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Ardere Kasai [Heavenly Body Magic]
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Ardere Kasai [Heavenly Body Magic]
Name: Heavenly Body
Type: Caster magic
Element/Aspect: Light
Description: This magic is very versatile and powerful. It allows the user to create primarily light attacks based on astronomical objects. These attacks can be based on meteors, planets, stars, etc. Most are purely made out of light energy and can even enhance the user’s physical abilities.(Ex: Meteor)These attacks can also cause large explosions at higher ranks. However some can use wind and darkness properties like Altaris, the user cannot manipulate multiple elements but rather incorporate their properties into attacks. This magic is primarily long range based but it can be used for close range and defense somewhat however it’s defense is limited.
Side Effects: N/A
Meteor
Magic Cost: 10 (5 every turn after that)
Type: Utility
Element: Light
Range: Self
Requirements: N/A
Effect: This spell encases the user’s body in light entirely, this allows them to fly around or hover at speeds of 5 m/s. The user can move upwards, side to side, or even diagonally at this speed. If a user is hit by a punch in this form it will do the same amount of damage as normal punch or kick. This spell can reach a height of 20 feet maximum.
Cooldown: 1 post
Duration: Until deactivated or user runs out of magic.
Grand Chariot
Magic Cost: 10
Type: Offensive
Element: Light
Range: Ranged, 10 meters
Requirements: Meteor must be active.
Effect: While the user is about 20 feet in the air, he places both arms on top of each other as 7 seals appear in the air in front of him. These seals connect by strands of light just like a constellation and then are shot at his opponent at 5 m/s. This spell explodes upon contact having a 3 foot radius for the explosion. Large bruises can be caused by these explosions.
Cooldown: 1 post
Duration: Instant
Altairis
Magic Cost: 10
Type: Offensive
Element: Darkness
Range: Ranged, 10 meters
Requirements: N/A
Effect: The user crosses their arms and shadows began to form a foot away from his hands as he puts them in the air. These shadows form a sphere of dark energy that has a 2.5 foot radius. He then puts his hands down and the orb flies towards his opponent at 5 m/s causing blunt force damage. If someone is hit directly by this they will be knocked back about 7 feet and have several bruises.
Cooldown: 1 post
Duration: Instant
Heavenly Blast
Magic Cost: 10
Type: Offensive
Element: Light
Range: Ranged, 10 meters
Requirements: N/A
Effect: The user points his fist at his target and out of it a large sphere of light energy is blasted out. This sphere has a 3 foot radius and can cause large bruises upon contact.
Cooldown: 1 post
Duration: Instant
Heaven Palm
Magic Cost: 10
Type: Utility
Element: Light
Range: Ranged, 10 meters
Requirements: N/A
Effect: The user grabs his arm with his other and and shots a small blast of light at his opponent. This blast of light is cylinder shaped and can reach up to 10 feet away with a 1 foot radius. It launches the opponent back 10 feet, this spell is mainly use for targets rushing at the user.
Cooldown: 1 post
Duration: Instant
Type: Caster magic
Element/Aspect: Light
Description: This magic is very versatile and powerful. It allows the user to create primarily light attacks based on astronomical objects. These attacks can be based on meteors, planets, stars, etc. Most are purely made out of light energy and can even enhance the user’s physical abilities.(Ex: Meteor)These attacks can also cause large explosions at higher ranks. However some can use wind and darkness properties like Altaris, the user cannot manipulate multiple elements but rather incorporate their properties into attacks. This magic is primarily long range based but it can be used for close range and defense somewhat however it’s defense is limited.
Side Effects: N/A
Meteor
Magic Cost: 10 (5 every turn after that)
Type: Utility
Element: Light
Range: Self
Requirements: N/A
Effect: This spell encases the user’s body in light entirely, this allows them to fly around or hover at speeds of 5 m/s. The user can move upwards, side to side, or even diagonally at this speed. If a user is hit by a punch in this form it will do the same amount of damage as normal punch or kick. This spell can reach a height of 20 feet maximum.
Cooldown: 1 post
Duration: Until deactivated or user runs out of magic.
- Spoiler:
Grand Chariot
Magic Cost: 10
Type: Offensive
Element: Light
Range: Ranged, 10 meters
Requirements: Meteor must be active.
Effect: While the user is about 20 feet in the air, he places both arms on top of each other as 7 seals appear in the air in front of him. These seals connect by strands of light just like a constellation and then are shot at his opponent at 5 m/s. This spell explodes upon contact having a 3 foot radius for the explosion. Large bruises can be caused by these explosions.
Cooldown: 1 post
Duration: Instant
- Spoiler:
Altairis
Magic Cost: 10
Type: Offensive
Element: Darkness
Range: Ranged, 10 meters
Requirements: N/A
Effect: The user crosses their arms and shadows began to form a foot away from his hands as he puts them in the air. These shadows form a sphere of dark energy that has a 2.5 foot radius. He then puts his hands down and the orb flies towards his opponent at 5 m/s causing blunt force damage. If someone is hit directly by this they will be knocked back about 7 feet and have several bruises.
Cooldown: 1 post
Duration: Instant
- Spoiler:
Heavenly Blast
Magic Cost: 10
Type: Offensive
Element: Light
Range: Ranged, 10 meters
Requirements: N/A
Effect: The user points his fist at his target and out of it a large sphere of light energy is blasted out. This sphere has a 3 foot radius and can cause large bruises upon contact.
Cooldown: 1 post
Duration: Instant
- Spoiler:
Heaven Palm
Magic Cost: 10
Type: Utility
Element: Light
Range: Ranged, 10 meters
Requirements: N/A
Effect: The user grabs his arm with his other and and shots a small blast of light at his opponent. This blast of light is cylinder shaped and can reach up to 10 feet away with a 1 foot radius. It launches the opponent back 10 feet, this spell is mainly use for targets rushing at the user.
Cooldown: 1 post
Duration: Instant
- Spoiler:
Last edited by Ardere on Sat Oct 13, 2012 5:53 pm; edited 3 times in total
Ardere- D Rank
- Posts : 26
Location : Magnolia
Re: Ardere Kasai [Heavenly Body Magic]
Meteor
- This is a utility spell, so please change it.
- 10m/s is beginning to sound too fast for a base spell. I'll give an option:
1. Change speed to 5m/s
2. Take an additional 20% damage if hit whilst using Meteor
Grand Chariot
- At most this spell will give bruises. Please take out "1st degree burns".
- How many explosions are there? Judging by this line:
- With the travel speed as well, I will need you to change that to 5m/s. Again this is why we use sigils, to upgrade the travel speed of the spell.
Altairis
- Change the speed to 5m/s.
- If I'm not mistaken you spelled sphere wrongly. You put spear.
Heavenly Blast
- Remove 1st degree burn. If it is light energy then does not emit anything. At most it'll do blunt damage and give the opponent bruises like hell.
Heaven Palm
- Please change the knock back to 10 feet.
- This spell also counts as a utility spell, so please put utility in the type of spell it is.
- This is a utility spell, so please change it.
- 10m/s is beginning to sound too fast for a base spell. I'll give an option:
1. Change speed to 5m/s
2. Take an additional 20% damage if hit whilst using Meteor
Grand Chariot
- At most this spell will give bruises. Please take out "1st degree burns".
- How many explosions are there? Judging by this line:
It would sound like several explosions happen. Please make it just one, this is why we put sigils in, so one could change his spells whilst upgrading with sigils.Ardere wrote:
This spell explodes upon contact each having a one foot radius for the explosion.
- With the travel speed as well, I will need you to change that to 5m/s. Again this is why we use sigils, to upgrade the travel speed of the spell.
Altairis
- Change the speed to 5m/s.
- If I'm not mistaken you spelled sphere wrongly. You put spear.
Heavenly Blast
- Remove 1st degree burn. If it is light energy then does not emit anything. At most it'll do blunt damage and give the opponent bruises like hell.
Heaven Palm
- Please change the knock back to 10 feet.
- This spell also counts as a utility spell, so please put utility in the type of spell it is.
Extra Base Spells
Heavenly arrows
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Light
Range: Ranges, 10 meters.
Requirements: /
Effect: The user swipes his hands to the side and 3 arrows made of light energy are fired at his opponent at 5 m/s. Each is 3 feet long and they all travel in one group never separating. Once these arrows hit their target they explode with a 3 foot radius causing large bruises on the opponent.
Cooldown: 1 post
Duration: Instant
Heaven Breakdown
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Light
Range: Ranged, 10 meters
Requirements: /
Effect: The user swipes his hand at his opponent and a cylinder of light energy with a 2 foot radius and is 4 feet tall falls down from about 15 feet in the air at 5 m/s. If this cylinder hits it's opponent it will explode with a 3 foot radius causing large bruises on the target.
Cooldown: 1 post
Duration: Instant
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Light
Range: Ranges, 10 meters.
Requirements: /
Effect: The user swipes his hands to the side and 3 arrows made of light energy are fired at his opponent at 5 m/s. Each is 3 feet long and they all travel in one group never separating. Once these arrows hit their target they explode with a 3 foot radius causing large bruises on the opponent.
Cooldown: 1 post
Duration: Instant
- Spoiler:
Heaven Breakdown
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Light
Range: Ranged, 10 meters
Requirements: /
Effect: The user swipes his hand at his opponent and a cylinder of light energy with a 2 foot radius and is 4 feet tall falls down from about 15 feet in the air at 5 m/s. If this cylinder hits it's opponent it will explode with a 3 foot radius causing large bruises on the target.
Cooldown: 1 post
Duration: Instant
- Spoiler:
Ardere- D Rank
- Posts : 26
Location : Magnolia
Re: Ardere Kasai [Heavenly Body Magic]
First: Start it at 1 arrow. Approved. - NPC
Second: Approved
Second: Approved
Sokuseki- Posts : 29
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