Primary Magic: Armory Magic
Secondary Magic:
Caster or Holder: Caster
Description: Armory magic is basically magic that lets you summon weaponry from the user's desired armory. In Torn's case he chose the modern-day military armory, making him summon pistols to nukes. The kind of weapon the user can summon depends on his strength. The stronger you are, the more lethal the weapon. The weapons cast can have elemental effects once loaded with element-enhanced magazines. But at first, all of them are normal bullets. The bullets are materialized magic energy which means the ammo is infinite but needs to reload every after a few rounds depending on the weapon summoned.
Strengths: The magic is diverse because you can summon a weapon that will fir the situation. The bullets are normal and real, so if you get hit, you die. Especially when the Sniper Rifle or the Rocket Launcher is directly fired to a human being.
Weaknesses: The weapons summoned depend on the user's current magic energy. Meaning if he is drained he cannot summon any weapon. And there is nothing really special about because they are just normal weapons that were summoned. Meaning a the bullets from the weapons cannot penetrate defenses with a solid molecular structure.
Abilities/Powers:
- Excellent marksmanship
-Keen senses
Name: Pistol
Rank: D
Type: Normal
Description: Summons a pistol
Strengths: Easy to handle because it needs little magic energy. Good at point-blank range. One magazine last for three posts. Lasts until broken or cast away by caster.
Weaknesses: After 3 posts, it needs to reload for 1 post. Bullets cannot penetrate any material except light clothing. Easily broken by any attack of any element except wind, and water.
Cooldown: 2 posts
Duration: 20 posts
Name: Machine Gun
Rank: D
Type: Normal
Description: Summons a machine gun
Strengths: Has a range of about 30 meters. Good for suppressing enemies slightly harder to handle than pistol because it needs a decent amount of magic energy. One magazine lasts for about 5 posts. Lasts for about 3 posts or until cast away by caster.
Weaknesses: After 5 posts, it needs to reload for 1 post. Bullets cannot penetrate any material except light clothing. Easily broken by any attack of any element except wind, and water.
Cooldown: 4 posts
Duration: 3 posts
Name: Rocket Launcher
Rank: D
Type: Normal
Description: Summons an RPG
Strengths:Hard to handle because it needs a lot of magic energy. Deals a moderate amount of damage to the main target and to the area around it. Has a range of 30 meters and can penetrate weak defensive spells. Strong defensive spells from C need two shots from RPG. Higher defensive spells cannot be penetrated. 1 post = one shot. Lasts for 2 posts or until cast away by caster.
Weaknesses: After 1 posts, it needs to reload for 2 post. Rockets cannot penetrate high ranking defensive spells. Easily broken by any attack of any element except wind, and water.
Cooldown: 4 posts
Duration: 2 posts
Name: Sniper Rifle
Rank: D
Type: Normal
Description: Summons a Sniper Rifle
Strengths: Powerful gun, needs a lot of magic energy. Fires a high velocity bullet that can penetrate thin walls and defensive spells with a rank of D, two shots for C . Has a range of 50 meters It can fire one shot then it needs to reload. Lasts for 2 posts or until cast away by caster.
Weaknesses: After 1 posts, it needs to reload for 2 post. Bullets cannot penetrate high ranking defensive spells. Easily broken by any attack of any element except wind, and water.
Cooldown: 5 posts
Duration: 2 posts
Secondary Magic:
Caster or Holder: Caster
Description: Armory magic is basically magic that lets you summon weaponry from the user's desired armory. In Torn's case he chose the modern-day military armory, making him summon pistols to nukes. The kind of weapon the user can summon depends on his strength. The stronger you are, the more lethal the weapon. The weapons cast can have elemental effects once loaded with element-enhanced magazines. But at first, all of them are normal bullets. The bullets are materialized magic energy which means the ammo is infinite but needs to reload every after a few rounds depending on the weapon summoned.
Strengths: The magic is diverse because you can summon a weapon that will fir the situation. The bullets are normal and real, so if you get hit, you die. Especially when the Sniper Rifle or the Rocket Launcher is directly fired to a human being.
Weaknesses: The weapons summoned depend on the user's current magic energy. Meaning if he is drained he cannot summon any weapon. And there is nothing really special about because they are just normal weapons that were summoned. Meaning a the bullets from the weapons cannot penetrate defenses with a solid molecular structure.
Abilities/Powers:
- Excellent marksmanship
-Keen senses
Name: Pistol
Rank: D
Type: Normal
Description: Summons a pistol
Strengths: Easy to handle because it needs little magic energy. Good at point-blank range. One magazine last for three posts. Lasts until broken or cast away by caster.
Weaknesses: After 3 posts, it needs to reload for 1 post. Bullets cannot penetrate any material except light clothing. Easily broken by any attack of any element except wind, and water.
Cooldown: 2 posts
Duration: 20 posts
Name: Machine Gun
Rank: D
Type: Normal
Description: Summons a machine gun
Strengths: Has a range of about 30 meters. Good for suppressing enemies slightly harder to handle than pistol because it needs a decent amount of magic energy. One magazine lasts for about 5 posts. Lasts for about 3 posts or until cast away by caster.
Weaknesses: After 5 posts, it needs to reload for 1 post. Bullets cannot penetrate any material except light clothing. Easily broken by any attack of any element except wind, and water.
Cooldown: 4 posts
Duration: 3 posts
Name: Rocket Launcher
Rank: D
Type: Normal
Description: Summons an RPG
Strengths:Hard to handle because it needs a lot of magic energy. Deals a moderate amount of damage to the main target and to the area around it. Has a range of 30 meters and can penetrate weak defensive spells. Strong defensive spells from C need two shots from RPG. Higher defensive spells cannot be penetrated. 1 post = one shot. Lasts for 2 posts or until cast away by caster.
Weaknesses: After 1 posts, it needs to reload for 2 post. Rockets cannot penetrate high ranking defensive spells. Easily broken by any attack of any element except wind, and water.
Cooldown: 4 posts
Duration: 2 posts
Name: Sniper Rifle
Rank: D
Type: Normal
Description: Summons a Sniper Rifle
Strengths: Powerful gun, needs a lot of magic energy. Fires a high velocity bullet that can penetrate thin walls and defensive spells with a rank of D, two shots for C . Has a range of 50 meters It can fire one shot then it needs to reload. Lasts for 2 posts or until cast away by caster.
Weaknesses: After 1 posts, it needs to reload for 2 post. Bullets cannot penetrate high ranking defensive spells. Easily broken by any attack of any element except wind, and water.
Cooldown: 5 posts
Duration: 2 posts
Last edited by TornadoHead on 7th November 2012, 5:48 pm; edited 3 times in total