the more powerful of the two familiars' stats. Note The fused creature still counts as 3 on the field.
Spell Name: Glory of the Beast King Power: 150 points. Rank: S Description: The user calls for an animal deity to grant them a melee weapon, blessed with a single element, to borrow for the duration of a battle.
Vocal Magic
Spell Name: Soul Sooth Rank: C Description: This song soothes human entities, calming them from rage or fatigue--reducing the hurt of pain, but not eliminating it nor healing it.
Spell Name: Song for Friends Rank: C Description: This gentle song is a subtle sound that is silent to unfriendly ears, but clear to friendly ones to beckon their help if they are in the area.
Spell Name: Evora Seducer Rank: A Description: When sung before a target of the opposite gender, the wizard becomes irresistible and influences the person's actions for 5 posts.
Spell Name: Siren’s Scream Rank: A Description: A loud scream that sends out a thundering shock wave of sound.
Spell Name: Song of Healing Rank: S Description: This song, as the name suggests, restores the HP of a friend by 100 points. (10 post cool down needed) .
Spell Name: Nature’s Choir Rank: S Description: This song influences the natural surroundings, giving the wizard control over 1 part of their environment for 1 post.
Mirror Magic
Spell Name: Form Mirror Rank: B Description: The user creates several mirrors that can absorb the opponent's attacks and reflect them back at the caster. Only effects living objects/beings and weapons. Not magic. Must be physical. You take damage every time you attack based on your own level of damage you give for using an attack.
Spell Name: Kaleidoscope Rank: A Description: The user surrounds their target with mirrors, preventing them from escaping. They are surrounded by images of themselves. Can be destroyed by a spell of equal rank. Lasts 4 posts.
Spell Name: Maze of Mirrors Rank: S Description: The user creates a labyrinth of mirrors that envelops everyone present and replaces the current battlefield with a maze of mirrors. The walls are 30 feet high with a mirror roof. If an occupant attempts flying into the roof the overhead mirror transports them back to the ground level. Inside the mirror maze every mirror presents a different reflection of the occupants of the Labyrinth, if the person trapped within the mirrors attacks any reflection they are immediately hit by a C rank Spell and stunned for a post. Lasts 15 posts.
Misc. Magic
Spell Name: Magic Sword Rank: S Description: The user manipulates the energy gathered in their palm, creating a sword. Requires 10MP to maintain. Can only be attained if the caster's Weapon Skill stat is maxed.
Spell Name: Thought Projection Rank: S Description: A type of Magic which allows its user to create a psychic copy of his or her body. This Magic can work even over moderate distances, allowing the user to essentially be in two places at once. While some Thought Projections are intangible like holograms, used merely for communication, Masters are able to create a particularly powerful Thought Projection that can physically interact with people and objects, even though it lacks physical form. Uses 40MP to maintain and activation cost of 80MP.
I T E M S Magical Items: Magical Weapons: Magical Clothing:
Posted: Mon Nov 16, 2015 6:49 pm
Tsukuyomi_No_Mikoto96
Name: Nagi "Ou" Cephiro
Age: Fifty-one (Her physical age was halted due to a curse.)
Height: 157cm
Weight: 55kg
Race: Human
Strengths: Intelligent, Observant, Fast Learner, Magical Prowess and Experience.
Weaknesses: Clumsy, Naive, Zero defence (of every kind), Zero sense of Navigation and Low Tolerance of Alcohol.
Jewel: AP: 90 000
Personality: Nagi is an expressive person. Often showing emotions easily whether it being happiness, sadness or anger. Is very caring and protective of every guild member. Quite naïve for an intelligent person. Easily trusting and forgiving despite the manipulative streak possessed because of the insane moral compass Nagi has. Can have childish tendencies; stubborn, prideful, easily challenged and temperamental. Normally rather cheerful and mild but scary once angered or annoyed greatly. Is a very brave and strong-willed person.
Bio: Nagi had always been an expressive and courageous person since she was small. Yes-she. Before joining Fairy Tail, she travelled the globe to learn more of magic and gain experience. She thought she was a normal mage until she came across a fortune teller telling her she was cursed although at the time, the nature or reason for her curse was unable to be explained by said fortune teller. It took all of her teenage years before she joined the Fairy Tail guild. Perhaps it was the nature of the guild itself, often getting into difficult situations that revealed bits and pieces of her curse. As she reached her mid twenties, she realized how her body had not aged a bit. She had always a high metabolism so she figured her youth was due to that but her growing experience only provided the fact that a part of her curse was her inability to age physically.
As she reached thirty, she was given the mantle of becoming guild master. Due to her appearance, she concealed her gender to at least gain more respect around. It helped that she had such an androgynous face (and lack of feminine attributes that she loathe so much). As such, only senior members and elite guild members knew of her true gender-albeit several mishaps. As guild master, she strived to protect her ‘children’ while at the same time deciphering her curse.
Guild: Fairy Tail Rank: Master Guild Mark Location:Left shoulder-like an armband. Mark Color: Powder Blue. Guild Bonus: {Each guild gives 2 natural bonuses to it's members. See Wizard's Guild Bonus for details} • Team Work : Working with a team gains the character an additional 50AP in any job and keeps the total Jewel reward rather than only a portion. • Magic Buster : When the character's magic falls below 1/2, 100 points are gained back and added to the total magic pool for the duration of the fight.
S T A T S
Hit Points: 2000 Magic Pool: 1500 Link {Up to 5 "★" can be added to each of your personal stats} {"✯" are blanks} {Each Wizard has 10 ★ to spend; Master-ranks get an additional 6 ★} ❦Strength: ★★★★✯ Defense: ✯✯✯✯✯ ❦Agility: ★★✯✯✯ ❦Flexibility: ★✯✯✯✯ ❦Accuracy: ★✯✯✯✯ ❦❦Magic Resistance: ★★★✯✯ Magic Power: ★★★★★ ❦❦❦Weaponry Skills: ★★★★★ Synthesis: ✯✯✯✯✯ ❦Intelligence: ★★★★★
Physical Damage {unaltered. Adjust according to your points} Light: 80 Medium: 100 Heavy: 120
M A G I C
Type of Magic: Beast Magic, Vocal Magic and Mirror Magic.
S P E L L S
Beast Magic
Spell Name: Animal Whisperer Power: Null Rank: Null Description: The user can freely communicate and understand any animal they come into contact with.
Spell Name: Beast Portal Power: 10 points for lesser (C-B ranked) familiars and 20 points for greater (A-S ranked) familiars. Rank: C Description: The user can store their familiars in a separate dimension (much like Requip users) and unstore or call them when they are needed. This spell is useful when the wizard has gathered a large number of animals. However, the animals that are called may not be available from time to time and a second choice will come in their stead to help their master
Spell Name: Animal Enhancement: Speed Power: 25 points per familiar . Rank: B Description: The user pours their magic into their animal to increase their speed three times their normal speed. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: Animal Enhancement: Strength Power: 25 points per familiar. Rank: B Description: The user pours their magic into their animal to increase their strength three times their normal strength. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: War Cry of the Beast Lord Power: 50 points per use. Rank: A Description: The Beast Wizard lets out a powerful roar that can force back weaker enemies and deafen all opposing forces for a moment. Stronger enemies and longer deafening times are measured by how many familiars the wizard has which can either roar or howl. 2 posts are needed as a cool down time before the spell can be used again.
Spell Name: Gift of the Hunter Power: 75 points. Rank: A Description: A weapon from an idol who is closely associated with animals or hunting is brought into the wizard's realm to borrow for a time but never to keep (ex: Artemis and her bow). However, there is no guarantee that the same weapon will be continuously granted, and each weapon varies slightly.
Spell Name: Beast Fusion: Chimera Power: 200 points per familiar. Rank: S Description: 3 familiars can be fused together for a much stronger creature that is able to share the attributes and ability of each animal. However, there cannot be unexplained traits (ex: if it doesn't have wings, it doesn't fly). The fusion may last up to five posts and has +50 power and hit points added to the more powerful of the two familiars' stats. Note The fused creature still counts as 3 on the field.
Spell Name: Glory of the Beast King Power: 150 points. Rank: S Description: The user calls for an animal deity to grant them a melee weapon, blessed with a single element, to borrow for the duration of a battle.
Vocal Magic
Spell Name: Soul Sooth Rank: C Description: This song soothes human entities, calming them from rage or fatigue--reducing the hurt of pain, but not eliminating it nor healing it.
Spell Name: Song for Friends Rank: C Description: This gentle song is a subtle sound that is silent to unfriendly ears, but clear to friendly ones to beckon their help if they are in the area.
Spell Name: Evora Seducer Rank: A Description: When sung before a target of the opposite gender, the wizard becomes irresistible and influences the person's actions for 5 posts.
Spell Name: Siren’s Scream Rank: A Description: A loud scream that sends out a thundering shock wave of sound.
Spell Name: Song of Healing Rank: S Description: This song, as the name suggests, restores the HP of a friend by 100 points. (10 post cool down needed) .
Spell Name: Nature’s Choir Rank: S Description: This song influences the natural surroundings, giving the wizard control over 1 part of their environment for 1 post.
Mirror Magic
Spell Name: Form Mirror Rank: B Description: The user creates several mirrors that can absorb the opponent's attacks and reflect them back at the caster. Only effects living objects/beings and weapons. Not magic. Must be physical. You take damage every time you attack based on your own level of damage you give for using an attack.
Spell Name: Kaleidoscope Rank: A Description: The user surrounds their target with mirrors, preventing them from escaping. They are surrounded by images of themselves. Can be destroyed by a spell of equal rank. Lasts 4 posts.
Spell Name: Maze of Mirrors Rank: S Description: The user creates a labyrinth of mirrors that envelops everyone present and replaces the current battlefield with a maze of mirrors. The walls are 30 feet high with a mirror roof. If an occupant attempts flying into the roof the overhead mirror transports them back to the ground level. Inside the mirror maze every mirror presents a different reflection of the occupants of the Labyrinth, if the person trapped within the mirrors attacks any reflection they are immediately hit by a C rank Spell and stunned for a post. Lasts 15 posts.
Misc. Magic
Spell Name: Magic Sword Rank: S Description: The user manipulates the energy gathered in their palm, creating a sword. Requires 10MP to maintain. Can only be attained if the caster's Weapon Skill stat is maxed.
Spell Name: Thought Projection Rank: S Description: A type of Magic which allows its user to create a psychic copy of his or her body. This Magic can work even over moderate distances, allowing the user to essentially be in two places at once. While some Thought Projections are intangible like holograms, used merely for communication, Masters are able to create a particularly powerful Thought Projection that can physically interact with people and objects, even though it lacks physical form. Uses 40MP to maintain and activation cost of 80MP.
I T E M S Magical Items: Magical Weapons: Magical Clothing:
You have too many filled stars. The 50point spend is for extending out the possible capacity. They are "Blank Stars"
Vivi vampire Captain
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Tsukki_Mikoto
Distinct Dreamer
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Posted: Mon Nov 16, 2015 7:03 pm
Vivi vampire
You have too many filled stars. The 50point spend is for extending out the possible capacity. They are "Blank Stars"
I see. A sec.
Posted: Tue Nov 17, 2015 3:37 pm
Name: Mew Age: 100
Height: Four Foot - Five Inches
Weight: Seventy-Five Pounds
Race: Exceed
Strengths: Weapon Combat, Pure Speed & Resourceful Attacks Weaknesses: Take Over (( as he can be "recorded")) & Celestial Magic
Jewel: AP: 70,000
Personality: Mew is a sweet and endearing Exceed, unlike the former masters of Sabertooth; he is rather understanding and kind. He is not one to just into a fight... rather he would rather look at all sides of the coin and do what is best for the Guild.
Bio: Mew is from a ling line of Exceed that joined Sabertooth and a former companion of the previous Master. When the former Master fell in battle it was Mew that succeeded him, he took the guild from vicious Mages into a reformed and quite powerful guild. His goal is to make Sabertooth a super power with their mages.
Guild: Sabertooth Rank: Master Guild Mark Location: Imprinted onto one of his small horns. Mark Color: Gold (( to be seen against the Red of his horns )) Guild Bonus: {Each guild gives 2 natural bonuses to it's members. See Wizard's Guild Bonus for details} • •
Spell Name: Aera Rank: C Description: A Magic that allows its users to sprout large angelic wings that give them the ability to fly. While flying, the user can carry objects or people, but it is limited to only one passenger. Furthermore, there is also a time limit to how long the user can fly, as the wings disappear after the user's Magic power is depleted. The users can also change the speed in which they fly, but the faster they go, the more Magic power it consumes. (( 20 points per post in use ))
Spell Name: Max Speed Rank: B Description: The caster uses this spell to exponentially increase their flight speed to the point where they blur out of sight. This speed can be used to dodge incoming attacks or attack the enemy at speeds that are difficult for the human eye to follow. While using this spell, the user can still carry one person. While flying using Max Speed, the caster is covered in a protective magical aura which drastically increases their physical endurance so that they can strike the target with a full-body tackle, dealing a strong blow. This spell is powerful enough to break through solid rock without causing harm to the caster. Effect wears off after 2 posts.
Spell Name: Battle Form Rank: B Description: This spell unlocks the potential an Exceed has for battle purposes. The transformation is not permanent and will only last a certain amount of time, and it is not uncommon for the Exceed appearance to completely change, as well as both Height and weight. This size change grants them a better battling chance for victory by enhancing height and muscle.
(( Requip -- The Knight ))
Spell Name: Requip -- Knight Rank:Null Description: The caster summons a matching melee weapon and armor from their personal pocket dimension, or replaces a previously equipped set in its place. The summoning/replacing effect takes approximately three seconds, and does not require much focus on the caster's part. The switching interval is decreased for one second by each rank this spell gains. Does not cost any magic to store in the pocket dimension. This spell has a one post cool-down, to limit a mage from constantly equipping various weapons/armors. Armors and weapons do not necessarily have to be summoned in a set. Summoning a different armor, and weapon must be done individually, if they are not part of the same set, but may be done on the same post. The only real difference between equipping a set and an individual weapon/armor is that an extra [20] eternano must be paid when equipping oneself with separate items that do not belong to the same set.
I T E M S Magical Weapons: (( Swords/Armor for Requip to be Added ))
Vivi vampire
Point Explanation:
700 in Stats (14 points total) 500 for MP (100) for a total of 1,200/2000 spent leaving 800 points remaining.
Strengths: Expert in Hand-to-hand combat, quick thinker, experienced leader Weaknesses: Forgetful, easily triggered outside of the guild, weak tactical skills
❦ Jewel: 200,000 ❦ AP: 70,200
Personality: Randall is a leader, and he demands the up most respect from his guild members. He can be a bit laid back on his down time, and often enjoys music, and goofing off sometimes with the other members. He's not a tactical genius, and isn't shy about it, so he often consults his "council": the Ace and S- ranks.
Bio: Randall grew up with both of his parents being Rune Knights in Era. He didn't really care about magic in his childhood years, only that he admired his parents jobs. His father taught Randall swordsmanship at a young age for self defense when they weren't around because of work.
Randalls mother would teach him Requip later at age 10, since the boy had a habit of collecting different sticks and rods to use as swords while training. After he learned his first magic, he was hooked. That's when he set his goal of working with his parents, and becoming a Rune Knight! His parents had different plans as they were already looking into having Randall join the local Mage Guild, but he refused.
At age 15, Randall was on his way to being a fine mage, and made friends with the mage guild Sabertooth, even though he was still set on being a Rune Knight. One day, his parents went on a mission to tackle a dark guild, pretty common at the time. But this time, they didn't come home. The master of the dark guild blew up the guild just to get away...
At age 20, Randall was the youngest squad leader in the history of the assassination squad of the Rune Knights. He had taken out countless dark guilds and terror groups with just his squad alone, and he was getting close to his patents killer. The target had formed another dark guild and was planning to ambush the kings caravan. That night his squad eliminated the guild, and with the target's own motive of escape, left the scene with no survivors.
At 23, Randall was tired. He retired from the Knights and went back home, and joined Sabertooth, like his parents wanted. He still had friends there, and was accepted immediately. Randall rose through the ranks of the guild, making it to Ace at 30. It was a blast! He even fell unlove with a member of the guild, Lita. Love birds to the core. He asked her to be his wife. She said yes.
One night, Randall had night terrors. It happened every now and again. Lita woke up to calm him down, and was rewarded with a knife in the gut. Randall awoke to see what he had done. Lita assured him that it wasn't his fault as he cried, her dieing in his arms, in their bed.
He never told the whole story to anyone, and because of him killing another member, was excommunicated from Sabertooth. Years later, Randall, now Alpha, is now the Master of Southern Wolves, a Dark Mage Guild only because they are willing to take all kinds of jobs for money, even killings.
Guild: Southern Wolves Rank: Master Guild Mark Location: Back of the neck Mark Color: Royal Purple Guild Bonus: • Power Boost : Magic spells increase their power/damage by 1 rank, but cost their original rank toll in magic • Sinister Plots : Spells of the same type are not negated by the opposing wizard
S T A T S Hit Points: 2000 Magic Pool: 1700
{Up to 5 "★" can be added to each of your personal stats} {"✯" are blanks} {Each Wizard has 10 ★ to spend; Master-ranks get an additional 6 ★}
M A G I C Type of Magic: Requip- The Knight, Beast Magic, Gravity magic, Figure Eyes
❦Familiar: Greater Hunter Class- Maltese Tiger Description: Only attainable by S-rank and higher mages, these are the most powerful in the mammal classes, weighing in between 200-800lbs (90-363kg) Damage: 200 Hit points: 500 Ability: -Power Blast: This beast uses is massive size and strength to physically attack the opponent but instead of attacking with strength it sucks in an opponent's magic and blasts it back at them at the same rank.
S P E L L S Beast Magic
Spell Name: Animal Whisper Power: null Rank: null Description: The user can freely communicate and understand any animal they come into contact with.
Spell Name: Beast Masters Mage Mark Power: - Rank: C Description: The user can cast the spell on their own Familiar which then enables the user to resize their familiar to be either bigger or smaller then its original size. The spell lasts as long as the user has magic. The size of the animals can only grow up to 5x larger or 5x smaller then their original size.
Spell Name: Animal Enhancement: Speed Power: - Rank: B Description: The user pours their magic into their animal to increase their speed three times their normal speed. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: Animal Enhancement: Strength Power: - Rank: B Description: The user pours their magic into their animal to increase their strengh three times their normal strength. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: War Cry of the Beast Lord Power: - Rank: A Description: The Beast Wizard lets out a powerful roar that can force back weaker enemies and deafen all opposing forces for a moment. Stronger enemies and longer deafening times are measured by how many familiars the wizard has which can either roar or howl. 2 posts are needed as a cool down time before the spell can be used again
Spell Name: Gift of the Hunter Power: - Rank: A Description: A weapon from an idol who is closely associated with animals or hunting is brought into the wizard's realm to borrow for a time but never to keep (ex: Artemis and her bow). However, there is no guarantee that the same weapon will be continuously granted, and each weapon varies slightly
Spell Name: Animal Enhancement: Induced Evolution Power: - Rank: S Description: The user forces their animal to evolve depending on the opponent's magic. If the opponent uses an elemental magic like fire or lightning, the animal can adapt to that element and become immune to that magic. The enhancement lasts for 10 posts before the animal loses the enhancement.
Spell Name: Glory of the Beast King Power: - Rank: S Description: The user calls for an animal deity to grant them a melee weapon, blessed with a single element, to borrow for the duration of a battle.
Gravity Magic
Spell Name: Fall Power: - Rank: B Description: The user starts to glow purple, then the light rapidly extends, affecting an area of 5 meters. This triples the downward gravitational forces in the affected area, making combat and movement significantly more difficult
Spell Name: Rise Power: - Rank: B Description: The exact opposite of the spell "Fall". While Fall makes things fall by triple, Rise makes things float. Think of it as a Anti-gravitational field
Spell Name: Earths Core Power: 410 Rank: A Description: By combining with the spell Fall, the user raises their fist, and punch it towards the ground. Once it comes into contact, area of 5 meters would be affected by the user, and anything within the 5 meters radius would feel a strong punch crushing them down to the solid ground. Stopping this technique is impossible, though defending it would be a way, a A-Rank to S-Rank defensive spell would do just fine.
Spell Name: Black Hole Power: - Rank: S Description: The user closes their palms and charges a dark orb that creates a gravity field around itself. The dark orb becomes larger and stronger after a short period of time. The orb sucks in everything around it like a black hole. Anything that is absorbed in this black hole will be gone forever. While using this spell, the user is to remain stationary. Stopping this attack is near impossible, except for one way, landing a hit on the user while he or she is using this spell, it would cancel this spell immediately.
Requip- The Knight
Spell Name: Black Silence Power: Light Rank: C Description: A standard sized karmabit made of obsidian, that multiples the wielders speed by 3.
Spell Name: Fang Power: Medium Rank:B Description: A katana made of obsidian that drains 10mp from the opponent that is cut. Randalls main weapon.
Spell Name: Bolt Power: Medium/ 285 magic dmg Rank: B Description: A rapier that shoots Light magic from the point.
Spell Name: Drainer Power: Heavy + poison Rank: A Description: A trident with a blade hidden in the handle that transmits a poison when it breaks skin.
Spell Name: Orthus Power: Medium/ 410 magic dmg + burn/freeze Rank: A Description: A steel quarter staff yhe pulls apart to be come twin blades. One burns while the other freezes,
Spell Name: Dante Power: 410 magic dmg Rank: S Description: a flame-bladed claymore. Causes wild explosions when the blade strikes,
Spell Name: Lita's Cut Power: Heavy Rank: S Description: A giant pair of giant scissors. The user can destroy spells by cutting them. 60Mp for every use, and a 2 post cool down.
Misc.
Spell Name: Figure Eyes Power: - Rank: S Description: Figure Eyes is a special type of Eye Magic that allow the user to take control of the souls of living things who come into direct eye contact with him, and to manipulate them as if they were his dolls. Foe's Agility, Flexibility, and Accuracy are lowered by 1 star while active (Costs 50 MP to maintain). Activating this Eye Magic usually forces targets to close their eyes, in order to avoid eye contact with him; this very action, however, leaves them open to other attacks.
I T E M S Magical Items: Lacrima Headphones Magical Weapons: A ring on his right middle finger with lightning lacrima in it. Magical Clothing: Magic Chain mail under his shirt from his Assassin days.
Posted: Wed Nov 18, 2015 6:53 pm
approved 3nodding
Tsukuyomi_No_Mikoto96
Name: Nagi "Ou" Cephiro
Age: Fifty-one (Her physical age was halted due to a curse.)
Height: 157cm
Weight: 55kg
Race: Human
Strengths: Intelligent, Observant, Fast Learner, Magical Prowess and Experience.
Weaknesses: Clumsy, Naive, Zero defence (of every kind), Zero sense of Navigation and Low Tolerance of Alcohol.
Jewel: AP: 90 000
Personality: Nagi is an expressive person. Often showing emotions easily whether it being happiness, sadness or anger. Is very caring and protective of every guild member. Quite naïve for an intelligent person. Easily trusting and forgiving despite the manipulative streak possessed because of the insane moral compass Nagi has. Can have childish tendencies; stubborn, prideful, easily challenged and temperamental. Normally rather cheerful and mild but scary once angered or annoyed greatly. Is a very brave and strong-willed person.
Bio: Nagi had always been an expressive and courageous person since she was small. Yes-she. Before joining Fairy Tail, she travelled the globe to learn more of magic and gain experience. She thought she was a normal mage until she came across a fortune teller telling her she was cursed although at the time, the nature or reason for her curse was unable to be explained by said fortune teller. It took all of her teenage years before she joined the Fairy Tail guild. Perhaps it was the nature of the guild itself, often getting into difficult situations that revealed bits and pieces of her curse. As she reached her mid twenties, she realized how her body had not aged a bit. She had always a high metabolism so she figured her youth was due to that but her growing experience only provided the fact that a part of her curse was her inability to age physically.
As she reached thirty, she was given the mantle of becoming guild master. Due to her appearance, she concealed her gender to at least gain more respect around. It helped that she had such an androgynous face (and lack of feminine attributes that she loathe so much). As such, only senior members and elite guild members knew of her true gender-albeit several mishaps. As guild master, she strived to protect her ‘children’ while at the same time deciphering her curse.
Guild: Fairy Tail Rank: Master Guild Mark Location:Left shoulder-like an armband. Mark Color: Powder Blue. Guild Bonus: {Each guild gives 2 natural bonuses to it's members. See Wizard's Guild Bonus for details} • Team Work : Working with a team gains the character an additional 50AP in any job and keeps the total Jewel reward rather than only a portion. • Magic Buster : When the character's magic falls below 1/2, 100 points are gained back and added to the total magic pool for the duration of the fight.
S T A T S
Hit Points: 2000 Magic Pool: 1500 Link {Up to 5 "★" can be added to each of your personal stats} {"✯" are blanks} {Each Wizard has 10 ★ to spend; Master-ranks get an additional 6 ★} ❦Strength: ★★★✯✯✯ Defense: ✯✯✯✯✯ Agility: ★★✯✯✯ Flexibility: ✯✯✯✯✯ Accuracy: ✯✯✯✯✯ Magic Resistance: ✯✯✯✯✯ ❦Magic Power: ★★★★★✯ ❦Weaponry Skills: ★★✯✯✯✯ Synthesis: ✯✯✯✯✯ ❦Intelligence: ★★★★✯✯
Physical Damage {unaltered. Adjust according to your points} Light: 80 Medium: 100 Heavy: 120
M A G I C
Type of Magic: Beast Magic, Vocal Magic and Mirror Magic.
S P E L L S
❦❦❦Beast Magic
Plus One Familiar
Spell Name: Animal Whisperer Power: Null Rank: Null Description: The user can freely communicate and understand any animal they come into contact with.
Spell Name: Beast Portal Power: 10 points for lesser (C-B ranked) familiars and 20 points for greater (A-S ranked) familiars. Rank: C Description: The user can store their familiars in a separate dimension (much like Requip users) and unstore or call them when they are needed. This spell is useful when the wizard has gathered a large number of animals. However, the animals that are called may not be available from time to time and a second choice will come in their stead to help their master
Spell Name: Animal Enhancement: Speed Power: 25 points per familiar . Rank: B Description: The user pours their magic into their animal to increase their speed three times their normal speed. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: Animal Enhancement: Strength Power: 25 points per familiar. Rank: B Description: The user pours their magic into their animal to increase their strength three times their normal strength. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: War Cry of the Beast Lord Power: 50 points per use. Rank: A Description: The Beast Wizard lets out a powerful roar that can force back weaker enemies and deafen all opposing forces for a moment. Stronger enemies and longer deafening times are measured by how many familiars the wizard has which can either roar or howl. 2 posts are needed as a cool down time before the spell can be used again.
Spell Name: Gift of the Hunter Power: 75 points. Rank: A Description: A weapon from an idol who is closely associated with animals or hunting is brought into the wizard's realm to borrow for a time but never to keep (ex: Artemis and her bow). However, there is no guarantee that the same weapon will be continuously granted, and each weapon varies slightly.
Spell Name: Beast Fusion: Chimera Power: 200 points per familiar. Rank: S Description: 3 familiars can be fused together for a much stronger creature that is able to share the attributes and ability of each animal. However, there cannot be unexplained traits (ex: if it doesn't have wings, it doesn't fly). The fusion may last up to five posts and has +50 power and hit points added to the more powerful of the two familiars' stats. Note The fused creature still counts as 3 on the field.
Spell Name: Glory of the Beast King Power: 150 points. Rank: S Description: The user calls for an animal deity to grant them a melee weapon, blessed with a single element, to borrow for the duration of a battle.
Vocal Magic
Spell Name: Soul Sooth Rank: C Description: This song soothes human entities, calming them from rage or fatigue--reducing the hurt of pain, but not eliminating it nor healing it.
Spell Name: Song for Friends Rank: C Description: This gentle song is a subtle sound that is silent to unfriendly ears, but clear to friendly ones to beckon their help if they are in the area.
Spell Name: Evora Seducer Rank: A Description: When sung before a target of the opposite gender, the wizard becomes irresistible and influences the person's actions for 5 posts.
Spell Name: Siren’s Scream Rank: A Description: A loud scream that sends out a thundering shock wave of sound.
Spell Name: Song of Healing Rank: S Description: This song, as the name suggests, restores the HP of a friend by 100 points. (10 post cool down needed) .
Spell Name: Nature’s Choir Rank: S Description: This song influences the natural surroundings, giving the wizard control over 1 part of their environment for 1 post.
Mirror Magic
Spell Name: Form Mirror Rank: B Description: The user creates several mirrors that can absorb the opponent's attacks and reflect them back at the caster. Only effects living objects/beings and weapons. Not magic. Must be physical. You take damage every time you attack based on your own level of damage you give for using an attack.
Spell Name: Kaleidoscope Rank: A Description: The user surrounds their target with mirrors, preventing them from escaping. They are surrounded by images of themselves. Can be destroyed by a spell of equal rank. Lasts 4 posts.
Spell Name: Maze of Mirrors Rank: S Description: The user creates a labyrinth of mirrors that envelops everyone present and replaces the current battlefield with a maze of mirrors. The walls are 30 feet high with a mirror roof. If an occupant attempts flying into the roof the overhead mirror transports them back to the ground level. Inside the mirror maze every mirror presents a different reflection of the occupants of the Labyrinth, if the person trapped within the mirrors attacks any reflection they are immediately hit by a C rank Spell and stunned for a post. Lasts 15 posts.
Misc. Magic
Spell Name: Magic Sword Rank: S Description: The user manipulates the energy gathered in their palm, creating a sword. Requires 10MP to maintain. Can only be attained if the caster's Weapon Skill stat is maxed.
Spell Name: Thought Projection Rank: S Description: A type of Magic which allows its user to create a psychic copy of his or her body. This Magic can work even over moderate distances, allowing the user to essentially be in two places at once. While some Thought Projections are intangible like holograms, used merely for communication, Masters are able to create a particularly powerful Thought Projection that can physically interact with people and objects, even though it lacks physical form. Uses 40MP to maintain and activation cost of 80MP.
I T E M S Magical Items: Magical Weapons: Magical Clothing:
Vivi vampire Captain
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Vivi vampire Captain
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Posted: Wed Nov 18, 2015 6:58 pm
You have too many filled stars... And haven't filled out your guild bonus sweatdrop I don't understand where you got these points...
xNew York Slavex
Name: Mew Age: 100
Height: Four Foot - Five Inches
Weight: Seventy-Five Pounds
Race: Exceed
Strengths: Weapon Combat, Pure Speed & Resourceful Attacks Weaknesses: Take Over (( as he can be "recorded")) & Celestial Magic
Jewel: AP: 70,000
Personality: Mew is a sweet and endearing Exceed, unlike the former masters of Sabertooth; he is rather understanding and kind. He is not one to just into a fight... rather he would rather look at all sides of the coin and do what is best for the Guild.
Bio: Mew is from a ling line of Exceed that joined Sabertooth and a former companion of the previous Master. When the former Master fell in battle it was Mew that succeeded him, he took the guild from vicious Mages into a reformed and quite powerful guild. His goal is to make Sabertooth a super power with their mages.
Guild: Sabertooth Rank: Master Guild Mark Location: Imprinted onto one of his small horns. Mark Color: Gold (( to be seen against the Red of his horns )) Guild Bonus: {Each guild gives 2 natural bonuses to it's members. See Wizard's Guild Bonus for details} • •
Spell Name: Aera Rank: C Description: A Magic that allows its users to sprout large angelic wings that give them the ability to fly. While flying, the user can carry objects or people, but it is limited to only one passenger. Furthermore, there is also a time limit to how long the user can fly, as the wings disappear after the user's Magic power is depleted. The users can also change the speed in which they fly, but the faster they go, the more Magic power it consumes. (( 20 points per post in use ))
Spell Name: Max Speed Rank: B Description: The caster uses this spell to exponentially increase their flight speed to the point where they blur out of sight. This speed can be used to dodge incoming attacks or attack the enemy at speeds that are difficult for the human eye to follow. While using this spell, the user can still carry one person. While flying using Max Speed, the caster is covered in a protective magical aura which drastically increases their physical endurance so that they can strike the target with a full-body tackle, dealing a strong blow. This spell is powerful enough to break through solid rock without causing harm to the caster. Effect wears off after 2 posts.
Spell Name: Battle Form Rank: B Description: This spell unlocks the potential an Exceed has for battle purposes. The transformation is not permanent and will only last a certain amount of time, and it is not uncommon for the Exceed appearance to completely change, as well as both Height and weight. This size change grants them a better battling chance for victory by enhancing height and muscle.
(( Requip -- The Knight ))
Spell Name: Requip -- Knight Rank:Null Description: The caster summons a matching melee weapon and armor from their personal pocket dimension, or replaces a previously equipped set in its place. The summoning/replacing effect takes approximately three seconds, and does not require much focus on the caster's part. The switching interval is decreased for one second by each rank this spell gains. Does not cost any magic to store in the pocket dimension. This spell has a one post cool-down, to limit a mage from constantly equipping various weapons/armors. Armors and weapons do not necessarily have to be summoned in a set. Summoning a different armor, and weapon must be done individually, if they are not part of the same set, but may be done on the same post. The only real difference between equipping a set and an individual weapon/armor is that an extra [20] eternano must be paid when equipping oneself with separate items that do not belong to the same set.
I T E M S Magical Weapons: (( Swords/Armor for Requip to be Added ))
Point Explanation:
700 in Stats (14 points total) 500 for MP (100) for a total of 1,200/2000 spent leaving 800 points remaining.
Posted: Wed Nov 18, 2015 7:29 pm
Vivi vampire
You have too many filled stars... And haven't filled out your guild bonus sweatdrop I don't understand where you got these points...
xNew York Slavex
Name: Mew Age: 100
Height: Four Foot - Five Inches
Weight: Seventy-Five Pounds
Race: Exceed
Strengths: Weapon Combat, Pure Speed & Resourceful Attacks Weaknesses: Take Over (( as he can be "recorded")) & Celestial Magic
Jewel: AP: 70,000
Personality: Mew is a sweet and endearing Exceed, unlike the former masters of Sabertooth; he is rather understanding and kind. He is not one to just into a fight... rather he would rather look at all sides of the coin and do what is best for the Guild.
Bio: Mew is from a ling line of Exceed that joined Sabertooth and a former companion of the previous Master. When the former Master fell in battle it was Mew that succeeded him, he took the guild from vicious Mages into a reformed and quite powerful guild. His goal is to make Sabertooth a super power with their mages.
Guild: Sabertooth Rank: Master Guild Mark Location: Imprinted onto one of his small horns. Mark Color: Gold (( to be seen against the Red of his horns )) Guild Bonus: {Each guild gives 2 natural bonuses to it's members. See Wizard's Guild Bonus for details} • •
Spell Name: Aera Rank: C Description: A Magic that allows its users to sprout large angelic wings that give them the ability to fly. While flying, the user can carry objects or people, but it is limited to only one passenger. Furthermore, there is also a time limit to how long the user can fly, as the wings disappear after the user's Magic power is depleted. The users can also change the speed in which they fly, but the faster they go, the more Magic power it consumes. (( 20 points per post in use ))
Spell Name: Max Speed Rank: B Description: The caster uses this spell to exponentially increase their flight speed to the point where they blur out of sight. This speed can be used to dodge incoming attacks or attack the enemy at speeds that are difficult for the human eye to follow. While using this spell, the user can still carry one person. While flying using Max Speed, the caster is covered in a protective magical aura which drastically increases their physical endurance so that they can strike the target with a full-body tackle, dealing a strong blow. This spell is powerful enough to break through solid rock without causing harm to the caster. Effect wears off after 2 posts.
Spell Name: Battle Form Rank: B Description: This spell unlocks the potential an Exceed has for battle purposes. The transformation is not permanent and will only last a certain amount of time, and it is not uncommon for the Exceed appearance to completely change, as well as both Height and weight. This size change grants them a better battling chance for victory by enhancing height and muscle.
(( Requip -- The Knight ))
Spell Name: Requip -- Knight Rank:Null Description: The caster summons a matching melee weapon and armor from their personal pocket dimension, or replaces a previously equipped set in its place. The summoning/replacing effect takes approximately three seconds, and does not require much focus on the caster's part. The switching interval is decreased for one second by each rank this spell gains. Does not cost any magic to store in the pocket dimension. This spell has a one post cool-down, to limit a mage from constantly equipping various weapons/armors. Armors and weapons do not necessarily have to be summoned in a set. Summoning a different armor, and weapon must be done individually, if they are not part of the same set, but may be done on the same post. The only real difference between equipping a set and an individual weapon/armor is that an extra [20] eternano must be paid when equipping oneself with separate items that do not belong to the same set.
I T E M S Magical Weapons: (( Swords/Armor for Requip to be Added ))
Point Explanation:
700 in Stats (14 points total) 500 for MP (100) for a total of 1,200/2000 spent leaving 800 points remaining.
So, if a Master starts out with 2,000 points... and you can spend those points and things (i.e Stats and Spells.) then:
50 for One (1) star; I spent 700 of those 2000 which gives me 14 ( 700/50=14 stars to distribute. And with the starting for a Master (16) it would round the total to 28 total stars (actually it's 30... but why press my luck right?!) to distribute throughout the attributes. I mean that was my understanding of the Star/Point System.
so, if you go off that as well;
It was 500 for 100 additional MP.... so that would take my MP (honestly I miscalculated so that number might be wrong but 100).
So, the 700+500=1,200 spent out of 2,000.
xNew York Slavex
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Vivi vampire Captain
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Posted: Wed Nov 18, 2015 7:48 pm
Those 50 points are for blank stars sweatdrop Extending your maximum from 5 to a possible 6, 7, ect...
xNew York Slavex
Vivi vampire
You have too many filled stars... And haven't filled out your guild bonus sweatdrop I don't understand where you got these points...
So, if a Master starts out with 2,000 points... and you can spend those points and things (i.e Stats and Spells.) then:
50 for One (1) star; I spent 700 of those 2000 which gives me 14 ( 700/50=14 stars to distribute. And with the starting for a Master (16) it would round the total to 28 total stars (actually it's 30... but why press my luck right?!) to distribute throughout the attributes. I mean that was my understanding of the Star/Point System.
so, if you go off that as well;
It was 500 for 100 additional MP.... so that would take my MP (honestly I miscalculated so that number might be wrong but 100).
So, the 700+500=1,200 spent out of 2,000.
Posted: Wed Nov 18, 2015 9:24 pm
Name: Mew Age: 100
Height: Four Foot - Five Inches
Weight: Seventy-Five Pounds
Race: Exceed
Strengths: Weapon Combat, Pure Speed & Resourceful Attacks Weaknesses: Take Over (( as he can be "recorded")) & Celestial Magic
Jewel: AP: 70,000
Personality: Mew is a sweet and endearing Exceed, unlike the former masters of Sabertooth; he is rather understanding and kind. He is not one to just into a fight... rather he would rather look at all sides of the coin and do what is best for the Guild.
Bio: Mew is from a ling line of Exceed that joined Sabertooth and a former companion of the previous Master. When the former Master fell in battle it was Mew that succeeded him, he took the guild from vicious Mages into a reformed and quite powerful guild. His goal is to make Sabertooth a super power with their mages.
Guild: Sabertooth Rank: Master Guild Mark Location: Imprinted onto one of his small horns. Mark Color: Gold (( to be seen against the Red of his horns )) Guild Bonus: - Power Boost : Magic spells increase their power/damage by 1 rank, but cost their original rank toll in magic - HP UP : members have 100 extra hit points for as long as they're in the guild
Spell Name: Aera Rank: C Description: A Magic that allows its users to sprout large angelic wings that give them the ability to fly. While flying, the user can carry objects or people, but it is limited to only one passenger. Furthermore, there is also a time limit to how long the user can fly, as the wings disappear after the user's Magic power is depleted. The users can also change the speed in which they fly, but the faster they go, the more Magic power it consumes. (( 20 points per post in use ))
Spell Name: Max Speed Rank: B Description: The caster uses this spell to exponentially increase their flight speed to the point where they blur out of sight. This speed can be used to dodge incoming attacks or attack the enemy at speeds that are difficult for the human eye to follow. While using this spell, the user can still carry one person. While flying using Max Speed, the caster is covered in a protective magical aura which drastically increases their physical endurance so that they can strike the target with a full-body tackle, dealing a strong blow. This spell is powerful enough to break through solid rock without causing harm to the caster. Effect wears off after 2 posts.
Spell Name: Battle Form Rank: B Description: This spell unlocks the potential an Exceed has for battle purposes. The transformation is not permanent and will only last a certain amount of time, and it is not uncommon for the Exceed appearance to completely change, as well as both Height and weight. This size change grants them a better battling chance for victory by enhancing height and muscle.
(( Requip -- The Knight ))
Spell Name: Requip -- Knight Rank:Null Description: The caster summons a matching melee weapon and armor from their personal pocket dimension, or replaces a previously equipped set in its place. The summoning/replacing effect takes approximately three seconds, and does not require much focus on the caster's part. The switching interval is decreased for one second by each rank this spell gains. Does not cost any magic to store in the pocket dimension. This spell has a one post cool-down, to limit a mage from constantly equipping various weapons/armors. Armors and weapons do not necessarily have to be summoned in a set. Summoning a different armor, and weapon must be done individually, if they are not part of the same set, but may be done on the same post. The only real difference between equipping a set and an individual weapon/armor is that an extra [20] eternano must be paid when equipping oneself with separate items that do not belong to the same set.
I T E M S Magical Weapons: (( Swords/Armor for Requip to be Added ))
Vivi vampire
Point Explanation:
-- Heavy Edits... a miscommunication on my part 700 in Stats (blank stars) 500 for 100+MP
I can approve the profile itself, but be sure to get your requip spells approved (up to 4 per week, per character) You don't have to "learn" them after them after they're approved, but they still need a balance check. sweatdrop
So excited! Our first baddie heart
Atomo Panda
Name: Randall "Alpha" Blight
Age: 35
Height: 6'1"
Weight: 185lbs
Race: Human
Strengths: Expert in Hand-to-hand combat, quick thinker, experienced leader Weaknesses: Forgetful, easily triggered outside of the guild, weak tactical skills
❦ Jewel: 200,000 ❦ AP: 70,200
Personality: Randall is a leader, and he demands the up most respect from his guild members. He can be a bit laid back on his down time, and often enjoys music, and goofing off sometimes with the other members. He's not a tactical genius, and isn't shy about it, so he often consults his "council": the Ace and S- ranks.
Bio: Randall grew up with both of his parents being Rune Knights in Era. He didn't really care about magic in his childhood years, only that he admired his parents jobs. His father taught Randall swordsmanship at a young age for self defense when they weren't around because of work.
Randalls mother would teach him Requip later at age 10, since the boy had a habit of collecting different sticks and rods to use as swords while training. After he learned his first magic, he was hooked. That's when he set his goal of working with his parents, and becoming a Rune Knight! His parents had different plans as they were already looking into having Randall join the local Mage Guild, but he refused.
At age 15, Randall was on his way to being a fine mage, and made friends with the mage guild Sabertooth, even though he was still set on being a Rune Knight. One day, his parents went on a mission to tackle a dark guild, pretty common at the time. But this time, they didn't come home. The master of the dark guild blew up the guild just to get away...
At age 20, Randall was the youngest squad leader in the history of the assassination squad of the Rune Knights. He had taken out countless dark guilds and terror groups with just his squad alone, and he was getting close to his patents killer. The target had formed another dark guild and was planning to ambush the kings caravan. That night his squad eliminated the guild, and with the target's own motive of escape, left the scene with no survivors.
At 23, Randall was tired. He retired from the Knights and went back home, and joined Sabertooth, like his parents wanted. He still had friends there, and was accepted immediately. Randall rose through the ranks of the guild, making it to Ace at 30. It was a blast! He even fell unlove with a member of the guild, Lita. Love birds to the core. He asked her to be his wife. She said yes.
One night, Randall had night terrors. It happened every now and again. Lita woke up to calm him down, and was rewarded with a knife in the gut. Randall awoke to see what he had done. Lita assured him that it wasn't his fault as he cried, her dieing in his arms, in their bed.
He never told the whole story to anyone, and because of him killing another member, was excommunicated from Sabertooth. Years later, Randall, now Alpha, is now the Master of Southern Wolves, a Dark Mage Guild only because they are willing to take all kinds of jobs for money, even killings.
Guild: Southern Wolves Rank: Master Guild Mark Location: Back of the neck Mark Color: Royal Purple Guild Bonus: • Power Boost : Magic spells increase their power/damage by 1 rank, but cost their original rank toll in magic • Sinister Plots : Spells of the same type are not negated by the opposing wizard
S T A T S Hit Points: 2000 Magic Pool: 1700
{Up to 5 "★" can be added to each of your personal stats} {"✯" are blanks} {Each Wizard has 10 ★ to spend; Master-ranks get an additional 6 ★}
M A G I C Type of Magic: Requip- The Knight, Beast Magic, Gravity magic, Figure Eyes
❦Familiar: Greater Hunter Class- Maltese Tiger Description: Only attainable by S-rank and higher mages, these are the most powerful in the mammal classes, weighing in between 200-800lbs (90-363kg) Damage: 200 Hit points: 500 Ability: -Power Blast: This beast uses is massive size and strength to physically attack the opponent but instead of attacking with strength it sucks in an opponent's magic and blasts it back at them at the same rank.
S P E L L S Beast Magic
Spell Name: Animal Whisper Power: null Rank: null Description: The user can freely communicate and understand any animal they come into contact with.
Spell Name: Beast Masters Mage Mark Power: - Rank: C Description: The user can cast the spell on their own Familiar which then enables the user to resize their familiar to be either bigger or smaller then its original size. The spell lasts as long as the user has magic. The size of the animals can only grow up to 5x larger or 5x smaller then their original size.
Spell Name: Animal Enhancement: Speed Power: - Rank: B Description: The user pours their magic into their animal to increase their speed three times their normal speed. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: Animal Enhancement: Strength Power: - Rank: B Description: The user pours their magic into their animal to increase their strengh three times their normal strength. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Spell Name: War Cry of the Beast Lord Power: - Rank: A Description: The Beast Wizard lets out a powerful roar that can force back weaker enemies and deafen all opposing forces for a moment. Stronger enemies and longer deafening times are measured by how many familiars the wizard has which can either roar or howl. 2 posts are needed as a cool down time before the spell can be used again
Spell Name: Gift of the Hunter Power: - Rank: A Description: A weapon from an idol who is closely associated with animals or hunting is brought into the wizard's realm to borrow for a time but never to keep (ex: Artemis and her bow). However, there is no guarantee that the same weapon will be continuously granted, and each weapon varies slightly
Spell Name: Animal Enhancement: Induced Evolution Power: - Rank: S Description: The user forces their animal to evolve depending on the opponent's magic. If the opponent uses an elemental magic like fire or lightning, the animal can adapt to that element and become immune to that magic. The enhancement lasts for 10 posts before the animal loses the enhancement.
Spell Name: Glory of the Beast King Power: - Rank: S Description: The user calls for an animal deity to grant them a melee weapon, blessed with a single element, to borrow for the duration of a battle.
Gravity Magic
Spell Name: Fall Power: - Rank: B Description: The user starts to glow purple, then the light rapidly extends, affecting an area of 5 meters. This triples the downward gravitational forces in the affected area, making combat and movement significantly more difficult
Spell Name: Rise Power: - Rank: B Description: The exact opposite of the spell "Fall". While Fall makes things fall by triple, Rise makes things float. Think of it as a Anti-gravitational field
Spell Name: Earths Core Power: 410 Rank: A Description: By combining with the spell Fall, the user raises their fist, and punch it towards the ground. Once it comes into contact, area of 5 meters would be affected by the user, and anything within the 5 meters radius would feel a strong punch crushing them down to the solid ground. Stopping this technique is impossible, though defending it would be a way, a A-Rank to S-Rank defensive spell would do just fine.
Spell Name: Black Hole Power: - Rank: S Description: The user closes their palms and charges a dark orb that creates a gravity field around itself. The dark orb becomes larger and stronger after a short period of time. The orb sucks in everything around it like a black hole. Anything that is absorbed in this black hole will be gone forever. While using this spell, the user is to remain stationary. Stopping this attack is near impossible, except for one way, landing a hit on the user while he or she is using this spell, it would cancel this spell immediately.
Requip- The Knight
Spell Name: Black Silence Power: Light Rank: C Description: A standard sized karmabit made of obsidian, that multiples the wielders speed by 3.
Spell Name: Fang Power: Medium Rank:B Description: A katana made of obsidian that drains 10mp from the opponent that is cut. Randalls main weapon.
Spell Name: Bolt Power: Medium/ 285 magic dmg Rank: B Description: A rapier that shoots Light magic from the point.
Spell Name: Drainer Power: Heavy + poison Rank: A Description: A trident with a blade hidden in the handle that transmits a poison when it breaks skin.
Spell Name: Orthus Power: Medium/ 410 magic dmg + burn/freeze Rank: A Description: A steel quarter staff yhe pulls apart to be come twin blades. One burns while the other freezes,
Spell Name: Dante Power: 410 magic dmg Rank: S Description: a flame-bladed claymore. Causes wild explosions when the blade strikes,
Spell Name: Lita's Cut Power: Heavy Rank: S Description: A giant pair of giant scissors. The user can destroy spells by cutting them. 60Mp for every use, and a 2 post cool down.
Misc.
Spell Name: Figure Eyes Power: - Rank: S Description: Figure Eyes is a special type of Eye Magic that allow the user to take control of the souls of living things who come into direct eye contact with him, and to manipulate them as if they were his dolls. Foe's Agility, Flexibility, and Accuracy are lowered by 1 star while active (Costs 50 MP to maintain). Activating this Eye Magic usually forces targets to close their eyes, in order to avoid eye contact with him; this very action, however, leaves them open to other attacks.
I T E M S Magical Items: Lacrima Headphones Magical Weapons: A ring on his right middle finger with lightning lacrima in it. Magical Clothing: Magic Chain mail under his shirt from his Assassin days.