We welcome you to Delirium, where things are not what they seem and magic is just the beginning of your adventure.
This is a fairly new site, being only about 2 and a half months old. Our setting takes place about 400 years into the past - x391 being the current year - and dragons freely roam Earthland. While humans and dragons are currently in peace with each other, there is darkness brewing and that fragile line of truce between them might just break soon enough.
Episode One: Bastion, The Ironclad Dragon is now open!
Enjoy your stay, and please...
Stay delirious.
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Spitfire [Red Aura] [WIP]
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Spitfire [Red Aura] [WIP]
Name: Red Aura
Type: Caster
Element/Aspect: Fire
Description: Red aura has a very destructive force to it, and can incinerate almost any and everything in its path. Depending on the use, its color varies from red to pink. Red aura is often seen in the form of flames, though whilst it looks like flames and have a similar property (burning/heat) it is not 100% fire. It is what one would call "life force" or better known as magic. It is pure concentrated magic, in which is hot. Extremely hot. Though extreme heat can only be controlled by skilled mages.
Red Aura can be used in many different ways, though it can never materialize anything, since it being pure magic it can be manipulated in ways which enhance the mages natural strength, speed, etc. It can also be used just like fire, to burn and melt everything in it's path. Though because it is pure magic from the mage himself it allows him to shift the density of the aura, but it can never be hardened to such a degree that it feels like a brick or a anything solid for that matter.
Side Effects: Similar to crash magic, red aura requires the mage to be calm at all times. If this calmness is broken or shifted to a different mood then this magic could go "haywire". Meaning it could potentially incinerate the mage and anything within a certain radius, depending on what mood the mage is in when it reaches the point it happens.
Wild Fists
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10, 5 every post after
Type: Offensive
Element: Aura/Pure Magic/Fire
Range: Arms reach
Requirements: N/A
Effect: Spit concentrates the red aura into his fists, lighting them up in a red-pink color. The aura increases the impact power of the punch (by hardening the aura it reinforces the punch, acting like knuckle dusters) and causes bruises. The heat from the aura is minor so the area in which the punch was landed is heated.
Cooldown: 3 Post(s)
(Spell Name)
Tier: Base Spell (Keep it like this until you've purchased a tier upgrade for this spell)
Sigils/Sigil Slots: 0/0 (Leave how it is until you've bought a sigil/sigil slot)
Magic Cost: 10 (All base spells begin as 10. And 5 if the spell is continuous.)
Type: (Offensive/Defensive/Utility/Support)
Element: (Elemental alignment)
Range: (Self or ranged? You may give range in feet/meters)
Requirements: (If there are any requirements that this spell needs before having it cast then list them here)
Effect: (What the spell does. Example. This spell casts a fire ball)
Cooldown: (How long do you have to wait until you can use the same spell again?)
(Spell Name)
Tier: Base Spell (Keep it like this until you've purchased a tier upgrade for this spell)
Sigils/Sigil Slots: 0/0 (Leave how it is until you've bought a sigil/sigil slot)
Magic Cost: 10 (All base spells begin as 10. And 5 if the spell is continuous.)
Type: (Offensive/Defensive/Utility/Support)
Element: (Elemental alignment)
Range: (Self or ranged? You may give range in feet/meters)
Requirements: (If there are any requirements that this spell needs before having it cast then list them here)
Effect: (What the spell does. Example. This spell casts a fire ball)
Cooldown: (How long do you have to wait until you can use the same spell again?)
(Spell Name)
Tier: Base Spell (Keep it like this until you've purchased a tier upgrade for this spell)
Sigils/Sigil Slots: 0/0 (Leave how it is until you've bought a sigil/sigil slot)
Magic Cost: 10 (All base spells begin as 10. And 5 if the spell is continuous.)
Type: (Offensive/Defensive/Utility/Support)
Element: (Elemental alignment)
Range: (Self or ranged? You may give range in feet/meters)
Requirements: (If there are any requirements that this spell needs before having it cast then list them here)
Effect: (What the spell does. Example. This spell casts a fire ball)
Cooldown: (How long do you have to wait until you can use the same spell again?)
(Spell Name)
Tier: Base Spell (Keep it like this until you've purchased a tier upgrade for this spell)
Sigils/Sigil Slots: 0/0 (Leave how it is until you've bought a sigil/sigil slot)
Magic Cost: 10 (All base spells begin as 10. And 5 if the spell is continuous.)
Type: (Offensive/Defensive/Utility/Support)
Element: (Elemental alignment)
Range: (Self or ranged? You may give range in feet/meters)
Requirements: (If there are any requirements that this spell needs before having it cast then list them here)
Effect: (What the spell does. Example. This spell casts a fire ball)
Cooldown: (How long do you have to wait until you can use the same spell again?)
Type: Caster
Element/Aspect: Fire
Description: Red aura has a very destructive force to it, and can incinerate almost any and everything in its path. Depending on the use, its color varies from red to pink. Red aura is often seen in the form of flames, though whilst it looks like flames and have a similar property (burning/heat) it is not 100% fire. It is what one would call "life force" or better known as magic. It is pure concentrated magic, in which is hot. Extremely hot. Though extreme heat can only be controlled by skilled mages.
Red Aura can be used in many different ways, though it can never materialize anything, since it being pure magic it can be manipulated in ways which enhance the mages natural strength, speed, etc. It can also be used just like fire, to burn and melt everything in it's path. Though because it is pure magic from the mage himself it allows him to shift the density of the aura, but it can never be hardened to such a degree that it feels like a brick or a anything solid for that matter.
Side Effects: Similar to crash magic, red aura requires the mage to be calm at all times. If this calmness is broken or shifted to a different mood then this magic could go "haywire". Meaning it could potentially incinerate the mage and anything within a certain radius, depending on what mood the mage is in when it reaches the point it happens.
Wild Fists
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10, 5 every post after
Type: Offensive
Element: Aura/Pure Magic/Fire
Range: Arms reach
Requirements: N/A
Effect: Spit concentrates the red aura into his fists, lighting them up in a red-pink color. The aura increases the impact power of the punch (by hardening the aura it reinforces the punch, acting like knuckle dusters) and causes bruises. The heat from the aura is minor so the area in which the punch was landed is heated.
Cooldown: 3 Post(s)
(Spell Name)
Tier: Base Spell (Keep it like this until you've purchased a tier upgrade for this spell)
Sigils/Sigil Slots: 0/0 (Leave how it is until you've bought a sigil/sigil slot)
Magic Cost: 10 (All base spells begin as 10. And 5 if the spell is continuous.)
Type: (Offensive/Defensive/Utility/Support)
Element: (Elemental alignment)
Range: (Self or ranged? You may give range in feet/meters)
Requirements: (If there are any requirements that this spell needs before having it cast then list them here)
Effect: (What the spell does. Example. This spell casts a fire ball)
Cooldown: (How long do you have to wait until you can use the same spell again?)
(Spell Name)
Tier: Base Spell (Keep it like this until you've purchased a tier upgrade for this spell)
Sigils/Sigil Slots: 0/0 (Leave how it is until you've bought a sigil/sigil slot)
Magic Cost: 10 (All base spells begin as 10. And 5 if the spell is continuous.)
Type: (Offensive/Defensive/Utility/Support)
Element: (Elemental alignment)
Range: (Self or ranged? You may give range in feet/meters)
Requirements: (If there are any requirements that this spell needs before having it cast then list them here)
Effect: (What the spell does. Example. This spell casts a fire ball)
Cooldown: (How long do you have to wait until you can use the same spell again?)
(Spell Name)
Tier: Base Spell (Keep it like this until you've purchased a tier upgrade for this spell)
Sigils/Sigil Slots: 0/0 (Leave how it is until you've bought a sigil/sigil slot)
Magic Cost: 10 (All base spells begin as 10. And 5 if the spell is continuous.)
Type: (Offensive/Defensive/Utility/Support)
Element: (Elemental alignment)
Range: (Self or ranged? You may give range in feet/meters)
Requirements: (If there are any requirements that this spell needs before having it cast then list them here)
Effect: (What the spell does. Example. This spell casts a fire ball)
Cooldown: (How long do you have to wait until you can use the same spell again?)
(Spell Name)
Tier: Base Spell (Keep it like this until you've purchased a tier upgrade for this spell)
Sigils/Sigil Slots: 0/0 (Leave how it is until you've bought a sigil/sigil slot)
Magic Cost: 10 (All base spells begin as 10. And 5 if the spell is continuous.)
Type: (Offensive/Defensive/Utility/Support)
Element: (Elemental alignment)
Range: (Self or ranged? You may give range in feet/meters)
Requirements: (If there are any requirements that this spell needs before having it cast then list them here)
Effect: (What the spell does. Example. This spell casts a fire ball)
Cooldown: (How long do you have to wait until you can use the same spell again?)
Similar topics
» Spitfire [DONE]
» What does snow become after it melts? (CLOSED - Spitfire)
» Kisuke Tenshii's White Aura Magic
» What does snow become after it melts? (CLOSED - Spitfire)
» Kisuke Tenshii's White Aura Magic
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