Magic
Primary Magic: Gear Works Magic
Secondary Magic: NA
Caster or Holder: Holder
Description: Gear Works Magic let's the user summon in and equip tools of great ability into the field of battle and for everyday use. All tools, utilities and turrets come pre-designed from a core design, which means all copies summoned are completely disposable.
Core designs can be worked on when not in a fight as they take time and tinkering to achieve. Gear Works Magic's greatest strength is the fact devices made by the user is only limited by their imagination.
Strengths:
- Gear Works Magic offers great variety for ever scenario.
- Due to the technical know how of the user all devices are instant cast, setting up in mere seconds.
Weaknesses:
- Devices set on the field can get targeted directly by opponents, which will destroy them before their allotted time runs out.
- Gear Works Magic devices have to be prepped ahead of time with core designs. Making quick alterations mid battle or in a quick 5 minutes is simply not possible.
- Devices can only be summoned next to the user or placed where the summoning orb is thrown.
Lineage: Lightning Demon
Unique Abilities:
Technical Know How - Due to the technical nature of the user of Gear Works Magic all devices summoned setup instantly
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
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 Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Primary Magic: Gear Works Magic
Secondary Magic: NA
Caster or Holder: Holder
Description: Gear Works Magic let's the user summon in and equip tools of great ability into the field of battle and for everyday use. All tools, utilities and turrets come pre-designed from a core design, which means all copies summoned are completely disposable.
Core designs can be worked on when not in a fight as they take time and tinkering to achieve. Gear Works Magic's greatest strength is the fact devices made by the user is only limited by their imagination.
Strengths:
- Gear Works Magic offers great variety for ever scenario.
- Due to the technical know how of the user all devices are instant cast, setting up in mere seconds.
Weaknesses:
- Devices set on the field can get targeted directly by opponents, which will destroy them before their allotted time runs out.
- Gear Works Magic devices have to be prepped ahead of time with core designs. Making quick alterations mid battle or in a quick 5 minutes is simply not possible.
- Devices can only be summoned next to the user or placed where the summoning orb is thrown.
Lineage: Lightning Demon
Unique Abilities:
Technical Know How - Due to the technical nature of the user of Gear Works Magic all devices summoned setup instantly
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
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 Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths: