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 RP Power Changes.

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zerowing21
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PostSubject: RP Power Changes.    Fri Oct 31, 2014 3:52 pm

First topic message reminder :

All right, so after a chat among the staff, there is going to be a change to the current powers system. While we have a current limit to the powers, we feel that more could be used. This means a bit more freedom to you due to the new RP area. There will however, be powers that will not be allowed. We will be keeping combinations, but some powers can't be combined just like before. Please suggest powers and we will look over this as a recommendation.

Kyra Edit: When you suggest a power, please give a description of it and what are some basic abilities that they can perform (the abilities don't have to be detailed; just give a brief listing of what their range of abilities can be).

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The Avatar was done by Chrissie.

"But perhaps victory is in the simpler things that you've long forgotten—things that require a smaller, more honest soul." Professor Ozpin, RWBY
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Potitius
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Flora Posts : 2824
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PostSubject: Re: RP Power Changes.    Fri Apr 03, 2015 1:21 pm

@zerowing21 wrote:
Earth for our cases is basically nature. Don't think you're limited in the spells for that set, be creative. Within the winx universe Nature fairies, as displayed by Flora, do not have powers over animals. That is a separate branch that is more towards Roxy. Wood is a combination of Earth and Wind, which is more nature based and is what Flora is kind of geared towards. Please read the spoilers for each power to see what exactly they can do and if they are a combination of something.


Allready read it all and to have a nice balance I had to balance it all out over 3 or 4 powers... Wich is not allowed. That's why I suggest nature to you all. My own character uses such magic but I can't give her a propper balance between two powers without breaking her character completely.

________________________________________________________________


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zerowing21
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PostSubject: Re: RP Power Changes.    Fri Apr 03, 2015 1:32 pm

That's why you use 4 spells from each set, but any powers that can be done with say earth and wind can be used for wood. And as I stated, we consider Nature to be Earth. Considering its pretty much exactly like what Flora is, who is a fairy of nature. For hunting magic, you can combine the three, since stars is combo for 4 magics, but it will come at a price of a power reduction. So as you can see, you have choices and even if you are restricted to two with Wood or with just earth, be creative with the power set. and I will say it again, for us Earth is Nature. Plus, we talked about the entire Earth and Animal thing in the past and we said no to it.

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The Avatar was done by Chrissie.

"But perhaps victory is in the simpler things that you've long forgotten—things that require a smaller, more honest soul." Professor Ozpin, RWBY
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Potitius
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PostSubject: Re: RP Power Changes.    Fri Apr 03, 2015 2:27 pm

Only one small issue with that... She isn't like flora at all! She doesn't make the nature grow or affects it. She makes her spells grant 'gifts' in the form of enchantments to her targets. This can be small debuffs on enemies but most importantly boosts to allies in different forms.


But yea... I don't make the rules here so I guess it's an impasse for me

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zerowing21
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PostSubject: Re: RP Power Changes.    Fri Apr 03, 2015 2:33 pm

It's possible for you to use the spells in such a way to give them protection or do something to hinder the enemy like temp blindness. If you want to go down that path with the spells, you're free to do so. You don't have to be confined to how it done by one character.

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The Avatar was done by Chrissie.

"But perhaps victory is in the simpler things that you've long forgotten—things that require a smaller, more honest soul." Professor Ozpin, RWBY
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Flame Melody
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Stella Brandon
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PostSubject: Re: RP Power Changes.    Fri Apr 03, 2015 2:37 pm

As Zero said, be creative! I understand you're saying she isn't like Flora, but her spell can pretty much be Earth (Nature) elemental, and still grant..extraordinary effects. Like, your spells are earth-elemental in terms of damage or effects but take a different shape or way of conjuring of your desiring..such as the method of "enchantments" you're describing.

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Potitius
Sirenix Fairy
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Flora Posts : 2824
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PostSubject: Re: RP Power Changes.    Sat May 30, 2015 2:02 pm

My suggestion for a Julian magic power: Mushrooms!


Mushroom magic originates from Jule. Here the high quantity and size of mushrooms in the dark parts of the great forest caused some natural magic users to adapt their powers. They naturally enjoy being in damp and dark enviroments and are seen as nutheads. Even though they are a rare sight even on Jule there are a couple of villages that house a multitude of mushroom-mancers.
Their powers balance in between those of Poison, Wood and earth. They have a higher resistance to poison but are vurnerable to fire.

Example spells are:
Whiterot- causes wooden structures or other decayable objects to rot and wither, rendering them unedible or dangerous to stand on.
Umbrella shield: sprout a defencive wieldable shield in the shape of a mushrooms head, a meter in diameter.
Poison spores: create a fungal spore as an attack
Glowshroom: makes mushrooms light up in the dark.
Boom-bovists: creates a single or a field of bovists. When stepped on they create a big exposion or emit poisonous spores.
Health-shrooms: grow small mushrooms that poses restorative powers. Will only work when eaten raw (and they taste horrible)

They also are able to create large mushrooms for utility usage. But this takes a few seconds as they grow slowly. This can vary from elfbanks to large umbrellal shrooms to reach higher spots or block passage.

________________________________________________________________


Special thanks and Arts:
 

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Flame Melody
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Stella Brandon
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PostSubject: Re: RP Power Changes.    Wed Jun 03, 2015 6:58 am

@Potitius wrote:
My suggestion for a Julian magic power: Mushrooms!


Mushroom magic originates from Jule. Here the high quantity and size of mushrooms in the dark parts of the great forest caused some natural magic users to adapt their powers. They naturally enjoy being in damp and dark enviroments and are seen as nutheads. Even though they are a rare sight even on Jule there are a couple of villages that house a multitude of mushroom-mancers.
Their powers balance in between those of Poison, Wood and earth. They have a higher resistance to poison but are vurnerable to fire.

Example spells are:
Whiterot- causes wooden structures or other decayable objects to rot and wither, rendering them unedible or dangerous to stand on.
Umbrella shield: sprout a defencive wieldable shield in the shape of a mushrooms head, a meter in diameter.
Poison spores: create a fungal spore as an attack
Glowshroom: makes mushrooms light up in the dark.
Boom-bovists: creates a single or a field of bovists. When stepped on they create a big exposion or emit poisonous spores.
Health-shrooms: grow small mushrooms that poses restorative powers. Will only work when eaten raw (and they taste horrible)

They also are able to create large mushrooms for utility usage. But this takes a few seconds as they grow slowly. This can vary from elfbanks to large umbrellal shrooms to reach higher spots or block passage.

I'm sorry Poti but it's impossible to accept that combination - since it's a mix of:

-Poison
-Wood (which is already a mix of wind and earth)
-Earth

Which means they're 3 power combinations mixed into one unique power, which kind of makes it an impossible and OP move-set to make it into the rp.

________________________________________________________________

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Pokémon Trainer
Sirenix Fairy
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Flora Brandon
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PostSubject: Re: RP Power Changes.    Tue Jul 14, 2015 7:30 pm

im thinking candy or food based power would be interesting

allowing users to animate food like objects to attack and using food/candy based spells
poison would be weak agasint food and fir would be strong against food since... burnt food/ candy tastes pretty awfull.
spells could be created that are unique could imclude licorish whips and gummy defences and such

one speed spell could be granted since it could be used cleverly and link in. like the person who casts the spell gives the oponent a suger rush.

and maybe a proportion spell that changes the siz of any food or candy object, since its somthing that featured in season 6 with tecna's new pixie and it'll add continueity.


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Kyra_Xyrespace
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Stella Sky
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PostSubject: Re: RP Power Changes.    Mon Jul 20, 2015 10:14 pm

@Pokémon Trainer wrote:
Spoiler:
 

The power has been approved, although there will be minor changes added to it. Please be patient as we finalize it and add it to the list.

________________________________________________________________

Necessary RP Information Links:
RP Rules - Guide to Making an OC

Lazer Team:
 
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Potitius
Sirenix Fairy
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Flora Posts : 2824
Hobbies : Archery

PostSubject: Re: RP Power Changes.    Wed Aug 26, 2015 2:11 pm

Magic of Spiders:
Trough many arcane arts and lores have told there should be an arachnaemancing witch and warlock group. Yet due to the nature of their powers and the general usage of them being villains most wouldn't show nor practice their powers in the open.
Far back this school of magic originates from the Animal lore schools.

Possible spells:
- venomous bite, stab a target with a close combat poisonous fang. Envenoming them. Varying on the spell level tje effects of the poison will vary from nausea, paralysation to necrosis or worse. (Can't be low lvl)
- eight legged speed: creates a arachnid body beneath the caster or a willing target. If succesfull it'll gain an increased speed. The skill to scale many surfaces and even perform a straight on charge with the greater mass of their body. Also becomes immume to most tripping effects.
- spun silk: utility spell to create silk items out of non-stick fine wires. Could be clothing or fine traps.
- thick wire: utility spell to create a firm rope to use at ones own according.
- stick variations of the silk/wire spells.
- drain life: create a single stab attack. As long as the caster and target are connected the victim will loose magic/health while the caster gains it. High lvl spell only.
- webstorm: create a massive whirlwind of both stick and non-sticking webs. Inside a room nearly all will be tangled in them apart from the caster.
- summon spiders (duhhhhh)
- spidershot: shoot a small goop of sticky thread to act as a quick-fix, bandaid or muffler for a yapping target.
- capturing shot: create a net to be thrown at the target and tangle them in it.


Note: all webs have to be destroyed before dissipating. They weaken over time yet slowly.

Their general skills:
- resistance to poison
- spiderclimb: some can scale walls and other surfaces with ease
- unsticking: will never get stuck to any type of web.

General weaknesses:
- weak to fire as it burns their webs
- defenceless against water or others elements they can't block.
- mistrusted by all: nothing more suspicious than someone with spider powers!


Now then, let's see if this catches any interests

________________________________________________________________


Special thanks and Arts:
 

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