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The Magic Enhancements

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#1Naga 

The Magic Enhancements Empty Fri Jul 19, 2019 9:12 am

Naga
Cooldown Reduction

Fast Casting

Description: The cool-down of the user's spells are reduced by one post.

Faster Casting

Requirement: The user must already have 'Fast Casting'.

Description: The cool-down of the user's spells are reduced by two post. This enhancement replaces the previous enhancement.

Elemental Enhancement

Combo-Elemental Magic

Description: The user can select another element which will be combined with the current element. The elements may not conflict with each other. The spells of the magic will now consist out these two elements e.g. Frost/Wind, Lightning/Fire, Fire/Earth. Slayer Magic cannot obtain this enhancement.

Double Elemental Magic

Description: The user can select another element which will be added to the magic. The user will now be able to create spells of that element as well for their magic. Slayer Magic cannot obtain this enhancement.

Triple Elemental Magic

Requirement: The user must already have 'Double Elemental Magic'.

Description: The user can select another element which will be added to the magic. The user will now be able to create spells of that element as well for their magic. It replaces Double Elemental Magic. Slayer Magic cannot obtain this enhancement.

Spell Modifiers

Increased AoE

Description: The AoE size of the user's spells are increased by one rank.

Spell Overcharge

Description: The user selects a certain type (Offensive, Defensive etc.) which will increase its potency by one rank higher i.e A S-Rank Offensive spell with Overcharge deals 2x S-Rank Damage, this does not impact any other variable of the spell. This enhancement cannot be purchased for a particular spell-type if the magic already has a Spell Overcharge on it via the shop nor if a class is already increasing the rank.

Homing

Description: The user may create homing spells which will chase a target upon being cast. The user must choose the target upon casting the spell and cannot suddenly change targets. The homing movement does not require hand gestures. Homing Spells can't make illogical movements such as sharp turns and will move in arcs and curves instead when needed to switch direction.

Spell Fury

Description: The user's spell speed is increase by +10m/s, however their AoE and regular spell size is reduced by one rank.

Flat Cost AoE

Description: The user does not have to pay additional mana per person standing in their Healing, Buffing, or Debuffing Area of Effect spells.

Moving AoE

Description: The user can control the movement of their AoE, however, they must remain stationary and use hand/arm gestures to make the AoE spell move. The gestures cannot be avoided even if the user picks up something that removes gestures for movement control. The spell can no longer be controlled when the user moves.

Invisible Magic Circles

Description: Spells cast no longer create magic circles on the caster or on the target location.

Mana Burn

Description: The selected spell type removes mana from their target equal to one rank lower than the spell.

Mana Purge

Requirements: The user must already have 'Mana Burn' or their magic must have the equivalent effect.

Note: Mana Purge occupies two enhancement slots.

Description: The selected spell type removes mana from their target equal to the rank of the spell. Depending on the type of spell, it adds an additional instance of the spell's base effect (damage, healing, buffing, or debuffing) equivalent to one rank lower than the spell. Note the buffing and debuffing applied on the target through Mana Purge for two posts, this does not stack with additional instances of the same buff type from the user and instead only resets the duration. This enhancement replaces the previous enhancement.

Focused Debuff

Description: This enhancement allows the user to actively focus their Debuff to their enemies directly within Area of Effect Spells.

Focused Healing & Buff

Description: This enhancement allows the user to actively focus their Buffing and Healing to their allies directly within Area of Effect Spells.

Debuff on Hit

Description: This enhancement causes the selected spell-type to also debuff the target equivalent to the rank of the spell for one post. This must be defined on spell creation.

Advanced Debuff on Hit

Requirements: The user must already have 'Debuff on Hit' or their magic must have the equivalent effect.

Note: Advanced Debuff on Hit occupies two enhancement slots.

Description: This enhancement causes the selected spell-type to also debuff the target equivalent to the rank of the spell for as long as the user is sustaining the effect. This enhancement replaces the previous enhancement.

Bind on Hit

Description:  This enhancement causes the selected spell-type to apply a binding effect equal to the rank of the spell for one post.

Advanced Bind on Hit

Requirements: The user must already have 'Bind on Hit' or their magic must have the equivalent effect.

Note: Advanced Bind on Hit occupies two enhancement slots.

Description: This enhancement causes the selected spell-type to also bind the target equivalent to the rank of the spell for as long as the user is sustaining the effect. This enhancement replaces the previous enhancement.

Limb Cripple

Description: This enhancement causes the user's damaging spells to curse their opponents causing permanent injury to their limbs if damaged directly. Limbs damaged in this way cannot be healed over the course of a topic.

Armor Piercing

Description: The user's offensive spells now pierce through the targets armor and damages them directly. It does not impact defensive spells.

Advanced Armor Piercing

Requirements: The user must already have 'Armor Piercing' or their magic must have the equivalent effect.

Note: Advanced Armor Piercing occupies two enhancement slots.

Description: The user's offensive spells now dealt split the damage between the target directly and their armor. It does not impact defensive spells This enhancement replaces the previous enhancement.

Life Steal

Description: This enhancement causes the user to heal-based off of one ranks lower of the damage that they inflict through their spells. This impacts overall durability and does not recover limb durability.

Advanced Life Steal

Requirements: The user must already have 'Life Steal' or their magic must have the equivalent effect.

Note: Advanced Life Steal occupies two enhancement slots.

Description: This enhancement causes the user to heal-based off of one ranks lower of the damage that they inflict through their spells. This impacts both overall durability and limb durability. This enhancement replaces the previous enhancement.

Damage Over Time

Description: The Offensive spells of the user cause Damage over Time when the target is hit. When a target is hit, the damage will linger for one additional post and receive half the spell damage in the next post at the same area.

Blind on Hit

Description: The spells of the user apply Half-Blind when hitting a target for with their D, C, and B-rank Offensive-type spells. When hitting a target with A and S-rank Offensive-type spells, a Full-Blind will be applied. The blind lasts for 2 posts.

Advanced Blind on Hit

Requirements: The user must already have 'Blind on Hit' or their magic must have the equivalent effect.

Note: Advanced Blind on Hit occupies two enhancement slots.

Description: The spells of the user apply Half-Blind when hitting a target for with their D, C, and B-rank Offensive-type spells. When hitting a target with A and S-rank Offensive-type spells, a Full-Blind will be applied. The blind lasts for as long as the user sustains the effect. This enhancement replaces the previous enhancement.

Deafen on Hit

Description: The spells of the user apply Half-Deafen when hitting a target for with their D, C, and B-rank Offensive-type spells. When hitting a target with A and S-rank Offensive-type spells, a Full-Deafen will be applied. The deafen lasts for 2 posts.

Advanced Deafen on Hit

Requirements: The user must already have 'Deafen on Hit' or their magic must have the equivalent effect.

Note: Advanced Deafen on Hit occupies two enhancement slots.

Description: The spells of the user apply Half-Deafen when hitting a target for with their D, C, and B-rank Offensive-type spells. When hitting a target with A and S-rank Offensive-type spells, a Full-Deafen will be applied. The deafen lasts for as long as the user sustains the effect. This enhancement replaces the previous enhancement.

Spell Phasing

Description: The select spell-type can phase through all other spells of the user without affecting the other spell.

Advanced Spell Phasing

Requirements: The user must already have 'Spell Phasing' or their magic must have the equivalent effect.

Note: Advanced Spell Phasing occupies two enhancement slots.

Description: The user's spells can phase through all other spells of the user without affecting the other spell regardless of spell-type.

Spell Knock-Back

Description: The select spell-type always knockback the target 5 meters away upon impact.

Spell Range Increase

Description: The spell range of a select spell type is increased by 10 meters.

Advanced Spell Range Increase

Requirements: The user must already have 'Spell Range Increase' or their magic must have the equivalent effect.

Note: Advanced Spell Ranged occupies two enhancement slots.

Description: The spell range of a select spell type is increased by 10 meters.  The user may spend half spell equivalent amount of mana for every 5 meters past the existing spell range limit. This enhancement replaces the previous enhancement.



Last edited by Naga on Mon Apr 03, 2023 2:11 pm; edited 4 times in total

#2Naga 

The Magic Enhancements Empty Fri Jul 19, 2019 9:16 am

Naga
Resistance

Minor Elemental Resistance

Description: The user gains a minor resistance to their magic's element, if the magic has more than one element, they must select which element they gain a resistance to.

Moderate Elemental Resistance

Requirement: The user must already have 'Minor Elemental Resistance Enchantment'.

Description: The user gains a moderate resistance to their magic's element. The element remains the same as the one picked before in Minor Elemental Resistance Enchantment. This enhancement replaces the previous enhancement.

Misc

Additional Spell-Type

Description: The user may select a new spell-type (except for Summoning) that they can use for their magic as a normal type.

Elemental Superiority

Description: This removes the elemental weakness of their magic. This does not work for magics that have combined elements or multiple elements.

Holder Magic

Description: The user may select a weapon type that they will use for their magic as a medium while wielding and casting through this weapon-type allowing them to use their magic while completing fights for Weapon Mastery. This also provides them a flat 1-post cool-down reduction and a 20% mana reduction when casting through the weapon while giving them a flat 1-post cool-down increase and a 20% mana increase when not casting from the weapon.

Note: The user will receive a rare weapon from their selected weapon-type if this is Enhancement is selected during Character Creation. Should the user purge the holder magic enhancement their Weapon Mastery will be reduced by two ranks of the selected weapon type.

Race Focus

Description: The users magic deals one ranks equivalent extra worth of damage to a certain race. The user must select which race upon purchasing. It will be displayed as Race Focus - Vampire for example. This cannot be used against starter races.

Self-Immunity

Description: This enhancement causes the user to become immune to any damage that their magic deals. This effect is not applied to the user's equipment.

Ultimate Spells

Requirement: The user must be A-rank.

Description: Upon acquiring this enhancement, users may create two additional S-rank spells. One spell will be considered S+ Tier, and the other will be S++ Tier, and as such, can be created with additional abilities, as though they had been created in the forge. Refer to Forge Regulations for information on what will be allowed on each of the spells.


Dual-Element Mode

Requirement: The user must be a Dragon Slayer.

Description: Upon purchasing this enhancement users may use the listed spell below, they must select what the secondary element is with their primary element always being their Dragon Slayer Element.

Spell:
  • Name: Dual-Element Mode
    Mana Cost: 10% of Total Base Mana
    Requirements: The user must have the Dual-Element Mode Enhancement
    Type: Transformation
    Range: Self
    Cooldown: Once per Topic
    Duration: Sustain
    Effect: When using Dual-Element Mode, the user will grow scales across their body and develop an aura around them of the color of their element and their selected element. Their features will look more like that of a dragon, while they still retain their humanoid appearance. In addition, the user's spells are considered both elements with their offensive spells dealing rank-equivalent amounts of damage for both elements. Users also receive moderate resistance to their select element while this mode is active. This is not a spell but a biological capability. Having either the overcharge enhancement or the dragon force transformation active does not increase the damage of the secondary element only the primary element. Therefore it cannot be cancelled by artifacts or magics that can cancel spells.



Last edited by Naga on Mon Nov 13, 2023 3:41 pm; edited 2 times in total

#3Naga 

The Magic Enhancements Empty Mon Feb 21, 2022 5:01 pm

Naga
Summoner Enhancements

Minor Elemental Resistance Summon

Description: Summons receive a Minor Resistance to your element.


Moderate Elemental Resistance Summon

Requirement: The user must already have 'Minor Elemental Resistance Summon Enchantment'.

Description: Summons receive a Moderate Resistance to your element. This replaces Minor Elemental Resistance Summon.

Minor Physical Resistance

Description: Summons may receive a Minor Physical Resistance in return for a Minor Magical Weakness. The summon receives 1 rank lower from physical damage, however, they receive 1 rank higher in damage from magical damage.

Use: You may apply this to a summon during the summon creation process.

Minor Magical Resistance

Description: Summons may receive a Minor Magical Resistance in return for a Minor Physical Weakness. The summon receives 1 rank lower damage from magical damage, however, they receive 1 rank higher in damage from physical damage.

Use: You may apply this to a summon during the summon creation process.

Additional Summon Spell Type

Description: This unlocks a new spell-type of your choice for your summons.

Use: Upon purchasing this enhancement, please state which new type you would like to unlock for your summons.

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