Fairy Tail GX
Home of the newest generation of powerful mages. Some strive for protection, and annihilation of evil. Others strive for harmony, and peace among all. Some even strive to be rulers of the world. Which one are you? Will you protect the citizens of Fiore? And what's with all these demons coming into our world? It's like Hell is rising over...

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Fairy Tail GX
Home of the newest generation of powerful mages. Some strive for protection, and annihilation of evil. Others strive for harmony, and peace among all. Some even strive to be rulers of the world. Which one are you? Will you protect the citizens of Fiore? And what's with all these demons coming into our world? It's like Hell is rising over...
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Earth Gear magic

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Earth Gear magic Empty Earth Gear magic

Post by Tempest Wed Jan 02, 2013 10:56 am

- My Magic -

Name: Earth Gear
Type: Caster Magic
Description:
Along with Heaven- and Hell Gear, Earth Gear was given to infants, which enabled them to advance uses of magic in order to make bio-weapons. Tempest, also known as x-000 at the time, was given Earth Gear. Each gear holds three locks which when unlocked, gives the user new abilities the gear on that level holds. Tempest only unlocked the first gear so far which gives him access to 4 abilities: Enhance & Initial Copy.
Strengths:
Thanks to initial Copy Tempest can copy other people magic and use it against them. Most other abilities stored on each lock either raises the user awareness to make the subject more likely to survive or are meant to increase the effectiveness of Initial Copy.
Weaknesses:
He isn’t able to learn any other type of magic anymore (only his Earth Gear’s abilities). Also, as a side-effect Tempest can only store up to 3 skills with his copy ability (So Tempest can carry over up to 3 previous learned skills over to other topics, and in topics he can store new ones by replacing old ones).

- My Magic Skills -

Name: Enhance
Rank: C
Element: None
Description:
The caster releases his own magic energy until a blue colored aura surrounds the user. The users body then becomes lighter and more robust body. It seems Earth Gear is needed to gain this spell's full potential (if caster doesn't have Earth Gear then cooldown will be increase by 1).
Strengths: This spell can be used to make the caster lighter, thus making his slightly faster. It also make the user's body more robust, thus protecting him/her from outside effects.
Weaknesses: Those mentioned above are the only changes that can be made. As for making the user robust, almost all of the caster's magic must be used to protect the user from real damage, which doesn't make this spell a good defensive move.
Duration: 3
Cooldown: 2

Name: Enhance Alt Weapon
Rank: C
Element: None
Description:
The caster releases his own magic energy until a blue colored aura surrounds a weapon the caster is holding. The enchanted weapon then becomes lighter, yet stronger. Similar to the original this version requires Earth Gear (if caster doesn't have Earth Gear then cooldown will be increase by 1).
Strengths: This spell can be used to make a weapon stronger than average and yet making it lighter which means the caster is capable of using it more freely.
Weaknesses: Because magic needs to be focused away of the body this version can't be maintained as long as the original. Also as soon as the caster loses contact with his weapon the spell is canceled.
Duration: 2
Cooldown: 1

Name: Initial Copy
Rank: A
Element: None
Description:
When the caster sees a spell, or is targeted by one he/she can copy it gaining full knowledge of the spell and also on how to preform it. To preform a copied spell the caster must do the same as the original caster to copy a spell.
Strengths: Gives the caster the ability to use various of spells
Weaknesses: The caster can’t copy spells that require items, pacts, etc. Items can be an exception when the caster has the same item. Spells that require a curtained physical or mental state that the user of Initial copy doesn't have also can't be copied, or will have side effects when attempted to be copied. As for Tempest, he can only store up to 3 spells. Meaning when attempting to copy a fourth spell, he must “forget” a previously copied spell.
Duration: N/A
Cooldown: N/A


Last edited by Tempest on Thu Jan 03, 2013 9:34 am; edited 4 times in total
Tempest
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Earth Gear magic Empty Re: Earth Gear magic

Post by Mewtwo Wed Jan 02, 2013 5:02 pm

Hmm are you sure you want only 2 spells?
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Earth Gear magic Empty Re: Earth Gear magic

Post by Tempest Wed Jan 02, 2013 5:35 pm

uhm, yeah I want the scenario of the experiment which would normally grant me to ability copy any skill to have a failed side effect. The idea though was to have this cap increase once my character unlocks more gears (there are 3 in total), but I want to do that through role playing.

Or did you meant that I only have Enhance and Initial Copy. In that case my magic has resulted that I can't learn more magic abilities. When I unlock more gears I get more abilities, but for now I don't have those now. If it is oke, I'm willing to increase to the cap of my initial copy, for compensation
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Earth Gear magic Empty Re: Earth Gear magic

Post by Mewtwo Wed Jan 02, 2013 6:26 pm

Well that ability is a little harsh dont ya think? but, alas i like the magic. But for Enhance, I have some questions. Like, does this give you bionic weapons? like you grow a gun on your arm? And, on this site we dont have a magic bar, so you have no magic to maintain it. Bump when edited.
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Earth Gear magic Empty Re: Earth Gear magic

Post by Tempest Wed Jan 02, 2013 7:26 pm

BUMP

- I altered magic use of Enhance and altered explanation (hope I explained it better).
- Made an alt version of Enhance
- Made both Enhance spells more personal
- Upgraded Initial Copy, so now I can hold 4 skills which means in total I can have 7 spells.

As for the remaining spells I was hoping I could fill those in once I unlocked more gears, which enables me to use more abilities.
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Earth Gear magic Empty Re: Earth Gear magic

Post by Mewtwo Wed Jan 02, 2013 11:49 pm

So you can copy any caster spell? hmm im 50/50 on this. explain the 4 skills you have right now. I'll also need another admins thoughts on this. Initial Copy seems overkill if you copy the right skills.
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Earth Gear magic Empty Re: Earth Gear magic

Post by Tempest Thu Jan 03, 2013 12:00 am

That is why I capped it at 2. Also if the spell requires curtained conditions he can't copy it either. As for the skills he has now, I thought I started fresh, so no spells, but if I had to select I'd say a basic tracking spell which he used at the end of his history an a basic healing spell, a skill most soldiers possesed in the militia.
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Earth Gear magic Empty Re: Earth Gear magic

Post by Mewtwo Thu Jan 03, 2013 1:06 am

You can bring it to 3. Don't have to beat yourself up like that. Explain the curtained conditions more and you have my approval.
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Earth Gear magic Empty Re: Earth Gear magic

Post by Tempest Thu Jan 03, 2013 9:32 am

BUMB

- Changed cap of Initial Copy to 3 and changed explanation a bit

As for those conditions Here are a few examples of what I mean in which Initial copy can't copy:
- Pacts: Someone who has made a pact with a demon, monster angel, etc. and is capable of using magic because of it.
- Items: Gun magic. Here an exception would be that if the user obtained those guns he could still copy it, that's is he know how to use the guns itself.
- Physical limit: If a spell requires for example a tiny body for the spell to work, while the caster of initial copy has a large body. In these causes when attempting to copy the spell won't work correctly and/or the user will experiences recoil damage/side effects
- Mental limit: If a spell requires a curtained state of mind, like high focus, which the caster of initial copy can't achieve that. Same penalties apply here as for Physical.
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Earth Gear magic Empty Re: Earth Gear magic

Post by Mewtwo Fri Jan 04, 2013 11:13 pm

Approved

Earth Gear magic Approv11
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Earth Gear magic Empty Re: Earth Gear magic

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