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Mitsuko's magic [Take Over: Aquatic Soul]
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Mitsuko's magic [Take Over: Aquatic Soul]
Name: Take Over: Aquatic Soul
Type: caster magic
Element/Aspect: Water
Description: Take Over: Aquatic Soul allows one to transform into aquatic creatures. That all of these creatures really exist is not necessary, but the user must know the creature. So if the caster ever reads of a creature that can be connected as an aquatic creature, and it is very detailed it might be possible to Take Over. It would be harder that way. Take Over magic increases the stats of the caster, and the unique on this magic that the same Take Over may have different stat boost depending the user is on the land or in the water. The caster may also use specific spells per Take Over, which must be active before using any other spell. to classify as an aquatic creature, that creature needs to live, or is supposed to live in an area with a lot of water, like in a lake, the sea, a swamp. Not every creature there can be counted as aquatic, it has to need water to survive in most cases.
Side Effects: If used for long this can put physical strain on the body, especially higher ranked versions. If the creature the user want's to take over is to strong for the caster it might take control of the caster, which usually will lead to the caster going frenzy attacking friend and foe alike. Certain forms are only for underwater, and can have disastrous consequences if used on land.
Take Over: Mermaid Soul
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10/5
Type: Utility
Element: None
Range: Self
Requirements: The caster needs to know the mermaid and be able to image it in her mind.
Effect: Full Body Take Over. The caster legs form together to create a large fin. any clothes worn by that time disappear, but are replaced. The top of what you were wearing becomes two shells which cover the casters breasts, which are difficult to remove. The bottom becomes the large fin mentioned earlier. Any other clothes worn will still be worn in the form. Underwater, it increases the casters speed stat by 1. Walking on land will be difficult in this form, so it practically nulls speed on the land. the user cannot walk on the land, but may roll instead. It might just be smarter to return to human form or another form on land. Certain spells may only be activated in this form. It is possible to get breath on land and underwater however.
Cooldown: 3 posts
Mermaids Protection
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Defensive
Element: Water
Range: Self
Requirements: the caster must be in Mermaid Soul
Effect: The caster makes a shield in front of herself and stops incoming attacks. Limit is 2 base spells or 1 Tier 1 spell. The shield is made of water, which causes it to resist one extra fire based attack. Does not block a fire tier 2 spell however. Any lightning spell will also break through. The shield is one meter in size, cannot move and will disappear if not broken in 3 posts.
Cooldown: 2 posts
Mermaid's Blessing
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Utility
Element: Water
Range: Self or ranged/One target at most, including caster/ 10 meters at most.
Requirements: the caster must be in Mermaid Soul
Effect: increases the target's pysical defense by 1. The target also gets protection for fire based magics for, which are lowered a quarter tier and only works on tier 3 spells or bellow. Works for 3 posts.
Cooldown: 2 posts
Take Over: Crab Soul
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Utility
Element: None
Range: Self
Requirements: The caster needs to know the crab and be able to image it in her mind.
Effect: Partial Body Take Over. This transforms some limbs caster. The arms always get scissors, which can be used to cut someone. It can only cut bruises for now, however. the legs stay mostly the same as in human form, except they may be a bit scaly. this form increases Attack and Defense with 1 and lowers speed with the same amount on the land. Does the same bonuses underwater minus the speed debuff. These buffs count for each limb. So if you are hit on a Place unchanged by this Take over the defense buff won't count. Same if the caster tries to hit something for the offensive buff. Certain spells can only be used by having this a certain part of the body taken over by it.
Cooldown: 3 posts
Scissor shot
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: none
Range: ranged
Requirements: the caster must have at least on arm in Crab Soul active
Effect: fires a shot from the Scissor of the crab at the target. The target can suffer bruises from a direct hit, possible a cut if the target was hit by the right parts, like the sharp parts of the scissor. The max range is 8 meters. It travels at the speed of 10M/sec. The shots are made out of the same material as the crab skin, in the same form as the scissor.
Cooldown: 1 post
Type: caster magic
Element/Aspect: Water
Description: Take Over: Aquatic Soul allows one to transform into aquatic creatures. That all of these creatures really exist is not necessary, but the user must know the creature. So if the caster ever reads of a creature that can be connected as an aquatic creature, and it is very detailed it might be possible to Take Over. It would be harder that way. Take Over magic increases the stats of the caster, and the unique on this magic that the same Take Over may have different stat boost depending the user is on the land or in the water. The caster may also use specific spells per Take Over, which must be active before using any other spell. to classify as an aquatic creature, that creature needs to live, or is supposed to live in an area with a lot of water, like in a lake, the sea, a swamp. Not every creature there can be counted as aquatic, it has to need water to survive in most cases.
Side Effects: If used for long this can put physical strain on the body, especially higher ranked versions. If the creature the user want's to take over is to strong for the caster it might take control of the caster, which usually will lead to the caster going frenzy attacking friend and foe alike. Certain forms are only for underwater, and can have disastrous consequences if used on land.
Take Over: Mermaid Soul
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10/5
Type: Utility
Element: None
Range: Self
Requirements: The caster needs to know the mermaid and be able to image it in her mind.
Effect: Full Body Take Over. The caster legs form together to create a large fin. any clothes worn by that time disappear, but are replaced. The top of what you were wearing becomes two shells which cover the casters breasts, which are difficult to remove. The bottom becomes the large fin mentioned earlier. Any other clothes worn will still be worn in the form. Underwater, it increases the casters speed stat by 1. Walking on land will be difficult in this form, so it practically nulls speed on the land. the user cannot walk on the land, but may roll instead. It might just be smarter to return to human form or another form on land. Certain spells may only be activated in this form. It is possible to get breath on land and underwater however.
Cooldown: 3 posts
Mermaids Protection
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Defensive
Element: Water
Range: Self
Requirements: the caster must be in Mermaid Soul
Effect: The caster makes a shield in front of herself and stops incoming attacks. Limit is 2 base spells or 1 Tier 1 spell. The shield is made of water, which causes it to resist one extra fire based attack. Does not block a fire tier 2 spell however. Any lightning spell will also break through. The shield is one meter in size, cannot move and will disappear if not broken in 3 posts.
Cooldown: 2 posts
Mermaid's Blessing
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Utility
Element: Water
Range: Self or ranged/One target at most, including caster/ 10 meters at most.
Requirements: the caster must be in Mermaid Soul
Effect: increases the target's pysical defense by 1. The target also gets protection for fire based magics for, which are lowered a quarter tier and only works on tier 3 spells or bellow. Works for 3 posts.
Cooldown: 2 posts
Take Over: Crab Soul
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Utility
Element: None
Range: Self
Requirements: The caster needs to know the crab and be able to image it in her mind.
Effect: Partial Body Take Over. This transforms some limbs caster. The arms always get scissors, which can be used to cut someone. It can only cut bruises for now, however. the legs stay mostly the same as in human form, except they may be a bit scaly. this form increases Attack and Defense with 1 and lowers speed with the same amount on the land. Does the same bonuses underwater minus the speed debuff. These buffs count for each limb. So if you are hit on a Place unchanged by this Take over the defense buff won't count. Same if the caster tries to hit something for the offensive buff. Certain spells can only be used by having this a certain part of the body taken over by it.
Cooldown: 3 posts
Scissor shot
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: none
Range: ranged
Requirements: the caster must have at least on arm in Crab Soul active
Effect: fires a shot from the Scissor of the crab at the target. The target can suffer bruises from a direct hit, possible a cut if the target was hit by the right parts, like the sharp parts of the scissor. The max range is 8 meters. It travels at the speed of 10M/sec. The shots are made out of the same material as the crab skin, in the same form as the scissor.
Cooldown: 1 post
Last edited by Mitsuko on Mon Jan 14, 2013 4:04 pm; edited 1 time in total
Mitsuko- D Rank
- Posts : 16
Location : Waterfall City
Magic Sheet
Magic:
(500/500)
Mitsuko- D Rank
- Posts : 16
Location : Waterfall City
Magic Sheet
Magic:
(500/500)
Re: Mitsuko's magic [Take Over: Aquatic Soul]
mermaid soul : use numbers to alter the stats, not percentages. The stat rules page has all that you will need.
mermaid protection: What's the barrier made of. Detail is lacking.
Mermaids blessing: the stats are physical, magic deals damage based on tiers. Make this it decreases fire damage by a quarter tier and can't effect Tier 4 or higher spells. Also need a duration.
crab soul: go with partial take over. Full take over can be for a higher rank spell. also. again use numbers to effect your stats. All take-overs are considered a buff. Buff rules are in the stat page(post 3)
scissor shot: max range can go up. 8 meters will work. again, lack of detail. What are the shots made out of? lower the cooldown to 1.
mermaid protection: What's the barrier made of. Detail is lacking.
Mermaids blessing: the stats are physical, magic deals damage based on tiers. Make this it decreases fire damage by a quarter tier and can't effect Tier 4 or higher spells. Also need a duration.
crab soul: go with partial take over. Full take over can be for a higher rank spell. also. again use numbers to effect your stats. All take-overs are considered a buff. Buff rules are in the stat page(post 3)
scissor shot: max range can go up. 8 meters will work. again, lack of detail. What are the shots made out of? lower the cooldown to 1.
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
Mitsuko- D Rank
- Posts : 16
Location : Waterfall City
Magic Sheet
Magic:
(500/500)
Re: Mitsuko's magic [Take Over: Aquatic Soul]
This works. I approve all of it.
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
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