Magic
Primary Magic: Experiment CH-7M
Secondary Magic: N/A
Caster or Holder: Caster
Description: An experimental magic revolving around the creation of summons within the user’s body and channeling them into existence, it is currently in its developing phase by Vox Nihili. It is a magic being designed as a proof of concept, to find areas of polish and tweaking into a more refined power.
In its current state the magic revolves around the devotion of time and attention into crafting creatures in order to immensely augment their combative abilities while sacrificing their ability to defend themselves in the meantime. Useful as a magic in preparation for what is known to come, however it has immense weaknesses when the summoner is challenged directly and is given no quarter.
The summons are produced from within the summoner’s body, and appear as if they were forming from it and separating. If they are instantly summoned forth than they suffer from greatly reduced combative abilities and only truly begin to shine upon multiple posts dedicated to their formation.
Strengths:
*Preparation: The greatest strength of this magic, is that when its spells and unique abilities are given enough time to activate the resulting summons are even more powerful than what one of their ranks typically would be.
*Versitility: Each summon fulfills a different type of role, enabling an amount of diversity that could lend some sort of aid in many situations.
Weaknesses:
*Mobility: During a channel, the mage is incapable of moving on their own.
*Defense: During a channel, the mage is incapable of activating abilities, objects, or spells.
*Time: If used as an instant cast, the base summons are incredibly weaker than normal. A full post only makes them equal to their peers in base values. Meaning that in order to gain benefits, one must channel for atleast 2 posts.
*Pacing: Quickly changing fight locations, summons being negated or destroyed and new enemy types appearing hamper this magic’s effectiveness as the summoner isn’t well suited to a frenzied battle.
*Range: The summons appear out of the summoner’s body, using the mage as an origin point. As a result they are incapable of summoning things far away from themselves to aid allies, or hide away out of sight completely.
Lineage: [link]https://www.fairytail-rp.com/t4002-zero-the-sacred#308223[/link]
Unique Abilities:
* Channeled Offense: For every post of channeling, a summon gains 5x% Strength and 5x% spell/ability damage where x is equal to the summoner’s rank.
* Channeled Defense: For every post of channeling, a summon gains 5x% Physical damage reduction and magical damage reduction, where x is equal to the summoner’s rank. Damage reduction cannot go above 50%.
*Channeled Health: For every post of channeling a summon gains x% hp regen every other post, and 5x% hp. Where x is equal to the summoner’s and hp regen is locked at 15%.
*Channeled Agility: For every post of channeling a summon gains 5x% increase to its speed and reaction time where x is equal to the summoner rank.
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List of Spell Fusions:N/A
Primary Magic: Experiment CH-7M
Secondary Magic: N/A
Caster or Holder: Caster
Description: An experimental magic revolving around the creation of summons within the user’s body and channeling them into existence, it is currently in its developing phase by Vox Nihili. It is a magic being designed as a proof of concept, to find areas of polish and tweaking into a more refined power.
In its current state the magic revolves around the devotion of time and attention into crafting creatures in order to immensely augment their combative abilities while sacrificing their ability to defend themselves in the meantime. Useful as a magic in preparation for what is known to come, however it has immense weaknesses when the summoner is challenged directly and is given no quarter.
The summons are produced from within the summoner’s body, and appear as if they were forming from it and separating. If they are instantly summoned forth than they suffer from greatly reduced combative abilities and only truly begin to shine upon multiple posts dedicated to their formation.
Strengths:
*Preparation: The greatest strength of this magic, is that when its spells and unique abilities are given enough time to activate the resulting summons are even more powerful than what one of their ranks typically would be.
*Versitility: Each summon fulfills a different type of role, enabling an amount of diversity that could lend some sort of aid in many situations.
Weaknesses:
*Mobility: During a channel, the mage is incapable of moving on their own.
*Defense: During a channel, the mage is incapable of activating abilities, objects, or spells.
*Time: If used as an instant cast, the base summons are incredibly weaker than normal. A full post only makes them equal to their peers in base values. Meaning that in order to gain benefits, one must channel for atleast 2 posts.
*Pacing: Quickly changing fight locations, summons being negated or destroyed and new enemy types appearing hamper this magic’s effectiveness as the summoner isn’t well suited to a frenzied battle.
*Range: The summons appear out of the summoner’s body, using the mage as an origin point. As a result they are incapable of summoning things far away from themselves to aid allies, or hide away out of sight completely.
Lineage: [link]https://www.fairytail-rp.com/t4002-zero-the-sacred#308223[/link]
Unique Abilities:
* Channeled Offense: For every post of channeling, a summon gains 5x% Strength and 5x% spell/ability damage where x is equal to the summoner’s rank.
* Channeled Defense: For every post of channeling, a summon gains 5x% Physical damage reduction and magical damage reduction, where x is equal to the summoner’s rank. Damage reduction cannot go above 50%.
*Channeled Health: For every post of channeling a summon gains x% hp regen every other post, and 5x% hp. Where x is equal to the summoner’s and hp regen is locked at 15%.
*Channeled Agility: For every post of channeling a summon gains 5x% increase to its speed and reaction time where x is equal to the summoner rank.
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- Immaculate Summon:
Name: Immaculate Summon
Rank: C
Type: Channeled Summon
Duration: 5
Cooldown: 8
Channeled Info: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains a +25% increase to speed up to a cap of 75%.
HP/Durability: 140
DMG/STR: 15
SPD/Move: 25 m/s Dash/Sprint. 15m/s while retaining ability to quickly turn.
Image:- image:
Abilities:
Passive:
Possession: Enables the summon to take possession of creatures and animated constructs C rank and below without a fight, so long as they manage to come within 5m of them. When possessing something the highest either the possessed or possessor’s stats are used. Damage done to the body is split to 50% going to the possessed creature and 50% to the summon. If the summon desires, it is capable of allowing the possessed creature to utilize its abilities and to move without hindrance. But ultimately, the summon has final say. PCs must always give permission.
Phase: The summon is capable of phasing in and out, gaining knowledge of everything within 30m radius of them and the ability to move through matter and the air as if they had magical flight. However this does not prevent damage from being done to them, as attacks the result of spells, magical abilities, or magic weapons still affects them normally.
Active:
Name Reaping
Rank: C
Type: Offensive
Description: A transparent, ghastly replica of the summon’s weapon, limb, up to their entire body forms within 60 meters of the summon. It has the speed of the summon’s speed stat, has its phase ability and deals a base of 40 damage upon landing a strike. Once it has landed an attack, the replica vanishes. However if it receives 40 damage it shall vanish as well. Only one replica may be out at a time.
Duration: Instant
Cooldown: 2 Posts
Strengths:
* Signature: This ability is the summon’s signature power and is what enables it to strike at ranged.
Weaknesses:
*Damage: the attack can be halted by placing a defensive spell before it that is of lower ranked.
*Counter: If it suffers 40hp damage it is destroyed, preventing it from dealing its own damage.
Name Warp
Rank: D
Type: Teleportation
Description: The summon warps, teleporting up to 15m away.
Duration:Instant
Cooldown: 3
Strengths:
*Mobility: Enables the summon to close just that small distance it needs to reach a target or escape
Weaknesses:
*Range: Small range of teleportation
*CD: Due to the summon’s duration, under normal circumstances it could only be used once in its summoning time.
Summon’s Strengths:
*Versatile: An incredibly verstitile summon, it is capable of fulfilling subtle tasks or eliminating enemies both at range and near.
Summon’s Weaknesses:
*Holy: Holy based spells deal an increased 50% damage.
*Light: Light based spells deal an increased 50% damage.
*CD: Has a higher than average CD.
- Long Ranged:
Name: Long Ranged
Rank: C
Type: Channeled Summon
Channeled Info: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains 25% increase to its ranges and the speed of its attacks. Up to a cap of 50%.
Duration: 7
Cooldown: 8
HP/Durability: 100
DMG/STR: 21 Ranged | 6 Melee
SPD/Move: 11.25 m/s
Range & Speed: 210m & 157.5 m/s
Stat Notes: Base Speed reduced by 50%, increased base ranged damage by 75%. Gave it a 1.5 ratio due to only increasing ranged damage, not melee.
Base Melee damage reduced by 75%, increased base ranged range by 75%.
Image:- image:
Summon’s Strengths:
*Ranged: Large range.
Summon’s Weaknesses:
*Mobility: Slower than normal summons of rank.
*Close Range: Far less effective at close range.
Passives:
Locked and Loaded: By gaining visual information of some kind, such as through a scrying ability, linked senses, or seeing for itself. It is capable of locking onto a target, making it a targeted objective. So long as the target remains within the summon’s firing range the summon is aware of its location, although not its surroundings. In order to break the targeting they must be outside of the summon’s range for a total of two posts. If they enter before then, the targeting locks onto them once more. Only two targets can be tracked at once.
Actives:
Name DOT
Rank: C
Type: Offensive, Dot
Description: Empowering the summon’s next attack, upon a target being hit by this attack they take the full force of the summon’s damage, then 40 damage at the beginning of their next two posts and twenty at the beginning of their third.
Duration: 3
Cooldown: 4
Strengths:
*Damage
Weaknesses:
*Hit reliant
*no initial boost
Name Scouting Shot
Rank: D
Type: Utility
Description: The summon empower’s its next shot, causing its basic damage to the target hit and marking all targets within a 30m radius. Those within the 30m radius all become primary targets for the spell’s duration; even if they move outside of the spell radius after being hit. Those who become targeted in this manner do not count against the summon’s target cap..
Duration: 4
Cooldown: 6
Strengths:
*Tracking
Weaknesses:
Long Cd
No Damage
Name Carpet Siege
Rank: D
Type: Offensive
Description: The summon locks itself in place, no longer able to move as it focuses on aiming and calculations. During the duration of the spell when the summon does not move it fires five basic attacks every post, each dealing its basic attack and an additional +10 damage. These attacks can be aimed anywhere that the summon has range. During this time if the summon receives at least half its hp in damage it ends the effect.
Duration: 5
Cooldown: 8
Strengths:
*Damage: If all strikes land, is capable of devastating damage.
Weaknesses:
*Mobility: Incapable of moving during the duration.
*Cancel: If the summon receives significant enough damage, it is forced out of its focused firing state.
*Area: The strikes themselves are not relatively large in terms of damage radius, requiring precision to strike effectively and knowledge of an enemy’s location.
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- healer:
Name: Heal Sloot
Rank: C
Type: Channeled Summon
Channeled Info: every channeled post, the summon receives +25% bonus to healing, up to a cap of 75%.
Duration: 6
Cooldown: 8
HP/Durability: 100
DMG/STR: 12
SPD/Move: 22.5
Range: 50m- Image:
Description: A healing based summon who often is created in the form of a darkskinned nun.
Summon’s Strengths:
Healing: Is capable of healing.
Summon’s Weaknesses:
Range: Most of its healing requires it to be close to its targets
CD: Long CDer than average CD.
Passives:
Heals 4 Dayz: Has 3 charges at the start of each post, by consuming a charge the summon is capable of healing something it has line of sight to and is within 120m by its attack damage. If charges are unused than they do not carry over to the next post.
Actives:
Name Regeneration
Rank: C
Type: Utility
Description: Initially heals a target within 30m for 40 hp and then an additional 40hp at the beginning of their post for the next 4 posts.
Duration: 5
Cooldown: 7
Strengths:
Healing: Heals large amounts of damage over time.
Weaknesses:
Burst: Large amounts of damage quickly can overwhelm the healing effects.
Range: Requires the summon to get within close range of their target to activate, potentially leading them within range of even an enemy’s shortest ranged spells.
Name Vision
Rank: D
Type: Passive
Description: Is capable of seeing the health percentages of those it can see. Rounding to the nearest 25%
Duration: N/A
Cooldown: N/A
Strengths: N/A
Weaknesses: N/A
List of Spell Fusions:N/A
Last edited by Vox Nihili on 24th January 2018, 1:33 pm; edited 3 times in total (Reason for editing : Channeled Protection: wrote 5x% instead of 5x.)