Subject: Extreme Strength Magic - Kurohyou Edition #1 [Finished] Sat Mar 05, 2016 9:17 pm
Spell Name: Strength Boost Lv. 1 Rank: D Mana Cost: 10 for activation, 5 per active post. Magic: Primary Class: Supplementary - Buff Effects: The user gains a 10% increase in his "Strength" so long as this buff is active and a 1 meter of knockback increase to his overall strength. This power and knockback stacks with "Offensive" Extreme Strength Magic. Other Buffs that aren't "Strength"-based can be active during its duration as well. It also allows the user to bench-press 2.5 times their own original "Strength". Duration: Until the user wishes to turn it off or the user runs out of sufficient mana to keep it active. Cooldown: 1 Post
Spell Name: Kuro Punch Lv. 1 Rank: D Mana Cost: 10 Magic: Primary Class: Offensive - Blunt Effects: The user strikes with a power-packed punch filled with the properties of "Extreme Strength" Magic smashing the opponent with his own strength plus a D Rank worth of destructive power. This gives the strike enough power to cause strong knockback of over 5 meters when the strike connects as well. 10 m/s Speed. Duration: Instant Cooldown: 1 Post
Spell Name: Unstoppable Force Lv. 1 Rank: D Mana Cost: 10 Magic: Primary Class: Supplementary - Buff Effects: A powerful supplement of abilities in that it gives the user the ability to break an opponents defenses with a powerful blow and can be placed in unison with "Offensive" Extreme Strength Magic. It's strictly made for blocking defensive magic and smashing through it allowing for the user to continue to attack despite said defenses. It can only break its own spell ranking in power. Duration: Instant Cooldown: 1 Post
Spell Name: Strength Boost Lv. 2 Rank: C Mana Cost: 20 for activation, 5 per active post. Magic: Primary Class: Supplementary - Buff Effects: The user gains a 20% increase in his "Strength" so long as this buff is active and a 3 meter knockback increase to his overall striking force. This power and knockback stacks with "Offensive" Extreme Strength Magic. Other Buffs that aren't "Strength"-based can be active during its duration as well. It also allows the user to bench-press 4 times their own original "Strength" while active. Duration: Until the user wishes to turn it off or the user runs out of sufficient mana to keep it active. Cooldown: 2 Post
Spell Name: Kuro Punch Lv. 2 Rank: C Mana Cost: 20 Magic: Primary Class: Offensive - Blunt Effects: The user strikes with a power-packed punch filled with the properties of "Extreme Strength" Magic smashing the opponent with his own "Strength" plus a C Rank worth of destructive power. This gives the strike enough power to cause strong knockback of over 10 meters when the strike connects as well. 15 m/s Speed. Duration: Instant Cooldown: 2 Post
Spell Name: Unstoppable Force Lv. 2 Rank: C Mana Cost: 20 Magic: Primary Class: Supplementary - Buff Effects: A powerful supplement of abilities in that it gives the user the ability to break an opponents defenses with a powerful blow and can be placed in unison with "Offensive" Extreme Strength Magic. It's strictly made for blocking defensive magic and smashing through it allowing for the user to continue to attack despite said defenses. It can only break its own spell ranking in power. Duration: Instant Cooldown: 2 Post
Last edited by Kuro on Mon Mar 14, 2016 8:17 am; edited 1 time in total
Subject: Re: Extreme Strength Magic - Kurohyou Edition #1 [Finished] Sun Mar 13, 2016 6:31 pm
Wow looks good.
Just a few things:
Kuro Punch Lv. 1: Add the speed which would be 10 meters per second or m/s.
Unstoppable Force LV 1: Add the percentage buff of 10%.
Strength Boost lv 2: Sustaining would be half of original cost so it would 10 per active post.
Kuro
Posts : 30
Subject: Re: Extreme Strength Magic - Kurohyou Edition #1 [Finished] Mon Mar 14, 2016 8:21 am
I did most of what you said. The Unstoppable Force Buff isn't about gaining any percentage buff, it gives the attack... let's call it the "breaker" status in which a punch or kick can break an opponents shield and whatnot.
For the speed thing, something doesn't make sense here. Why wouldn't I just use my own strength to strike a foe if I had better speed outside of my spell compared to inside of it. Why not make it static to stats if attacks focus on melee combat. That being said, is attack speed predominately slower than spell speed?
When it comes to spell speed, that is always priority comparing to stats. Stats do a play a factor into your performance, but stats are just raw abilites without magic.
So if it's just a focus on close combat without using any magic to condition one's self, technically it shouldn't be dodged normally, as magic has priority no matter how fast a person is without it?
Note: I'm sorry if I'm being annoying. I get pretty wild in my roleplays, so I want to know all I can and can't do in battle, to set-up my character as best I can.
LeeAnn
Posts : 239
Subject: Re: Extreme Strength Magic - Kurohyou Edition #1 [Finished] Sun Mar 20, 2016 11:12 am
All attacks whether which magic or not all get a chance to dodge. Spell speed is always up on top.
OCC: No problem I understand where everything lies.
Kuro
Posts : 30
Subject: Re: Extreme Strength Magic - Kurohyou Edition #1 [Finished] Sun Mar 20, 2016 1:30 pm
OK then, I guess I'm done then. For the stats, are we using the same numbers? So long as I get to keep strength and a bit of reflexes. I'm good.
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