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    Heavy Artillery Magic

    Cecile
    Cecile

    Player 
    Lineage : Wrath of an Ex Husband
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    Posts : 439
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    First Skill:
    Second Skill:
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    Heavy Artillery Magic Empty Heavy Artillery Magic

    Post by Cecile 20th January 2014, 7:36 am

    Secondary Magic:
    Heavy Artillery Magic
    Caster or Holder:
    Holder
    Description:
    As there is a vast array of requip magics, that let mages requip swords, shields and armor. There is also various requip magics that let mages posses more advanced weaponry like guns and even assault rifles. Yet there is one more step even beyond that, and that is Artillery Magic. A magic that let's the user requip (if you can still call it that) heavy machinery who's key aspects are heavy destruction in the form of raw unrefined power and a strong defense.

    However it also comes with some pretty huge downsides, like the restricted movement or even non at all.

    This magic is being passed down to Harrigan from his deceased father Harland Crawford, who died at the battle of Era during the Aconologia arc. And it seems to be a specialization of the Crawford family, a magic that the family probably tried to improve over the generations.

    Strengths:
    - High defense capabilities
    - Strong offensive capabilities
    - Damage and impact are severe
    Weaknesses:
    - Restrict movement
    - Most spells are ranged
    - Even though he can summon a cannon fast, most cannons are with aiming at times. And are probably mostly there to lay siege.
    - Unlike most requip mages with guns, artillery magic doesn't have ammunition with special properties. Like ammo that can stun, stick or poison people. No these weapons have only two types of attacks and that is the heavy shell with exploding impacts or shots of pure magical energy.
    Abilities/Powers:
    -

    Name:
    Crawford's Decent
    Rank:
    S
    Type:
    Artillery
    Description:
    The user summons a fortress of cannons and artillery strike weapons. that spans over an area of 150 meters, in which he himself stand in the middle. Out of sight and impossible to hit with a precise weapon. Only being able to hit are spells of severe magnitude that do a lot of impact damage or actually venture into the fortress itself and search for Harrigan. The spell is mostly only usably outside, well it can used inside off course but then the entire building would collapse. The cannons itself do heavy artillery strikes and are very effective against towns, large and gigantic enemies, and big groups people. Like parts of an army. Heavy impact of 30 per post, that are considered A rank in strength.

    Once again the user can switch between a barrage of heavy explosive shells, or a concentration of magical energy that explodes on impact that only damages any organic being in it's near vicinity.

    Heavy Artillery Magic Last_exile_13_4

    Strengths:
    - Effective against multitude of enemies
    - Effective against large enemies, like huge demons, dragons or huge elemental creatures for instance
    - High defensive, making it only possible for A and S rank spells that do extreme impact and destructive damage to break through
    - A maze of cannons that can house the user as well as others.
    - An incredible widespread fire and impact
    Weaknesses:
    - Not safe to use inside
    - The user is stuck in one position from which he controls the cannons as if he is one with them
    - Direct melee combat is possible if they find the user in the maze of cannons, when found the user is pretty much done for
    - Long cool down
    Duration/Cooldowns
    Duration: 7 posts
    Cool down: 13 posts



    Name:

    Cannon Armor
    Rank:
    A
    Type:
    Armor
    Description:
    The user requips an armor that only exists out of several cannons that point in each direction. Or a direction he wants the cannons aiming at. And can fire them simultaneously or fire them as single shots one after another. Shooting every cannon at once creates a one post delay till he can fire again. Because he is covered in in the thick layers of cannons. He can't be easily hit by melee attacks or magic spell that cause physical damage. The only downside is that his movement is restricted to nothing. He can't move from his place, or turn around at all. Shoots up to 10 at a time in one post, one after another or all at once.

    Heavy Artillery Magic Basque_Gran

    Strengths:
    - High defense that protects him against physical damage
    - Can fire simultaneously, or fast after another
    - Very effective when battling groups
    - Can withstand any physical damage till B rank. A rank damage could break through with 3 hits. And S rank with 1.
    - Close impact is devastating, even S ranks could get severely damaged it they stand too close.
    Weaknesses:
    - Really restricted movement, in fact it has non
    - Has a one post cool down if shooting all the canons at once
    - Defense becomes less effective against higher ranks
    - Long cool down
    Duration/Cooldowns
    Duration: 5 posts
    Cool down: 9 posts



    Name:
    Throne Assault
    Rank:
    B
    Type:
    Cannon
    Description:
    A huge cannon, in which the user can take seat in front, like for Harrigan it is some sort of throne. This is the least strongest of the artillery Harrigan is capable off, as it only fires B rank damage. However it is the most versatile cannon he has. It's movement is still restricted yet it is probably the only one that can actual move around. As it moves around (just like an wraith tank in Halo that the covenant uses) it is able to shoot power beams of magical energy that lay waist to any organic matter. Meaning it doesn't affect any buildings that are made of stone or other non-organic materials.
    This attack is preferred in that way as it doesn't backfire at all, if the Throne wants to fire regular shells for explosive impacts it needs to clamp itself to the ground to do so first. Which would take one post to do.

    How it is summoned is up to Harrigan itself, it can clamp itself immediately on the ground or hover around.

    Heavy Artillery Magic Sweptb11

    Strengths:
    - Can shoot normals cannon ammunition for explosive damage.
    - Can shoot one magical beam like attack and do significant damage to organics.
    - Is agile when it moves around.
    - Effective against groups, and single opponents as well. Like it can dash forward to hit the opponent if he gets to close
    Weaknesses:
    - One post for clamping itself on the ground when going out of hover mode.
    - Restricted aim, it can aim in a 180 radius. Yet it can never turn all the way back.
    - It's large and thus can't really used inside small buildings. Not without destroying it, or get stuck.
    - Ammo no special properties besides the switch of normal shells, or magical beams.
    Duration/Cooldowns
    Duration: 7 posts
    Cool down: 9 posts


    Name:
    Rapid Barrage: Gatling Gun
    Rank:
    C
    Type:
    Heavy Machinery
    Description:
    Maybe not really an artillery spell, but still an heavy weapon. What it does is pretty straight forward, it is there shoot as fast and as many bullets as it can.
    Heavy Artillery Magic Tumblr_mfb2rox3zq1qbmqmro1_500
    Strengths:
    - Fast and rapid firing mechanisme.
    - Effective for closer combat and groups
    - Is fast and shoots quickly
    Weaknesses:
    - Only weapon in the arsenal that shoots insanely fast.
    - Damage is comparable to C - rank damage and isn't effective against higher ranks then this spell
    - Can only shoot 500 rounds per post, making every 100 rounds equal to one D rank damage.
    Duration/Cooldowns
    Duration: 3 posts
    Cool down: 5 posts


    Last edited by Harrigan on 19th August 2014, 1:17 am; edited 8 times in total
    Grizzly
    Grizzly

    Planeswalker


    Planeswalker

    X-Mas Event Participant- Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 703
    Guild : Guildless
    Cosmic Coins : 0
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    Experience : 135

    Character Sheet
    First Skill: Barrier Magic
    Second Skill:
    Third Skill:

    Heavy Artillery Magic Empty Re: Heavy Artillery Magic

    Post by Grizzly 21st January 2014, 10:54 am

    Harrigan wrote:Secondary Magic:
    Necormancy
    Caster or Holder:
    Caster
    Description:
    Comparable to Living Magic, but instead of creating life out of inanimate objects. Or summon creatures out of nothing, necromancy raises those what is already gone. An unlike living magic these creatures have no will of their own. Basically the user has to power to raise the dead and uses this magic in various forms of creatures and people. And summons them to fight for him, however the biggest downside to this magic is that the user acts as the main source of power. So if he is slain the creatures will disperse as well.
    Strengths:
    - Swarming, the user can summon a multitude of undead creatures
    - Self preservation, this magic allows the user to keep himself from harms way
    - Variety of creatures
    Weaknesses:
    - No direct offensive capabilities from the user self
    - No direct defensive capabilities from the user self
    - Long cool downs
    - User acts as the main source of power, if he falls the summoned creatures fall too
    - The undead creatures can't cast any spells
    - Can't use more then two spells from this magic at once. (Primary magic not included)
    - Spells Above B - rank cost another 5% extra MP
    - Holy/light based attacks do double damage
    Abilities/Powers:
    - Once every two threads the user has the ability to raise the dead. And reanimate the dead bodies all around him. However for this to work he needs to have corpses around. So this will be mostly effective on a graveyard or something a like. The undead are not stronger then D rank, probably even weaker.



    Name:
    Howl from beyond the grave: Garm
    Rank:
    S
    Type:
    Summon/Necromacy
    Description:
    The stench of rotten flesh reaches new heights when the user summons the strongest undead beasts from his arsenal, namely the creatures called Garm. An undead giant dog like creature that roams through the catacombs of Savage Skull, and is attracted by the smell of dying flesh.
    These creatures stand 4 meter tall, 2 meter width and 3 meter long. And are A rank in strength, meaning that they can withstand one A rank attack. However their damage output is lower then that, namely they deal B rank damage.
    But that doesn't matter, after all their strength comes in numbers.

    Garm:
    Strengths:
    - Creatures have A rank durability
    - Deal B rank damage
    - Summons up 20 creatures <<< Cut down to 8 please >.<. Needing 8 A Rank spells to destroy the creatures is still a lot more than an S rank spell. You can defeat them in hurdles with enough strength, but I would guess that they're slightly faster since they're rather big.
    Weaknesses:
    - Light Magic
    - Holy Magic
    - Purified spells
    - Long cool down
    Duration/Cooldown
    10 posts duration/20 post cool down




    Name:
    Minotaur Abomination
    Rank:
    A
    Type:
    Summon/Necromacy
    Description:
    With the help of one of his mages, Harrigan has constructed a rather disgusting and terrifying creature. Out of the bodies of two dead minotaurs he has merged one horrifying abomination that now scourges through the endless halls of Savage Skull. And has now become a creature that can be summoned to do it's masters bidding.
    The creature stands 3.5 meters tall, and 1,5 meters width, and carriers two axes to deal B rank damage with. The minotaur is a tough and sturdy create and even a B rank mage would have problems with, the creature can easily take on 6 A rank hits, however it can only take on 1 S rank hit. <<< It may take 4 A Rank spells. 6 is a bit much again :c

    Minotaur Abomination:
    Strengths:
    - Deals A rank damage
    - Because of it's two heads it can easily deal with two attackers at once.
    - Rampage speed and fast movement <<< What is rampage speed?
    Weaknesses:
    - Light Magic
    - Holy Magic
    - Purified spells
    - Long cool down
    Duration/Cooldown
    5 posts duration/10 posts cool down




    Name:
    Undead Berserkers
    Rank:
    B
    Type:
    Summon/Necromacy
    Description:
    The user summons up 3 B rank undead warriors that will fight for him. Each of the berserkers has an endurance of 2 B rank hits and deal in B rank damage. <<< With 3 units, each taking A Rank damage to destroy, you come way over B Rank spell range again :c I'll allow them to take B Rank damage. But das it >.<

    Undead Berserker:
    Strengths:
    - 3 units
    - Deal B rank damage
    - Agile undead with average speed, faster then the regular undead
    Weaknesses:
    - Light Magic
    - Holy Magic
    - Purified spells
    - Long cool down
    Duration/Cooldown
    5 post duration/12 post cool down




    Name:
    Ghouls
    Rank:
    C
    Type:
    Summon/Necromacy
    Description:
    Ghouls a rather glorified improvement of your regular living dead, these twisted forms of your regular zombie comes in with claws that can deal D rank damage <<< In your weaknesses you have stated they deal C Rank damage. That's fine imo o.o . They are also a bit more sturdier then your average zombie. However their speed has not improved. Two C rank hits will take care of these unholy creatures as will one B rank hit <<< You summon quite a lot of ghouls... I'm sorry to have to say this, but please make the ghouls destroyable by D Rank damage. With 15 ghouls that all need D Rank damage to be blown away you still end up with more than a C Rank spell.. The user has the ability to summon 15 ghouls at max which is rather many for a C rank spell, so when he does summon more then 7 ghouls the cool down will be doubled.

    Ghoul:

    Strengths:
    - can summon 20 meters away from the user
    - Summons up to 25 ghouls <<< This would be 15.
    - The user can decide on how many ghouls he can summon
    Weaknesses:
    - Light Magic
    - Holy Magic
    - Purified spells
    - Ghouls are slow
    - Ghouls deal only C rank damage <<< Dealing rank damage shouldn't be a weakness mister moderator xD Take it out, you'll still have enough weaknesses.
    - Long cool down
    Duration/Cooldown
    5 posts duration/9 posts cool down


    _____________________________________________________________________________________

    Lyserg - Grizz - Sinbad

    Character
    Cecile
    Cecile

    Player 
    Lineage : Wrath of an Ex Husband
    Position : None
    Posts : 439
    Cosmic Coins : 0
    Dungeon Tokens : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Heavy Artillery Magic Empty Re: Heavy Artillery Magic

    Post by Cecile 21st January 2014, 11:20 am

    Adele bump =D thanks for the review
    Grizzly
    Grizzly

    Planeswalker


    Planeswalker

    X-Mas Event Participant- Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 703
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 135

    Character Sheet
    First Skill: Barrier Magic
    Second Skill:
    Third Skill:

    Heavy Artillery Magic Empty Re: Heavy Artillery Magic

    Post by Grizzly 21st January 2014, 11:48 am

    Harrigan wrote:Secondary Magic:
    Necormancy
    Caster or Holder:
    Caster
    Description:
    Comparable to Living Magic, but instead of creating life out of inanimate objects. Or summon creatures out of nothing, necromancy raises those what is already gone. An unlike living magic these creatures have no will of their own. Basically the user has to power to raise the dead and uses this magic in various forms of creatures and people. And summons them to fight for him, however the biggest downside to this magic is that the user acts as the main source of power. So if he is slain the creatures will disperse as well.
    Strengths:
    - Swarming, the user can summon a multitude of undead creatures
    - Self preservation, this magic allows the user to keep himself from harms way
    - Variety of creatures
    Weaknesses:
    - No direct offensive capabilities from the user self
    - No direct defensive capabilities from the user self
    - Long cool downs <<< Remember that cooldowns only kick in once the creature/ all creatures have died.
    - User acts as the main source of power, if he falls the summoned creatures fall too
    - The undead creatures can't cast any spells
    - Can't use more then two spells from this magic at once. (Primary magic not included)
    - Holy/light based attacks do double damage
    Abilities/Powers:
    - Once every two threads the user has the ability to raise the dead. And reanimate the dead bodies all around him. However for this to work he needs to have corpses around. So this will be mostly effective on a graveyard or something a like. The undead are not stronger then D rank, probably even weaker.

    Name:
    Minotaur Abomination
    Rank:
    A
    Type:
    Summon/Necromacy
    Description:
    With the help of one of his mages, Harrigan has constructed a rather disgusting and terrifying creature. Out of the bodies of two dead minotaurs he has merged one horrifying abomination that now scourges through the endless halls of Savage Skull. And has now become a creature that can be summoned to do it's masters bidding.
    The creature stands 3.5 meters tall, and 1,5 meters width, and carriers two axes to deal B rank damage with [color=#ff0000]<<< xD Same problem as with your D Rank spell now. . The minotaur is a tough and sturdy create and even a B rank mage would have problems with, the creature can easily take on 4 A rank hits, however it can only take on 1 S rank hit.

    Minotaur Abomination:
    Strengths:
    - Deals A rank damage <<< Please change it to B Rank o.o I went by that, it's enough to be strong in battle imo :c
    - Because of it's two heads it can easily deal with two attackers at once.
    - Can trample over enemies
    Weaknesses:
    - Light Magic
    - Holy Magic
    - Purified spells
    - Long cool down
    Duration/Cooldown
    5 posts duration/10 posts cool down <<< If you lower the duration to 4, you can make this have a 7 post cooldown

    Name:
    Ghouls
    Rank:
    C
    Type:
    Summon/Necromacy
    Description:
    Ghouls a rather glorified improvement of your regular living dead, these twisted forms of your regular zombie comes in with claws that can deal C rank damage. They are also a bit more sturdier then your average zombie. However their speed has not improved. One D rank hit will take out one of these creatures . The user has the ability to summon 15 ghouls at max which is rather many for a C rank spell, so when he does summon more then 7 ghouls the cool down will be doubled.

    Ghoul:

    Strengths:
    - can summon 20 meters away from the user
    - Summons up to 15 ghouls
    - The user can decide on how many ghouls he can summon
    Weaknesses:
    - Light Magic
    - Holy Magic
    - Purified spells
    - Ghouls are slow
    - Long cool down
    Duration/Cooldown
    5 posts duration/7 posts cool down <<< Raise this to 8 please


    _____________________________________________________________________________________

    Lyserg - Grizz - Sinbad

    Character
    Grizzly
    Grizzly

    Planeswalker


    Planeswalker

    X-Mas Event Participant- Player 
    Lineage : Aspect of Vulcan
    Position : None
    Posts : 703
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 135

    Character Sheet
    First Skill: Barrier Magic
    Second Skill:
    Third Skill:

    Heavy Artillery Magic Empty Re: Heavy Artillery Magic

    Post by Grizzly 21st January 2014, 12:40 pm

    I price this at 800.000 jewels


    _____________________________________________________________________________________

    Lyserg - Grizz - Sinbad

    Character
    Aria Beleren
    Aria Beleren

    Cosmic Soul


    Cosmic Soul

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    Position : None
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    Age : 36
    Mentor : Memnarch
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    Character Sheet
    First Skill: Tergiversation Arts
    Second Skill:
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    Heavy Artillery Magic Empty Re: Heavy Artillery Magic

    Post by Aria Beleren 19th August 2014, 4:23 am

    approved and bought.


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