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.
Latest topics
Administrators
Syrena
Erik Cecere
Global Moderators
Heero Villenn
Moderators
Darion Steinheil
Grimm
Word Count
Fairy Tail © belongs to Hiro Mashima
Fairy Tail: Delirium © Spitfire
Fairy Tail: Delirium © Spitfire
Pre-made skin is credited to hitskin.com in forumotion. All other codes for FT: Delirium were taken from various coding sites via google. Said codes and pre-made skin have been edited and modified to suit the needs of the website. Any and all other content (i.e.: posts, applications, stories, plots, etc.) solely belong to their creators and makers of FT: Delirium. Nothing may be taken or used without the owner’s permission, excluding certain situations listed under the Terms of Service and Rules, which are subjected to change without warning.
Heero Villenn [Esper Magic]
4 posters
Page 1 of 1
Heero Villenn [Esper Magic]
Name: Esper Magic
Type: Caster Magic
Element/Aspect: Lightning
Description: Known to those who've heard of it as the magic of the mind, it is a rare magic only seen in those of high intelligence. This magic is a magic that involves the manipulation of the bodies natural electrical impulses and using them to attack and control objects. Direct injection can allow the user to hurl objects around through the use of "telekenesis" or direct injection into a person can numb or magnify their 5 senses. The electrical impulses can also be magnified and fired outward for simple lightning attacks. This magic is one of the most versatile magics in existence.
Side Effects: Although there are no immediate side effects. Long term usage can cause severe headaches in greenhorns using this magic and even occasionally in experienced users if they repeatedly use high level spells. Mental numbness and fainting are rare but known to happen. It is also possible to be put in a coma for using this magic but this is extremely rare. Esper mages typically struggle using other forms of magic although it is not impossible for them to learn new magic.
psytouch
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive/Utility
Element: Lightning
Range: Self
Cooldown: 1 post
Requirements: N/A
Effect: Heero focuses his bodies electrical impulses into his hand causing electrocution to those he touches. This spell is never fatal. This spell is the activation trigger for certain spells, such as telekinesis and is rarely used combatively alone. Alone this spell isn’t even as powerful as a tazer and is like getting a jolt of static from somebody whose rubbed there feet on the carpet.
pyschokinesis
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 (5 per turn maintain per object)
Type: Offensive/defense/utility
Element: varies based on object
Range: Ranged | 20 yds.
Cooldown: 2 posts
Requirements: psytouch use on the said object prior to activation.
Effect: Upon using psytouch on an inanimate object, Heero creates a biological link with the object and can freely control that object and toss it in any direction at a mere thought. Heero can control only one object and objects are thrown at about 8 miles an hour. This spell can not be used to manipulate a liquid or a vapor. At base level, the object can only be thrown in a single direction and can't be held for long periiods of time. Objects locked inplace can't be controlled(ex: a tree in the ground) and only solid, inanimate objects can be manipulated.
psyshield
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 (5)
Type: defensive/offensive
Element: Lightning
Range:self
Requirements:N/A
Effect: Heero creates an electrically charge plasma barrier infront of him that's about as large as he is. This attack can block 2 base spells or one D-rank spell before being over powered. close range attacks may be electrocuted(if shield is punched or kicked directly).
Cooldown: 2 posts
injection
Magic Cost: 10
Type: Utility
Element: Lightning
Range: Self
Cooldown: 2 post
Requirements: N/A
Effect: Heero makes a form of physical contact with a person or animal(mammal, reptile, amphibian, etc.) and injects a small amount of his bodies electrical impulses into their body. Once in the body, this spell allows Heero to use impulses to manipulate the targets 5 senses and can induce headaches and cause a few other effects to the target. Currently the impulses will remain in the body, passively, for 3 turns before it disperses and needs to be reinjected.
psypain
Magic Cost: 10 (5)
Type: support
Element: Lightning
Range: Self
Cooldown: 1 post
Requirements: injection must be active
Effect: Heero directly targets the bodies pain nerves and magnifies their sensitivity. The target won't take extra damage but it will feel like he will. Taking a hit now feels like it's a half a tier higher than the actual damage.
Type: Caster Magic
Element/Aspect: Lightning
Description: Known to those who've heard of it as the magic of the mind, it is a rare magic only seen in those of high intelligence. This magic is a magic that involves the manipulation of the bodies natural electrical impulses and using them to attack and control objects. Direct injection can allow the user to hurl objects around through the use of "telekenesis" or direct injection into a person can numb or magnify their 5 senses. The electrical impulses can also be magnified and fired outward for simple lightning attacks. This magic is one of the most versatile magics in existence.
Side Effects: Although there are no immediate side effects. Long term usage can cause severe headaches in greenhorns using this magic and even occasionally in experienced users if they repeatedly use high level spells. Mental numbness and fainting are rare but known to happen. It is also possible to be put in a coma for using this magic but this is extremely rare. Esper mages typically struggle using other forms of magic although it is not impossible for them to learn new magic.
psytouch
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive/Utility
Element: Lightning
Range: Self
Cooldown: 1 post
Requirements: N/A
Effect: Heero focuses his bodies electrical impulses into his hand causing electrocution to those he touches. This spell is never fatal. This spell is the activation trigger for certain spells, such as telekinesis and is rarely used combatively alone. Alone this spell isn’t even as powerful as a tazer and is like getting a jolt of static from somebody whose rubbed there feet on the carpet.
pyschokinesis
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 (5 per turn maintain per object)
Type: Offensive/defense/utility
Element: varies based on object
Range: Ranged | 20 yds.
Cooldown: 2 posts
Requirements: psytouch use on the said object prior to activation.
Effect: Upon using psytouch on an inanimate object, Heero creates a biological link with the object and can freely control that object and toss it in any direction at a mere thought. Heero can control only one object and objects are thrown at about 8 miles an hour. This spell can not be used to manipulate a liquid or a vapor. At base level, the object can only be thrown in a single direction and can't be held for long periiods of time. Objects locked inplace can't be controlled(ex: a tree in the ground) and only solid, inanimate objects can be manipulated.
psyshield
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 (5)
Type: defensive/offensive
Element: Lightning
Range:self
Requirements:N/A
Effect: Heero creates an electrically charge plasma barrier infront of him that's about as large as he is. This attack can block 2 base spells or one D-rank spell before being over powered. close range attacks may be electrocuted(if shield is punched or kicked directly).
Cooldown: 2 posts
injection
Magic Cost: 10
Type: Utility
Element: Lightning
Range: Self
Cooldown: 2 post
Requirements: N/A
Effect: Heero makes a form of physical contact with a person or animal(mammal, reptile, amphibian, etc.) and injects a small amount of his bodies electrical impulses into their body. Once in the body, this spell allows Heero to use impulses to manipulate the targets 5 senses and can induce headaches and cause a few other effects to the target. Currently the impulses will remain in the body, passively, for 3 turns before it disperses and needs to be reinjected.
psypain
Magic Cost: 10 (5)
Type: support
Element: Lightning
Range: Self
Cooldown: 1 post
Requirements: injection must be active
Effect: Heero directly targets the bodies pain nerves and magnifies their sensitivity. The target won't take extra damage but it will feel like he will. Taking a hit now feels like it's a half a tier higher than the actual damage.
Last edited by Heero Villenn on Mon Jan 21, 2013 10:25 pm; edited 18 times in total
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
Re: Heero Villenn [Esper Magic]
Magic
- The ability to read minds is something I would like to avoid. In view it's pretty much saying "Hey, look...I just injected my magic in your brain so I can have a free metagaming post, good day!". So thats why I'm going to say that your magic can only be used on yourself or anything that can conduct electricity (e.g. Metal rods, water etc)
Psyball
- 1000 feet......must I ask you to change this? I think this is pretty obvious. Max would be 15-20 feet for a base spell.
- You clearly need a cooldown for this spell....every spell needs one.
- The size and discharge of the ball is too big for a base spell. Change the discharge to 1-2 feet and the size of the ball to at least your fist.
Psytouch
- There needs to be a cooldown for this spell to.
- It is also unfinished, so please finish it.
Telekinesis
- Change magic cost to 10 for the initial activation of the spell and then 5 for continuation.
- Range cannot be battlefield distance, that could be pretty much any range. Please change it to a maximum of 20 feet.
- Also coolddown would be 3 posts, not 3 turns.
- The objects travel speed is way too fast. Maximum travel speed would be 5m/s. Sigils will be sued to upgrade the speed.
- Make sure that you say the spell can only be used with objects that conduct lightning, seeing how lightning is your element.
Psyshock
- It says in range that it's 20 ft and I'm fine with that. Though in the description it says 10 ft. Please choose one or the other.
- Cooldown required
Overall
- Some spells haven't been finished, I would like them finsihed before I continue.
- Some spells don't even describe what they do. At most the description I get is that they "electrocute" people which is too powerful for a base spell. At most people who are electrocuted with this spell would be almost like a one would get from touching a metal object after rubbing against a fluffy/furry surface (or against a balloon if it's easier to understand).
- The ability to read minds is something I would like to avoid. In view it's pretty much saying "Hey, look...I just injected my magic in your brain so I can have a free metagaming post, good day!". So thats why I'm going to say that your magic can only be used on yourself or anything that can conduct electricity (e.g. Metal rods, water etc)
Psyball
- 1000 feet......must I ask you to change this? I think this is pretty obvious. Max would be 15-20 feet for a base spell.
- You clearly need a cooldown for this spell....every spell needs one.
- The size and discharge of the ball is too big for a base spell. Change the discharge to 1-2 feet and the size of the ball to at least your fist.
Psytouch
- There needs to be a cooldown for this spell to.
- It is also unfinished, so please finish it.
Telekinesis
- Change magic cost to 10 for the initial activation of the spell and then 5 for continuation.
- Range cannot be battlefield distance, that could be pretty much any range. Please change it to a maximum of 20 feet.
- Also coolddown would be 3 posts, not 3 turns.
- The objects travel speed is way too fast. Maximum travel speed would be 5m/s. Sigils will be sued to upgrade the speed.
- Make sure that you say the spell can only be used with objects that conduct lightning, seeing how lightning is your element.
Psyshock
- It says in range that it's 20 ft and I'm fine with that. Though in the description it says 10 ft. Please choose one or the other.
- Cooldown required
Overall
- Some spells haven't been finished, I would like them finsihed before I continue.
- Some spells don't even describe what they do. At most the description I get is that they "electrocute" people which is too powerful for a base spell. At most people who are electrocuted with this spell would be almost like a one would get from touching a metal object after rubbing against a fluffy/furry surface (or against a balloon if it's easier to understand).
Re: Heero Villenn [Esper Magic]
. magic: edited and improved with a better example. I throw these things in there so that it’s not just, regular lightning magic. Although changed as I understand the concern. Should I attempt a spell like that I would never metagame and it would be like a mental battle between me and the target, meaning he can force me out. I would also succumb to the magic’s side effects soon after and would be “incapacitated” with a severe migraine.
psyball: dropped. Think of it like throwing a ball. I can throw a ball much farther than 20 ft. I went 20 yds. which is a fifth of a football field so it's not far.
psytouch:
-fixed:
-it is finished. If you think something is missing, please tell me what is missing and I’ll add it for better clarification. Same goes for other spells.
-Have you seen the size of a basketball? I can hold it in the palm of my hand like normal. That’s essentially normal sized. Make it smaller and the attack could have a piercing effect which I don’t want. Discharge has been lowered.
telekinesis:
-fixed
-fixed
-5 m/s...how fast is that? in mph.
-almost everything has some degree of electrical conductivity. Even rock and wood because of what's in it(deposits in the rock). This is mostly irrelevant seeing as how I can throw a giant metal beam on your head with this so it's actually to your advantage if I can throw a wooden beam or a rock seeing as how they are lighter then steel. Also I will not be able to control water until A-rank(assuming I get to that rank or even decide to do it) seeing as how water is millions of droplets. It’s range of control stems from solid objects only. I can’t controls liquids or vapors.
psyshock:
-20 ft is the diameter. 10 ft. is the radius. So they are the same thing.
-fixed
Overall:
-I use electrocution as a general term. I am aware that damage of base spells is low. very low. So I understand that it's like me sliding on the carpet and poking somebody, therefore shocking them. I use electrocution as the general term for down the road reference.
- What is missing? I will add it. Sorry I’m trying to use laymans terms seeing as how this is a very science based magic that’s being warped with anime logic so it’s difficult to explain properly.
psyball: dropped. Think of it like throwing a ball. I can throw a ball much farther than 20 ft. I went 20 yds. which is a fifth of a football field so it's not far.
psytouch:
-fixed:
-it is finished. If you think something is missing, please tell me what is missing and I’ll add it for better clarification. Same goes for other spells.
-Have you seen the size of a basketball? I can hold it in the palm of my hand like normal. That’s essentially normal sized. Make it smaller and the attack could have a piercing effect which I don’t want. Discharge has been lowered.
telekinesis:
-fixed
-fixed
-5 m/s...how fast is that? in mph.
-almost everything has some degree of electrical conductivity. Even rock and wood because of what's in it(deposits in the rock). This is mostly irrelevant seeing as how I can throw a giant metal beam on your head with this so it's actually to your advantage if I can throw a wooden beam or a rock seeing as how they are lighter then steel. Also I will not be able to control water until A-rank(assuming I get to that rank or even decide to do it) seeing as how water is millions of droplets. It’s range of control stems from solid objects only. I can’t controls liquids or vapors.
psyshock:
-20 ft is the diameter. 10 ft. is the radius. So they are the same thing.
-fixed
Overall:
-I use electrocution as a general term. I am aware that damage of base spells is low. very low. So I understand that it's like me sliding on the carpet and poking somebody, therefore shocking them. I use electrocution as the general term for down the road reference.
- What is missing? I will add it. Sorry I’m trying to use laymans terms seeing as how this is a very science based magic that’s being warped with anime logic so it’s difficult to explain properly.
- personal suggestion as a member of staff:
- remember that magic is powerful beyond normal human abilities so understand that if I can throw a baseball faster without using magic it will deter members. Speed and Distance will also vary greatly based on magic to magic. A prime example is gun magic. Base gun spells will be like fire an airsoft gun or a paintball gun. They won’t pierce the skin but they will be faster. (essentially 50 mph for normal guns). Don’t control the system and how fast or far spells go too much. Sure there are things that are just overkill(like a 1000 ft. base spell) but most people are rather reasonable as long as the staff can also be reasonable. It’s things like this that led me to leave the site overall.
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
Re: Heero Villenn [Esper Magic]
completion rebump.
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
Re: Heero Villenn [Esper Magic]
Magic
- Approved
Psyball
- Half the range
- Increase cooldown to 2
Psytouch
- Increase cooldown to 2
Telekinesis
- You have two choices, range or speed. Either choose to have 20 yards and 8 miles per second
or
- 8 yards and 20 miles per second
Psyshock
- Approved
Injection
- Change amount of turns the target has effects from 5 to 3
- Increase cooldown to 2
Psypain
- Approved
Your lucky that I decided to review this when I was tired, due to that I was lenient.
- Approved
Psyball
- Half the range
- Increase cooldown to 2
Psytouch
- Increase cooldown to 2
Telekinesis
- You have two choices, range or speed. Either choose to have 20 yards and 8 miles per second
or
- 8 yards and 20 miles per second
Psyshock
- Approved
Injection
- Change amount of turns the target has effects from 5 to 3
- Increase cooldown to 2
Psypain
- Approved
Your lucky that I decided to review this when I was tired, due to that I was lenient.
Re: Heero Villenn [Esper Magic]
fixed and bumpeded
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
Re: Heero Villenn [Esper Magic]
As I had to many spells I have removed two spells(in the spoiler) and replaced them with one spell, psyshield, which needs to be approved. Please approve psyshield.
edit: rebump as nobody got to this.
edit: rebump as nobody got to this.
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
Re: Heero Villenn [Esper Magic]
A P P R O V E D This has been moved back to Approved Magic. |
Game Master- Admin
- Posts : 264
Re: Heero Villenn [Esper Magic]
Psypalm
Tier: D-rank/Tier 1
Sigils/Sigil Slots: 0/1
Magic Cost: 20
Type: Offensive/Utility
Element:Lightning
Range: self
Requirements: N/A
Effect: Heero charges his hand with electrical impulses and thrusts his palm at the target. Upon impact the target is hit with a force from the release of a small electrical shockwave(a few inches large) and the electrical power enters the body and deals damage without breaking the skin. This attack can substitute psytouch.
Cooldown: 1 post
Psychokinesis
Tier: D-rank/Tier 1
Sigils/Sigil Slots: 0/1
Magic Cost: 20 (10)
Type: Offensive/Defensive/Support/Utility
Element: N/A
Range: Ranged | 25 yards launching distance
Requirements: Psytouch on the object prior to activation
Effect: Heero can now maintain a single object and move it around freely. To launch the object it will be launched 25 yards at 10 mph.
Cooldown: 2 posts
Tier: D-rank/Tier 1
Sigils/Sigil Slots: 0/1
Magic Cost: 20
Type: Offensive/Utility
Element:Lightning
Range: self
Requirements: N/A
Effect: Heero charges his hand with electrical impulses and thrusts his palm at the target. Upon impact the target is hit with a force from the release of a small electrical shockwave(a few inches large) and the electrical power enters the body and deals damage without breaking the skin. This attack can substitute psytouch.
Cooldown: 1 post
Psychokinesis
Tier: D-rank/Tier 1
Sigils/Sigil Slots: 0/1
Magic Cost: 20 (10)
Type: Offensive/Defensive/Support/Utility
Element: N/A
Range: Ranged | 25 yards launching distance
Requirements: Psytouch on the object prior to activation
Effect: Heero can now maintain a single object and move it around freely. To launch the object it will be launched 25 yards at 10 mph.
Cooldown: 2 posts
Last edited by Heero Villenn on Sun Feb 17, 2013 2:36 am; edited 1 time in total
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
Re: Heero Villenn [Esper Magic]
edits finished
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
Re: Heero Villenn [Esper Magic]
Psypurge
Tier: C-rank/Tier 2
Sigils/Sigil Slots: 0/2
Magic Cost: 40
Type: Offensive/Utility
Element: Lightning
Range: self
Requirements: N/A
Effect: Heero charges his hand with electrical impulses and thrusts his palm at the target. Upon impact the target is hit with a force from the release of a small electrical shockwave and the electrical power enters the body and deals damage without breaking the skin. The power of this attack will push the target in the direction of the thrust 15 feet at 15 mph after impact.
Cooldown: 3 posts
Tier: C-rank/Tier 2
Sigils/Sigil Slots: 0/2
Magic Cost: 40
Type: Offensive/Utility
Element: Lightning
Range: self
Requirements: N/A
Effect: Heero charges his hand with electrical impulses and thrusts his palm at the target. Upon impact the target is hit with a force from the release of a small electrical shockwave and the electrical power enters the body and deals damage without breaking the skin. The power of this attack will push the target in the direction of the thrust 15 feet at 15 mph after impact.
Cooldown: 3 posts
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
Similar topics
» Heero Villenn
» (Heero Villenn) EXP Purchases
» The story of Heero Villenn
» No Heero's and no villenn's on friday.
» HEERO'S GUIDE TO CREATING A CUSTOM MAGIC
» (Heero Villenn) EXP Purchases
» The story of Heero Villenn
» No Heero's and no villenn's on friday.
» HEERO'S GUIDE TO CREATING A CUSTOM MAGIC
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
Wed May 13, 2015 9:56 pm by Guest
» Price Of Your Soul | FMA RP
Sat Apr 04, 2015 1:23 pm by Guest
» Mirage Hearts
Sun Feb 22, 2015 9:29 am by Guest
» Kohaku Region
Mon Feb 03, 2014 9:28 am by Guest
» Fairy Law - xenForo
Sun Dec 15, 2013 8:31 am by Guest
» Fairy Tail Requiem Advertisement
Thu Dec 05, 2013 10:21 pm by Guest
» Tamriel Reborn
Sun Dec 01, 2013 10:43 am by Guest
» Galador (Grand Opening)
Thu Oct 24, 2013 5:15 am by Guest
» Bleach Execution~
Tue Oct 22, 2013 8:51 am by Guest