R E Q U I P
Primary Magic: Requip: Heavy Weaponry
Secondary Magic: -
Caster or Holder: Holder
Description: Requip magic is possibly one of the most common and well known magic types out there. This magic simply allows the user to store certain items in a pocket dimension and to summon those items in whatever situation they might be needed. It's a simple yet very powerful ability to have, since it grants the user a lot of versatility on the battlefield. Some wizards, however, have a specific preference for what kind of items they want to wield. Some decide to focus on defense and are left with lacking offensive abilities, while others decide to go for a more balanced requip kit. Personally, Alistaire decided to go for a requip that’s almost completely focused on spell weapons, all of which have one thing in common.
They’re really good at destroying things.
Instead of wielding puny swords and little spears, Alistaire favors more menacing and modern ranged weapons like flamethrowers, rocket launchers, grenade launchers etc. These casual weapons, however, are nothing compared to the more devastating powers of this magic. The reason why this requip is called Heavy Weaponry. That name was given to it thanks to the incredible and insanely giant cannons and other weapons specifically designed to take down the biggest constructs in merely a heartbeat.
Requip: Heavy weaponry obviously is a very offensive requip with little defensive/supportive abilities. The few defensive and supportive tools that this requip does have, always have some way to cause to havoc as well. Though focusing on ranged weapons, Heavy Weaponry has a few melee options to aid the wielder when their enemy is far too close. Almost every single weapon that makes it into Heavy Weaponry has been specifically designed to cause destruction on a greater scale. Some weapons might look innocent, but they sure as heck aren’t.
Alistaire uses this magic exactly what it’s good at; destroy things. With the use of slow but devastating attacks he makes dust of multiple enemies at the same time. The only problem is that he often hurts himself while doing so, since playing around with explosives isn’t exactly safe.
STRENGTHS
Multiple Targets:
A lot of his weapons are designed to take on multiple enemies at the same time.
Both Ranged and Melee:
Alistaire wields weapons with very different ranges. From anti-tank rifles to shotguns and flamethrowers. Can fight in many different positions.
Elemental buffs:
Most of his weapons have been given certain elemental capabilities.
Anti-Barrier:
Some weapons have special passives/actives specifically made to destroy barriers and armor. Can grant an advantage over very defensive magic types
WEAKNESSES
-Double edged sword:
Due to working with heavy weaponry and not being a 7’8” beast of a man that can pack a large punch, it isn’t uncommon for his weapons to get himself or his allies hurt once in a while.also the insanely loud noise will properly make him go deaf in a few years
-Immobile:
Despite having a few mobility items at his disposal, they cannot change the fact his heavy hitting weapons are usually stationary or too heavy to be sprinting around with. This means that Alistaire often stays in the same position for a long time, making it easier for his enemies to hit him.
-Slow:
Though there are some exceptions, most of his weapons do not have a stable damage output. Instead, they fire large projectiles that often require Alistaire to charge them up. Anyone with a very quick and mobile fighting style can easily counter Alistaire.
-Elemental:
Though elemental additions to abilities can be really useful, it also causes a disadvantage when fighting a slayer of certain kinds as they can consume some of the elements used by Alistaire.They’ll be blown up before they can even try though.
-Low Defense:
Since the focus is mainly on offense, this requip heavy lacks in defense and barely makes use of spell armour. Causes extra vulnerability.
LINEAGE
Blizzard Wizard:
Description: In ancient times there was an island made entirely of magical ice crystals. The people who lived there melted the magical ice and drank it daily instead of regular water. They needed the gifts the ice provided to survive during the cold winters. They could withstand the cold temperatures and icy winds. After many years, the gifts became part of their blood and it was passed down over the generations through reproduction. Some mages moved to the mainland to start their families there and so the unique and rare bloodline spread over Fiore. Mages with the bloodline today can call upon these gifts to gain a light blue aura around them that protects them from cold temperatures and the freezing effects of ice and ice magic. The ice can still harm them physically, but it cannot freeze them while they use this power.
Ability: Immune to freezing and chilling effects (low temperatures), cancels freezing effects if used. Gives the user a 25% resistance to any and all ice spells, regardless of rank. They gain a single user-ranked ice spell (S Max) or a user-ranked minus one signature ice spell (A Max) in addition to their spells.
Usage: Passive.
UNIQUE ABILITIES
Polarity
-Allows Alistaire to push and pull his weapons, allowing him to quickly get weapons back to him when disarmed. Also, this ability can be used creatively to deal damage with his items without actually firing them but instead just pushing them towards his targets. This ability allows Alistaire to move his weapons around at max. 3 meters per second, and has a max range of 15 meters.
Motivation
-Upon hitting a target with heavy melee attack or when hit by an enemy, Alistaire gains a 5% damage boost. This effect can be triggered four times, giving him a total of 20% bonus damage. Motivation will last until the fight ends.
Utility Goggles
-Every time Alistaire summons one of his tools, a pair of goggles with red lenses(Similar to the ones worn in this picture) will also be summoned. These goggles don't only reduce the effect of blinding effects by 30% and have a heat-vision mode (can be toggled), they also have a special system built into them that is crucial for some of Alistaire's weapon.
The function was simply named "Lock on", allowing Alistaire to target enemies by simply following them with his eyes for roughly 3 seconds before saying "lock on". The goggles will then cause the target to look as if its glowing dark red (only when looking through the goggles), indicating that they're marked as the main target. Additionally, Alistaire can quickly pinpoint targets as "Innocent" or "guilty" telepathically while looking at them, having them displayed with a slight yellow glow if they're innocent or orange if they're guilty. The marking does absolutely nothing on its own, but is quite the important tool for a few of Alistaire's weapons.
Primary Magic: Requip: Heavy Weaponry
Secondary Magic: -
Caster or Holder: Holder
Description: Requip magic is possibly one of the most common and well known magic types out there. This magic simply allows the user to store certain items in a pocket dimension and to summon those items in whatever situation they might be needed. It's a simple yet very powerful ability to have, since it grants the user a lot of versatility on the battlefield. Some wizards, however, have a specific preference for what kind of items they want to wield. Some decide to focus on defense and are left with lacking offensive abilities, while others decide to go for a more balanced requip kit. Personally, Alistaire decided to go for a requip that’s almost completely focused on spell weapons, all of which have one thing in common.
They’re really good at destroying things.
Instead of wielding puny swords and little spears, Alistaire favors more menacing and modern ranged weapons like flamethrowers, rocket launchers, grenade launchers etc. These casual weapons, however, are nothing compared to the more devastating powers of this magic. The reason why this requip is called Heavy Weaponry. That name was given to it thanks to the incredible and insanely giant cannons and other weapons specifically designed to take down the biggest constructs in merely a heartbeat.
Requip: Heavy weaponry obviously is a very offensive requip with little defensive/supportive abilities. The few defensive and supportive tools that this requip does have, always have some way to cause to havoc as well. Though focusing on ranged weapons, Heavy Weaponry has a few melee options to aid the wielder when their enemy is far too close. Almost every single weapon that makes it into Heavy Weaponry has been specifically designed to cause destruction on a greater scale. Some weapons might look innocent, but they sure as heck aren’t.
Alistaire uses this magic exactly what it’s good at; destroy things. With the use of slow but devastating attacks he makes dust of multiple enemies at the same time. The only problem is that he often hurts himself while doing so, since playing around with explosives isn’t exactly safe.
STRENGTHS
Multiple Targets:
A lot of his weapons are designed to take on multiple enemies at the same time.
Both Ranged and Melee:
Alistaire wields weapons with very different ranges. From anti-tank rifles to shotguns and flamethrowers. Can fight in many different positions.
Elemental buffs:
Most of his weapons have been given certain elemental capabilities.
Anti-Barrier:
Some weapons have special passives/actives specifically made to destroy barriers and armor. Can grant an advantage over very defensive magic types
WEAKNESSES
-Double edged sword:
Due to working with heavy weaponry and not being a 7’8” beast of a man that can pack a large punch, it isn’t uncommon for his weapons to get himself or his allies hurt once in a while.
-Immobile:
Despite having a few mobility items at his disposal, they cannot change the fact his heavy hitting weapons are usually stationary or too heavy to be sprinting around with. This means that Alistaire often stays in the same position for a long time, making it easier for his enemies to hit him.
-Slow:
Though there are some exceptions, most of his weapons do not have a stable damage output. Instead, they fire large projectiles that often require Alistaire to charge them up. Anyone with a very quick and mobile fighting style can easily counter Alistaire.
-Elemental:
Though elemental additions to abilities can be really useful, it also causes a disadvantage when fighting a slayer of certain kinds as they can consume some of the elements used by Alistaire.
-Low Defense:
Since the focus is mainly on offense, this requip heavy lacks in defense and barely makes use of spell armour. Causes extra vulnerability.
LINEAGE
Blizzard Wizard:
Description: In ancient times there was an island made entirely of magical ice crystals. The people who lived there melted the magical ice and drank it daily instead of regular water. They needed the gifts the ice provided to survive during the cold winters. They could withstand the cold temperatures and icy winds. After many years, the gifts became part of their blood and it was passed down over the generations through reproduction. Some mages moved to the mainland to start their families there and so the unique and rare bloodline spread over Fiore. Mages with the bloodline today can call upon these gifts to gain a light blue aura around them that protects them from cold temperatures and the freezing effects of ice and ice magic. The ice can still harm them physically, but it cannot freeze them while they use this power.
Ability: Immune to freezing and chilling effects (low temperatures), cancels freezing effects if used. Gives the user a 25% resistance to any and all ice spells, regardless of rank. They gain a single user-ranked ice spell (S Max) or a user-ranked minus one signature ice spell (A Max) in addition to their spells.
Usage: Passive.
UNIQUE ABILITIES
Polarity
-Allows Alistaire to push and pull his weapons, allowing him to quickly get weapons back to him when disarmed. Also, this ability can be used creatively to deal damage with his items without actually firing them but instead just pushing them towards his targets. This ability allows Alistaire to move his weapons around at max. 3 meters per second, and has a max range of 15 meters.
Motivation
-Upon hitting a target with heavy melee attack or when hit by an enemy, Alistaire gains a 5% damage boost. This effect can be triggered four times, giving him a total of 20% bonus damage. Motivation will last until the fight ends.
Utility Goggles
-Every time Alistaire summons one of his tools, a pair of goggles with red lenses(Similar to the ones worn in this picture) will also be summoned. These goggles don't only reduce the effect of blinding effects by 30% and have a heat-vision mode (can be toggled), they also have a special system built into them that is crucial for some of Alistaire's weapon.
The function was simply named "Lock on", allowing Alistaire to target enemies by simply following them with his eyes for roughly 3 seconds before saying "lock on". The goggles will then cause the target to look as if its glowing dark red (only when looking through the goggles), indicating that they're marked as the main target. Additionally, Alistaire can quickly pinpoint targets as "Innocent" or "guilty" telepathically while looking at them, having them displayed with a slight yellow glow if they're innocent or orange if they're guilty. The marking does absolutely nothing on its own, but is quite the important tool for a few of Alistaire's weapons.
- spells:
- D-rank:
- Lil' Smasher:
Name: Lil' Smasher
Rank: D
Type: Spell Weapon
Duration: 3
Cooldown: 4
Description: A simple brass knuckle decorated by a few swirly effects and with a large, diamond shaped red crystal neatly worked into it. The brass knuckle is a neat little weapon that is capable of both light, medium and heavy attacks.
Passive: creates an exact copy of Lil' Smasher on the wielder's other hand when the brass knuckle is summoned.
Strengths:
-Can both function as a quick or heavy attacker.
Weaknesses:
-Really short range.
-No elemental advantages- Active:
Name: Unload
Rank: D
Type: Offensive,
Duration: Instant
Cooldown: 2
Description: Alistaire pulls back his left arm, causing the ability to trigger as long as he wants it to. A dark red energy will quickly surround his hand, forming the shape of a drill that grants Alistaire a 20 centimeter longer reach. Upon successfully hitting a target, the attack will simply deal D rank damage and push back targets of equal or lower rank by roughly a meter. However, if this attack hits a barrier or piece of armour that's of equal or lower rank it will deal 1.5 D rank damage to it.
-Useful for taking down barriers or armored opponents.
Weaknesses:
-Has a very limited range, so can't really be used against long ranged opponents.
-Alistaire's hand will feel like it's being stung with a needle when it's being encased by the energy, which isn't exactly comfortable.
- Lil' Destroyer:
Name: Lil' Destroyer
Rank: D
Type: Spell Weapon
Duration: 2
Cooldown: 3
Description: Lil’ Destroyer is simply a dull pump-action shotgun with a built in function that makes it a little more.. interesting. The weapon can rapidly fire off 6 shots, each sending forth a storm of small orange magical bolts in a cone shape of roughly 4 meters long and 1 meter wide. Though barely dealing any damage on their own, they can inflict quite some pain when all hitting the same target. Bullets travel at 5 m per second. Can only be fired 6 times per summoning.
Passive: The magical bolts fired by this weapon are actually made of fire, meaning they can be used to set things on fire and deal damage to people who have a weakness for the element.
Strengths:
-It's one of the few weapons that don't actually limit Alistaire's movement.
Weaknesses:
-To actually deal decent damage Alistaire needs to hit multiple bullets, meaning he'd have to be closer towards his target which is a dangerous situation for Alistaire to be in.
-Shots can be consumed by fire slayers.- Active:
Name: BURN 'EM
Rank: D
Type: Offensive, DoT
Duration: Instant
Cooldown: 3
Description: By activating this ability, a small red magical circle will appear in front of the weapon, instantly sending out a cone shaped (6 meters long, 1 meter wide) burst of flame, inflicting a burning effect on all targets hit, causing them to take 50% D rank damage every post. This effect can go up to 100% D rank before wearing off.
Strengths:
Can be really useful to take care of multiple enemies
Weaknesses:
-Doesn't have a very long range.
-Can be consumed by fire slayers
- Lil' Beast:
Name: Lil' Beast
Rank: D
Type: Offensive
Duration: 2
Cooldown: 3
Description: A rocket launcher that's about 1.5 meters long. Lil' Beast fires large red blasts, but can only be fired once per post. The weapon's name is carved into the left side of the weapon. Lil' beast has a small scope on the side of the weapon to increase the chance of actually hitting something. Firing the missile (reaches up to 15 meters and travels 5 m per second) releases quite a bit of force which can cause the wielder of the weapon to trip over if they aren't in a stable position.
A regular magic blast detonates upon hitting something, dealing damage within a 1 meter range. Though not dealing a lot of damage (Equal to a regular melee attack), the blast is visually pleasing as it looks like a giant red light suddenly exploding into a thousand little lights.
Strengths:
-Can hit several targets at the same time.
-Along with its passive this is a rather accurate weapon.
Weaknesses:
-Has no elemental advantages.
-Quite heavy, thus limiting Alistaire's movement.
-Rockets explode upon being hit by a melee attack or projectile, which could cause the weapon to accidentally hit someone it wasn't supposed to.
Passive: The rocket has been built to react to the "Lock in" mechanism of Alistaire's goggles, causing it to slightly avoid non-targets and adjust itself every so slightly towards the chosen enemy. This passive doesn't cause any drastic changes, but can fix slight mistakes.- Active:
Name: Mayhem
Rank: D
Type: Offensive
Duration: instant
Cooldown: 3
Description: Upon activation, a red magical circle will appear in front of the weapon, slowly growing in length and width for 3 seconds, eventually hitting the rough size of a basketball. At this point, a red missile larger than the regular one will be shot forward, exploding into a burst of light, dealing D rank damage to a target if directly hit, and 75% D rank damage to anyone within 3 meters of the impact. Has a 15 meter range and travels 5 meters per second.
Strengths:
-Good for fighting multiple targets.
Weaknesses:
-Alistaire has to stand still while the weapon is charging, making him vulnerable for a little while.
-Since Alistaire can't change the direction of the missile upon activation, swift and small targets can easily avoid the attack.
- Lil' Wrecker:
Name: Lil' Wrecker
Rank: D
Type: Offensive, Spell weapon
Duration: 1
Cooldown: 2
Description: A simple but dangerous explosive that was actually made by the great Alistaire himself (With a load of help from his father)! The item can only be used as a throwing weapon without its active ability. Lil' Wrecker will automatically unsummon if it's too far away (Has to stay within 15 meters of Alistaire).
Passive: Will burn the hand of any targets marked as "Guilty" or as the main target by his Unique ability "Utility goggles"
Strengths:
-Quick and easy to use
Weaknesses:
-Could be accidentally thrown or rolled out of the maximum range.
-Will explode when destroyed, possibly harming Alistaire or one of his allies.- BOOM!:
Name: BOOM!
Rank: D
Type: Offensive, fire
Duration: instant
Cooldown: 2
Description: Alistaire winds up the explosive three times before throwing towards his target. The explosive will wait about a quarter of a post (playing a relaxing tune) before exploding, blasting out a sea of fire within a 3 meter radius, dealing 75% D rank to anyone within range.
Strengths:
-Useful for taking out multiple enemies
Weaknesses:
-Fire can be consumed by those nasty fire slayers
-While wound up, Alistaire will have to stay in a 10 meter range of the grenade for it to explode. Otherwise it will simply deactivate and lay there like a useless piece of metal.
- LOCKED:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name
Rank:
Type:
Fused Spells
Description:
Duration:
Cooldown:
Strengths:
Weaknesses: