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| | Ulrich's Magic - Slime Make | |
| | Author | Message |
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Meyobrin D-rank
Posts : 25 Jewel : 2151900 Join date : 2012-06-27
Character sheet Character Name: Ulrich Mayton Magic of character: Slime Make Mana Bar: (100/100)
| Subject: Ulrich's Magic - Slime Make Tue Jul 17, 2012 11:08 pm | |
| Magic Primary Magic: Slime Make Secondary Magic: N/A Caster or Holder: Caster Description: - Spoiler:
Slime Make is a dirty old magic, rare only in the fact not a lot of people would even think of such an odd creation magic. It usually only crops up in wetlands, though some cultists or rare odd folk might practice it. Slime Make is the magic of producing and shaping Slime and Ooze of varying properties. Slime Make gives no latent control over slime itself, fabricated or natural. Such requires spells to manipulate the substances, making it seem a bit less spectacular compared to more common Elemental magics. The rare practitioner though agrees the uniqueness and utility of the magic makes up for the lackluster shows it could do.
The most common Slime produced is of a dark green hue and translucent. Its density is near that of water, about one and a half ounces in weight being one ounce in volume. It is a very basic biological material, and could be considered 'alive' if the magic didn't seem to always create inert forms of it. Edible, should the need arise, though producing about as much nutrients as a loaf of bread. Good filler, but one would become malnourished over time, regardless of how much was eaten. Beyond what a moist, semi-solid biological material might possess, this basic form of the Slime has no properties. Slime Make producing Slime of any other properties usually requires high degrees of skill.
Slime or Ooze is highly soluble, a dollop mixed into a cup of water almost appearing to just be a glass of water (besides perhaps a strange taste, or the faintest green hue). The substance as a whole has no ability to retain it's shape, cut and smushed with ease, though it exhibits properties of non-Newtonian fluids, solidifying in reaction to force. It seems to be a very poor conductor of both thermal and electrical energy though, making it useful of all things as a strange way to keep frozen goods as such. Slime is also handy, in that just coating a target in such does make them rather awkward to move. Not quite sticky, but definitely not like being splashed with water.
Slime Make is usually practiced in two forms. Each trained in unison, but usually a practitioner finds a preference for one or the other. Conjured and Created. The average Slime Make spell is Conjured, any Slime or Ooze created fades after a certain amount of time, usually depending on the spell. If the spell has no special duration, the Slime usually lasts for a few seconds per Spell Rank (1 Post per). Instead, the Slime can be Created. The spell is cast with a magic cost of one Rank higher, without changing the Spell's effective rank. (Ex. A C Rank Slime Make that is Created costs 30 Magic, rather than 20. It remains a C Rank spell in Effectiveness.)
As Slime has no actual way to retain it's form beyond the magic imbued into it, slime will quickly lose its form as the magic runs out. Slime Make made by Conjuring retains it's rigidity of form (barring outside influence) until it fizzles away. Slime Make made by Creating retains its shape (again, barring outside influence) for as long as the same Slime Make would have lasted being Conjured. After such point, it no longer can function beyond being its basic properties, unless the Spell states otherwise.
Strengths: Basic Slime is a poor conductor for thermal and electrical energy. As such, Slime Make acts at a Rank higher against Fire and Electric type effects. Eventually it will start to broil, smolder, scald, bubble, and generally react as any organic substance enduring the effect would - But at a highly resistant fashion. As well, in sufficient quantities, slime acts as an amazing inertial dampener. Exhibiting qualities of non-Newtonian fluids. This makes Slime highly resistant to Bashing effects, stiffening and subduing most impacts. Slime Make acts as a Rank Higher against Blunt type effects. Weaknesses: Basic slime is highly soluble, and easily manipulated when it's non-Newtonian properties are not reacting. This makes Slime Make react a Rank Lower against any effect which can be categorized as being able to dilute the Slime, ruin it's shape without triggering it's blunt resistance, or physical effects of Piercing or Cutting qualities. This can be quite a number of influences, the simplest more 'Magical' weaknesses thus being things like Water or Wind diluting or whipping a Slime Make production apart. Barriers easily stabbed or sliced through if the force is cautioned. So on and So forth. Slime Make - Step One, Molding - Rank E- Spoiler:
Name: Step One, Molding Rank: E Magic Cost: 5 Requirements: Slime Make Class: Supplementary Range: Touch to Five Feet; Must be created on a surface. Must have physical contact with an item who's surface you wish to utilize. Floor/Wall/Person. Element: Slime Effect: Step One, Molding is the first spell one learns to be considered a Slime Make magician. It simply is the ability to create Slime or Ooze, and mold it into a desired form. The hue of the produced Slime can be controlled somewhat moderately, allowing users to sculpt and color the Slime to almost any looking material. A skilled user could even recreate the texture and look of wood, but the Slime still retains its basic properties unless otherwise imbued. Step One, Molding slime lasts about twice as long as other basic slimes before fizzling away. Sculpts wished to be retained then need to be Created, rather than Conjured, at the normal increase in magical expenditure between the two variants of Slime Make usage.
Step One, Molding creates one cubic foot of Slime per Caster Rank. Existing slime may be utilized as well, doubling the amount influenced to two cubic foot per Caster Rank. No slime may be conjured or created when influencing per-existing slime, another spell cast is required to create more.
Step One, Molding's slime can also be used offensive and defensively. Shapes and walls generated from the available material, tripping or blocking minor things. Sadly the speed at which the Slime is produced most likely wouldn't save from the slowest and weakest attacks, or hinder but enemies with the reflexes of a dead cat. Magic Circle: (Put the color of your magic circle here for when you activate a spell. Describe how it looks.) CD: Instant Dur: 2x Post per Rank or Continuous.
Slime Make - Hidden Stash - Rank E- Spoiler:
Name: Hidden Stash Rank: E Magic Cost: 5 Requirements: Slime Make Class: Supplementary Range: Touch Element: Slime Effect: Hidden Stash is something Ulrich made with his mother. She explained early on that, of all things, the Slime was edible. Just in case he ever is without food. Using Step One, Molding; He continued to try and recreate food with Slime. Getting colors and textures fine, but it always was that bland murky water flavor. He and his mother spent nearly three years on this spell, eventually creating the first E Rank Imbue for Slime Make. Imbue Flavor. Over time they were able to condense the magic into a single spell, allowing a mage to create and flavor foodstuffs at the same time. Though the volume of such created is diminished.
Due to this being used for Food, the Slime lasts twenty minutes per rank before fizzling. It must be Created to provide caloric value though, as the ooze fizzling away after being eaten does nothing for the body. Hidden Stash creates about a Gallon of shaped and flavored Slime per Caster Rank. Hidden Stash can utilize existing slime as well, doubling the amount influenced up to Two Gallons per Caster Rank - But the user cannot conjure or create more slime when manipulating existing.
The accuracy of the flavors and texture depends on the caster's skill, but generally making one type of Food Stock is more easily done than multiple. A bushel of apples taste like apples, but choosings from a buffet might all taste a bit too similar and bland.
If the caster wishes, he can forgo the flashy spell effects to discretely 'pull' already formed food from a hidden location. Allowing them to make people not realize they might just be eating non-descriptive Ooze. This dramatically reduces the volume created, though. Cast in this manner, Hidden Stash produces only a cup of material per Caster Rank. About an Apple, Orange, Potato, and other reasonably sized sums of food. Magic Circle: (Put the color of your magic circle here for when you activate a spell. Describe how it looks.) CD: Instant Dur: 20 Minutes per Rank or Continuous.
Slime Make - Jelly Guard - Rank D- Spoiler:
Name: Jelly Guard Rank: D Magic Cost: 10 + 5 per Sustained Post Requirements: Slime Make Class: Defensive Range: 10 Foot. Needs Contact with object which Surface is utilized. Element: Slime Effect: Slime Make - Jelly Guard produces a variably sized curved barrier. It can either be generated off your body like a shield, or from a Surface in which you already have contact with within ten feet. Jelly Guard is thus used to make simple Shields and Walls. The Slime has all the properties of basic slime, acting at one rank Higher against Heat/Fire, Electricity/Electrical Currents, and Blunt impacts. Acts one rank lower against Water, Wind, Slicing and Piercing, and anything else that might simply disperse the Slime.
Numerically allows the shield/wall to resist two to three equally powered attacks against effects it is not weak nor strong against. Three to four equally powered against effects it is strong against, or a single spell of one rank greater while ignoring anything of lesser rank. Against that which its weak Jelly Guard can only withstand up to two equally powered effects, while even a handful of lesser magics of a weak element might disrupt an unattended shield with ease.
Jelly Guard retains its shape for a Conjured duration, before succumbing to its own lack of rigidity. If fueled by additional magic, it can be sustained against disruptive assaults. Though if the wall is completely dispersed, it can no longer be sustained and requires remaking. Sustaining requires some concentration, and the Mage's hand directed towards the structure to channel the magic, or in the case of a shield just the mage's focus and the unoccupied use of the arm in question. Should someone bind the hand, or otherwise disrupt him, the channel is severed and the magic spent is lost. The guard will remain until it's remaining duration ends.
Channeling/Sustaining causes the slime to continuously renew from casting surface to the furthest tip, like a flow of sort. This constant reinforcement allows the wall/shield to withstand one additional attack for the period in which it is being sustained (1 post), subject to strengths and resistances. Against attacks resistant, it allows the wall/shield to sustained against one additional attack up to a rank higher. Against those with which it is not resistant nor weak, just a single attack of equal rank. Against effects slime is weak to, the additional attack actually still chips away at the Guard's overall health - Effectively taking away 'half' an attack that the Guard could otherwise handle (Ex. A wall could last two hits normally at most, sustained until it is broken would last four hits).
Should the Guard be destroyed in a single hit, by an effect a rank higher (or two against resistances), the Guard must be fully recreated as it is too dispersed to be sustained. Magic Circle: (Put the color of your magic circle here for when you activate a spell. Describe how it looks.) CD: 1 Post Dur: 1x Post per Rank or Continuous :: + 1 Post per 5 MP Sustained.
Slime Make - Gelatinous Cage - Rank D- Spoiler:
Name: Gelatinous Cage Rank: D Magic Cost: 10 + 5 per Sustained Post Requirements: Slime Make Class: Supplementary Range: 30 Feet, 10 Foot Radius, 10 Foot high dome Element: Slime Effect: Gelatinous Cage is a utility spell, used for detailing a foe for a period of time. Ooze quickly rises up in a circle across some surface the user has at least two degrees of contact with. One degree of contact is standing on a floor. Second degree contact would be a wall attached to that floor. The base of the dome can be up to ten foot in radius, and up to ten feet in height. The Cage itself may be utilized as a first degree contact 'surface' itself, as long as the mage remains within the two degrees of contact of the cage.
As long as the spell is being channeled, the ooze continuously generates from the base, fizzling as it crashes together at the zenith of the spherical surface and pimping back into itself, making the top of the dome have a small indent. This causing anything attempting to exit be dragged with the current, and plopped into the center again. Basic slime properties still come into play. Resistant to Fire/Electric/Blunt, and Weak against Water/Wind/Whatever might disrupt the ooze. Though the flowing and continual reproduction of slime causes anything but strong attacks and efforts to escape.
Should the upkeep cease, the sphere retains its dome shape until the normal Conjured period of time ends. Conjured slime fizzles away, while Created slime loses its stability and flops to the ground. During the Conjured Period, in which the dome is not being pumped with more magic, the Dome is more easily escaped from. Slime not being produced anymore, thus you could really just walk out - Albeit now coated in goopy slime. Magic Circle: (Put the color of your magic circle here for when you activate a spell. Describe how it looks.) CD: 2 Posts Dur: 1x Post per Rank or Continuous :: + 1 Post per 5 MP Sustained.
Slime Make - Oozy Surge - Rank D- Spoiler:
Name: Oozy Surge Rank: d Magic Cost: 10 Requirements: Slime Make Class: Offense Range: 30 Feet to Origin. One degree of contact to surface. 10 Foot range from surface. Element: Slime Effect: Oozy Surge is the simple creation of slime for an offensive means. Usually in the form of a single thrust to cause blunt impact, similar to a gout of water. It must be generated on a surface in which the user has a single degree of contact to, like the floor he stands or a wall he touches. The Surge has a moderate speed, more useful as a subversive assault rather than something head on. Though it could catch a slow or distracted target off guard easily with a head on attack.
As always, the Slime retains Basic Slime properties, and is considered a Rank stronger or weaker in certain situations. Thus a wind wall would make an Oozy Surge useless, while a wall of fire does nothing but make a flashy light show before the Ooze flies right through.
Due to the amorphous ability of the Slime, it could be used to emulate things besides a simple gout of water. Spikes, fists, waves, and whatever else the user can imagine. Oozy Surge does not give control of the slime beyond the initial surge, in which the slime becomes it's normal inert self again.
Due to the focus needed to control the Slime in such a fashion, this spell cannot be Created. Thus all slime conjured in this method fizzles away after a few seconds per Spell Rank (1 Post per) after the initial assault, leaving the target soaked in the slipper/slimy ooze until it fizzles out of existence. Magic Circle: (Put the color of your magic circle here for when you activate a spell. Describe how it looks.) CD: Instant Dur: 1 Post as an Attack, Slime lingers for another 1 Post per Rank.
Edit List- Spoiler:
Edit 1: Added numeric values to Jelly Guard as per Eve's suggestion. Put emphasis on Slime's viscus properties in Oozy Surge, and the attack's speed. Put emphasis in Step One, Molding and Hidden Stash that they can utilize lingering slime, thus making the intention the Slime cannot be controlled beyond additional spells after the effects of an initial spell. Stated such in the main description as well, that Slime Make users have no latent ability to manipulate slime/ooze beyond a spell's effects.
Edit 2: Forgot to actually add said numeric values to Jelly Guard. Added now.
Last edited by Meyobrin on Thu Jul 19, 2012 1:34 pm; edited 2 times in total | |
| | | Meyobrin D-rank
Posts : 25 Jewel : 2151900 Join date : 2012-06-27
Character sheet Character Name: Ulrich Mayton Magic of character: Slime Make Mana Bar: (100/100)
| Subject: Re: Ulrich's Magic - Slime Make Tue Jul 17, 2012 11:09 pm | |
| If anyone notes typos, feel free to point them out.
I'm not sure how to gauge whats Fair and whats Not, so I might have made some durations too short, or too long; Or the cooldowns, etc etc..
Didn't write out magic circles, took me long enough for all this. I'll add them sooner or later, after I get some feedback on the spells themselves. | |
| | | Aila S-rank
Posts : 408 Jewel : 2119133 Join date : 2012-05-29
Character sheet Character Name: Aila Magic of character: Requip:The Reaper Mana Bar: (300/300)
| Subject: Re: Ulrich's Magic - Slime Make Wed Jul 18, 2012 6:30 am | |
| Oozy surge - Can you give me a speed for the attack? Also does the lingering slime have any effects?(Is it sticky/slippery, can it be taken back under your control, etc)
Jelly Guard - How many attacks per rank can it take? Obviously adjust it based on your elemental property.
The rest look perfect to me. | |
| | | Meyobrin D-rank
Posts : 25 Jewel : 2151900 Join date : 2012-06-27
Character sheet Character Name: Ulrich Mayton Magic of character: Slime Make Mana Bar: (100/100)
| Subject: Re: Ulrich's Magic - Slime Make Wed Jul 18, 2012 3:39 pm | |
| - Aila wrote:
- Oozy surge - Can you give me a speed for the attack? Also does the lingering slime have any effects?(Is it sticky/slippery, can it be taken back under your control, etc)
Jelly Guard - How many attacks per rank can it take? Obviously adjust it based on your elemental property. Like I mentioned in the follow up post, not sure what to gauge this or that as/at. I assumed you guys might've had a basic idea of how many attacks a wall/shield can take compared to different rank attacks? Basically I'm throwing this out, and letting you all assign and adjust numbers to it. I guess the Oozy Surge is of a moderate speed? Not lightning fast, but not something you'd dodge unless you saw it coming from the whole ten feet distance to origin. Attacks with it usually would be subterfufge'd, stand within twenty/twenty-five feet, make the slime surge from behind them. Etc etc. The Slime has all the properties of basic slime, elaborated in the main description. So it would be a slippery, viscus liquid sticking to the target - Something bothersome, but not outright crippling. Made Surge only conjurable, so it doesn't just soak someone permanently in the ooze. Course if I wanted to do that, I could put them in a Created cage and let it flop on them, pff. Only way he can manipulate pre-existing slime is with Step One, Molding or Hidden Stash. Otherwise it just sits there making a mess, or fizzles away if it was conjured. TL;DR -Oozy Surge of moderate speed. Give me a better reference if need? -Well, how many attacks can a defensive spell of D rank guard against, compared to other Ranks? -Slime is Clinging and Slick, as per all basic slime properties. | |
| | | Aila S-rank
Posts : 408 Jewel : 2119133 Join date : 2012-05-29
Character sheet Character Name: Aila Magic of character: Requip:The Reaper Mana Bar: (300/300)
| Subject: Re: Ulrich's Magic - Slime Make Wed Jul 18, 2012 7:42 pm | |
| Assuming the elements align right (fire/electric/blunt) it should be able to block a single C-rank, and around 3-4 D-ranks. However that means that a wind/water/cutting based attack of C-rank would slice right through it and it would only block 2 D-ranks at most. E-ranks are non combat so it would more or less ignore those completely.
| |
| | | Meyobrin D-rank
Posts : 25 Jewel : 2151900 Join date : 2012-06-27
Character sheet Character Name: Ulrich Mayton Magic of character: Slime Make Mana Bar: (100/100)
| Subject: Re: Ulrich's Magic - Slime Make Thu Jul 19, 2012 1:15 pm | |
| Edit 1 completed. TL;DR, add-- crap, just realized I forgot to edit Jelly Guard. Added Oozy Surge's slimeyness and speed. Emphasized slime is only controlled by the spells, no latent manipulation.
Edit 2 completed. TL;DR Added numeric values to Jelly Guard. Adds an extra attack Guard can resist at the highest rank attack it could block, lasting until the end of the turn. Vs weak, still gets chipped away, but at half value. | |
| | | Aila S-rank
Posts : 408 Jewel : 2119133 Join date : 2012-05-29
Character sheet Character Name: Aila Magic of character: Requip:The Reaper Mana Bar: (300/300)
| Subject: Re: Ulrich's Magic - Slime Make Fri Jul 20, 2012 12:27 am | |
| Alright, looks good. approved [1/2] | |
| | | Ardere Kasai Moderator
Posts : 710 Jewel : 2124935 Join date : 2012-05-17 Location : Magnolia, Fiore
Character sheet Character Name: Ardere Kasai Magic of character: Poison Dragon Slayer Mana Bar: (120/120)
| Subject: Re: Ulrich's Magic - Slime Make Fri Jul 20, 2012 11:57 am | |
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