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  1. #2
    Junior Trainer DVB's Avatar
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    Feb 2013
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    Now for something interesting… Magics!

    That’s right. I am offering up Magic that I have made and not being currently used for you guys to consider. If you have your own ideas you wanna give away, please try and do so. Lost Magics can only be used by one person at a time and there will be a limit to how many.

    Do so in this format:

    Name:
    Type:
    Users (List as current and or prior):
    Status: (Available/Closed)

    Explanation:

    Spells:

    Strengths/Weaknesses:

    Here’s an example with a Lost Magic I made:

    Spoiler:

    Name: Arc of Tarot
    Type: Caster-Type, Lost Magic
    Users (List as current and or prior): Diego Vendrix I (deceased)- Prior user
    Status: Available

    Explanation: Arc of Tarot revolved around the use of twenty powerful spells based on the Major Arcana. When the wielder first uses it, they are known as the Fool and change as they unlock more spells before achieving the Rank of World. The spells are divided into different branches, either powering ones-self, direct attack or summoning golems or weapons. When a golem is out, they can only be out for certain periods of time before needing to be resummoned. Also, only one golem can be out at a time so they often be switched out. The Spells are unlocked through experiences and developments and are unlocked in order.

    Spells:

    I- Magician: Summons a golem-like mage to perform basic Fire Magic, Earth Magic, Water Magic or Air Magic, depending on the item the golem wields. Learnt upon first using Magic.

    II- Priestess: Summons a golem-like Priestess to perform healing magic on an ally. Learnt upon desiring to heal one’s comrades.

    III- Empress: Summons a golem-like Empress to conjure physical shields or barriers. Learnt upon taking a blow to protect one’s comrades.

    IV- Emperor: Summons a golem-like Emperor that can perform Take-Over Magic (http://fairytail.wikia.com/wiki/Take_Over). This is done by possessing a spell or object and merging with the wizard to perform the attack. Learnt upon taking charge of a situation.

    V- Hierophant: Summons a golem-like Hierophant that can perform Archive Magic (http://fairytail.wikia.com/wiki/Archive). Learnt upon a spiritual revelation.

    VI- Lovers: Summons twin angel-golems with hearts to allies. Allows them to perform Unison Raid (http://fairytail.wikia.com/wiki/Unison_Raid) with little difficult and without contact. Learnt upon first falling in love or an experience involving love.

    VII- Chariot: Summons a heroic warrior Golem that fights through Enhanced Strength and Hand-to-Hand Combat. Can also teach others how to do so. Learnt upon fighting an opponent of stronger physical development and not giving up.

    VIII-Justice: Summons a large lawful gavel which the wizard can wield for attacking head on. Can be used for shockwaves. Learnt upon standing up for justice and making a just decision.

    IX- Hermit: Summons a golem-like Hermit that can perform Wave (http://fairytail.wikia.com/wiki/Wave). Learnt upon spending a week of meditation and solace when needed.

    X- Wheel of Fortune: Allows the wielder to perform Amaterasu (http://fairytail.wikia.com/wiki/Amaterasu ) with random effects. Learnt upon embracing the nature of luck’s role in life.

    XI- Strength: Grants the wizard an increase of muscle, speed, agility and power for a certain period of time. Learnt upon giving strength to others.

    XII- Hanged Man: Allows the wizard to a combination of Chain Magic (http://fairytail.wikia.com/wiki/Chain_Magic) and Organic Link Magic (http://fairytail.wikia.com/wiki/Organic_Link_Magic) by summoning a limited number Lachrimas filled with chains. The moment a Lacrima is destroyed, the person responsible would be flung back with the same amount of damage dealt to the Lacrima by chains. Learnt to resignation of an impossible decision and going with the flow.

    XIII- Death: Allows the wizard to perform Poison Magic (http://fairytail.wikia.com/wiki/Pois...n_Slayer_Magic) kinda like this, but a weaker level. Learnt upon the wielder going through a near-death experience.

    XIV- Temperance: Allows the wielder to create a shockwave of Dispel Magic (http://fairytail.wikia.com/wiki/Dispelling_Magic) regardless of friend or foe. Learnt upon recovering from the near-death experience and coming to terms with it.

    XV- The Devil: The wizard summons a massive demon to fight his foes. Learnt upon succumbing to darkness and then breaking through it.

    XVI- The Tower: The wizardsummons an enormous and ornate tower. As long as the user holds their hands in a position, the tower remains stable. They can then cause pieces of the tower to launch themselves into exploding projectiles or just detonate the entire thing. (Inspired by this: http://fairytail.wikia.com/wiki/Tower_of_Dingir). Learnt upon the user going through a traumatic experience of loss.

    XVII- The Star: The wizard gains the temporary ability to perform certain Heavenly Body Magic spells. (http://fairytail.wikia.com/wiki/Heavenly_Body_Magic). Learnt upon recovering from the trauma of the Tower and regaining hope.

    XVIII- The Moon: The wizard gains the temporary ability to perform certain Darkness Magic spells. (http://fairytail.wikia.com/wiki/Darkness_Magic) Learnt upon embracing the nature of one’s animal side and understanding their basic desires and instincts.

    XIX- The Sun: The wizard gains the temporary ability to perform certain Light Magic spells. (http://fairytail.wikia.com/wiki/Light_Magic). Learnt upon the renewal of innocence and the positive aspects of one’s self.

    XX- Judgment: The wizard summons a large and ornate sword with JUDGMENT in it. They can wield it to slice through, block and redirect almost any magic attack, based on the inner power of the wizard. Learnt upon the user recalling all of their lessons during times of enormous crisis and can only be summoned as a last resort.

    Strengths/Weaknesses: Spells are unlocked throughout the lifetime of the wizard and most never reach the last levels. Very versatile and powerful, but requires someone of great moral fiber, strength and soul to be able to wield it to the fullest extent. This one will have to personally be judged by me to decide if yes or no.



    This is a Lost Magic and a powerful one so know your limits and ask me or the others for advice and help. Here are the other magics that I present to you. These are important to the story line and such.

    Spoiler:

    Name: Demon Slayer Magic
    Type: Caster-Type, Lost Magic
    Users (List as current and or prior): N/A
    Status: (Available/Closed): Available (one per element)

    Explanation: Demon Slayer Magic is similar to Dragon Slayer Magic and God Slayer Magic. God Slayer Magic was created by attaining the abilities of a “God”/Kami, however, they were corrupted by the power and when used to kill Gods, the magic became dark. Demon Slayer Magic when demons attempted to take over human. Those who got lost, became the new hosts of the demons. When those resisted, they claimed the Demon’s magic as their own. This was done by facing their darkness and purging themselves, essentially redemption. Much like there is Flame God Slayer Magic, there is Flame Demon Slayer Magic. Much how God Slayer Magic has a black tint, Demon Slayer Magic has a white tint. Both can eat their elements, but only of a lower level. However, Demon Slayer Magic is more defensive and can eat the element of God Slayer Magic, but must purify it. In addition, Demon Slayer Magic all have at least one healing spell.

    Spells: Varies

    Strengths/Weaknesses: Varies

    NOTE: For Dragon Slayer, God Slayer, and Demon Slayer, the following elements are accepted- Fire, Water/Ice, Nature, Iron, Earth, Sky, Shadow, Light, Poison, Lightning


    Spoiler:

    Name: Temporal Spirit Magic
    Type: Ancient Spell; Holder-Type
    Users (List as current and or prior): Mysterious time traveler (prior)
    Status: Available

    Explanation: Much like there are the 12 Zodiac keys that Celestial Spirit mages use, there are the 12 Shengxiao Talismans. They resemble the Ema from Shinto religion and are won as necklaces with the tablet there. They contain the orient script and the icon of the animal. They follow rules similar to that of the Celestial Spirits. However, they are able to remain in that world longer than Celestial Spirits can and can be summoned any time. They can remain on the human world for up to 24 hours at a time per week. This is cumulative, so its 24 hours total, not per animal. However, it is per user. For those with more than one however, they must be summoned in a certain order, with Rat always first and Pig always last. This also becomes taxing on the magic energy of the summoner

    The Twelve Animals have elements aligned to them and present their owners with special talents. Among those being properties of said animal, being able to speak to other animals of such and other unknown abilities. They are also wise in their own ways and have much to teach to their summoners. However, many have their good and bad so be careful with dealing with them. They live in a large zen rock garden somewhere in the Celestial Spirit World, but it is a private place and interference can only be with the King.

    Animals and the elements:

    Rat, Ox, Pig- Water
    Tiger, Rabbit, Dragon- Wood
    Snake, Horse, Sheep- Fire
    Monkey, Rooster, Dog- Metal

    Spells: Elemental Magic- The Twelve animals show proficiency in the element they wield. They are divided into Water Magic, Wood-Make, Fire Magic and Iron-Make. While their spells are not that powerful by themselves, when those of the same are closer, they can make stronger spells.

    Signature Magic- Beyond elemental magic, each animal grants their summoner a temporary type of magic associated with that animal. Some are offense, others are passive and so on. The user may have one ability activated at a time and must summon a different animal to use.


    Rat- Grants the user the ability to make a golem out of nearby materials and grant life to them.
    Ox- Grants the user super strength
    Tiger- Grants the user the ability to split things in two, in a matter resembling Disassembly Magic
    Rabbit- Grants the user super-speed
    Dragon- Grants the user the ability to shoot a blast of Wave from their mouths. The attack resembles a Dragon Roar and is the most costly of the moves provided.
    Snake- Grants the user the ability to make themselves and others invisible
    Horse- Grants the user the ability to perform healing magic
    Sheep- Grants the user the ability of Thought Projection
    Monkey- Grants the user the ability of Transformation Magic
    Rooster- Grants the user the ability of Flight
    Dog- Grants the user invulnerability
    Pig- Grants the user the ability of shooting narrow bursts of Light Magic from the eyes.

    Take-Over: The final spell, the user can merge with the animal spirit. Functioning similar to Animal Soul, the user has the characteristics of the animal along with the basis of their elemental magic and their ability.

    Strengths/Weaknesses: The Elemental magic is beginner when used alone, the same with the Take-Over. The magic is heavily draining and users can easily drain themselves if they are careful with handling the spells right. Also, the animals may not obey their summoners, especially if they must fight against one another for certain reasons.
    Last edited by DVB; 07-26-2013 at 10:52 PM.

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