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 Wemit Ink Magic

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Medioker-Joker



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PostSubject: Wemit Ink Magic   Wed Sep 09, 2015 10:39 pm

Name: Wemit Ink Magic (Main only)

Type: Holder: “Wemit Ink” mostly used with Cards
Wemit or “Deniwemit” Ink Altho only “wemit” was visable on the scroll Jack read. Possibly Ancient, Certainly old and Unwise

Element: Neutral +Various

Description: A multipurpose time displacement magic, using wemit ink the user can store and summon items, projectiles, emotions, pain, even enemies as pictures from cards. If something is too large a magic circle will be used to prevent distorting physics.

May Craft sub-spells and may including those other Elemental Attributes for single use. Magic cards can also be used as projectiles that do up to A rank damage or used for fortune-telling.

The special Ink comes from an Slightly remade ancient potion means the cards take time to make and build up a collection of spells that can still easily be lost, cut, stolen or used up if the wizard is not careful.

Things stored in the ink are actually stored in various pocket dimensions using the ink as a wall made of frozen time to prevent escape of the object and other forces like gravity. Simple objects and projectile spells can be stored within the frozen time wall. Enchanted tools, complex projectiles, lacrima and living things can only be trapped [Like a sheet of ice holding something that might usually float underwater. which requires a sustaining cost] When this wall is destroyed from the outside whatever was on the inside takes the remained of the damage then acts as if it were summoned.

Using a Jar worth of ink allows the user to stain an object that is not Lacrima, “living” or bonded to another mage already such as holder tools and “re-equip” gear. The Summoned item, be it a item or weapon if it had any magical effects it loses them becoming forever stained in wemit ink that cannot be removed.
The Item from then on can be summoned at will with cost and when wanted used to paint surfaces with wemit ink well damaging it self. Does not require any more ink however has a sustained cost. If it was a weapon it will still do damage as it would have normally, otherwise it will be treated as shield with whatever durability it had or has been weaken to. Once summoned in this way it may repair up to half the damage received last time it was summoned to it's durability while stored. Only one item may be stained at a time, a formly stained item will breakdown if another is stained.

How to make Wemit Ink, (Or how Jack first made it.)
Pure untainted water(well at lease drinkable and clear),
boiled somewhere outside,
stoninc acid(or failing that, whatever was in the kitchen cleaner bottle),
the users magic in some raw form (he opted for good feelings,.. and a drop of blood just to be safe)
a flaming piece of coal,..  (OK in it goes..)
a lot of luck to survive the following explosion. (that wasn't depicted in the book)
Provided the pot you used to mix all this was still intact, (harden steel at lease he feels.. )
the following liquid can be mixed various colours to paint magic cards with stronger properties than most magic cards

Makes 3 Jars, or 60 blank cards worth of ink(30 Sub-spells)




Strengths: This magic is an incredibly versatile style of magic with various elements and effects based around storing, releasing and creation. Changes Jacks magic into almost any basic element from the pictures he can imagine, also allows jack to store items, spells, emotions, even the mages themselves into pocket dimensions, giving Jack options much like an equip wizard without armour or sets. Multiple Cards may be casted at the same time at only half strength and cool downs apply to each card individually while having as many of each sub-spell as jack wants. Jack even has some spells that don't relie on having cards to work with.

Weaknesses: Most sub-spells created can only be cast once per card and cannot use physical or embodiment magic. Sub-spells must be recreated in a new training topic. This also means Jack only has a limited number of spells he can cast. Going from topic to topic might leave jack without most his sub-spells or even any cards at all as they can be cut or blown away before casting which may cause jack to lose cards without ever being able to use them. Jack can also only make sub-spells if he has enough ink to create them with, this makes the use of wemit ink to require good tactics to make the most of what he has made. Sub-spells  cost Jack 10% more magic or 30% if contact with the card is not necessarily. Jack cannot summon things that he has not stored which takes either time to gather.


Last edited by Medioker-Joker on Fri Sep 11, 2015 11:32 pm; edited 3 times in total (Reason for editing : Had not fully fixed it for the rules of this site.. Sorry about that)
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PostSubject: Re: Wemit Ink Magic   Fri Sep 11, 2015 5:19 pm

Basically everything you have written about this magic has a flaw. I would consider greatly reducing almost every effect you have. That table you made about the magic is a no. Chaos isn't even an element. Take out the whole word counts thing. All magics have the same training word counts. Seriously though. If you intend keeping the magic the way it is, I will just archive it.
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Medioker-Joker



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PostSubject: Re: Wemit Ink Magic   Fri Sep 11, 2015 8:55 pm

Is that any better. Sorry I didn't notice the change in elements from the other site I was looking at. I quickly removed half of the extras to match this site but missed (a few) details.
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PostSubject: Re: Wemit Ink Magic   Fri Sep 11, 2015 10:20 pm

Just take out the whole parts of actually making these cards. The jars and paints things. You either have ink, cards, or jars. You can't have more then one. Your spells are literally, only one of those things. You are free to role-play making these cards, but as they fall in no category in spells, they wouldn't be a spell...

For your holder item, it must be a specific item. Not "mostly" because then whoever buys this can choose for it to be any item
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Medioker-Joker



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PostSubject: Re: Wemit Ink Magic   Fri Sep 11, 2015 11:01 pm

The theory is as the title suggests it is the ink, however being that the ink is a liquid that is hard to make, and carry is easily used up, I included a way of measuring how much is used. When made in a batch it makes 3 jars or 60 cards. 1 blank card (amount) allows for direct ink spells 10% additional cost e.g. (Storage spells) or for the cost of an additional blank card amount a custom single use Sub-spell which costs 30% more to cast and may use 1 or 2 additional elements. Each Sub-spell is represented as a physical card with a ink picture on it. So losing that "card" or having the image destroyed prevents the use of the spell.

As for what is the specific item worth trading for is the currently one and only formula to make the ink, treated as if sold then it's forgotten sort deals.

Does that help, or is this still not going to work?
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PostSubject: Re: Wemit Ink Magic   Tue Sep 15, 2015 4:20 pm

It's still not going to work.
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