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    Aegis Magic [WIP]

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    Aegis Magic [WIP] Empty Aegis Magic [WIP]

    Post by Guest 3rd October 2015, 12:05 pm

    Magic
       

       Primary Magic: Aegis
       Secondary Magic: N/A
       Caster or Holder: Caster
       Description: Aegis magic is about protection, primarily the protection of others.  It is essentially the creation of shields, but not physical shields.  It creates magical shields that can block attacks and reduce damage, hinder attacks, and protect a person's body from harm.  There are usually two types of barriers:  1) Barriers that must be held up by concentration and are limited by damage taken, thus diminishing or fading away when the full damage has been taken.  2) Practical barriers or barriers left behind to slow an enemy only last for a certain period of time and that time does decrease as the barrier takes damage.

    Mostly, this will be used to cast barriers around either a single person or multiple people.  When dispersed over multiple targets, its effectiveness decreases.  This makes Aegis better for single target protection, as well as useful vs. AoE attacks, but almost useless as offensive magic.  These barriers can be formed in order to bash or push away an opponent, but this does not deal much damage.  It can be used to hinder movement, such as when a barrier is placed in a doorway to temporarily prevent passage.  

       Strengths:
    Defensive Barriers:  The mage can create defensive barriers easily.  If it is over herself, it can block against a couple of attacks, but if it is over an ally, she takes partial damage and it can block three attacks.  Barriers over multiple allies usually can only block a single attack and still deals damage to the mage.

    Duration Blocks:  The mage can create a "wall" that can block a passage through a door or gate for a limited amount of time.  Dealing damage to a wall can decrease the time it lasts.

    Practical Uses:  These barriers can be used to create a small, thin bridge, hold liquids, smother fires, or hold smaller, weaker creatures or animals in place.  This doesn't mean they are paralyzed, they are simple locked to a specific zone within the barrier around them.

       Weaknesses:
    Little to No Damage: Aegis magic only deals damage when it is used to bash someone, knock them into something else, or crush them into something else.  However, even in these situations, this does little to no damage (the damage is most likely to come from the environment, rather than from the barrier, itself) to the target and is used defensively, rather than offensively.

    Movement Limitation: When an Aegis mage wishes to cast a spell of (barriers), these barriers do not have a duration, but instead have a damage limit that they can take, or they stay up as long as the mage concentrates.  When focused on holding these barriers up over her allies or herself, this hinders her movement and makes her vulnerable to attacks.

    Barrier Limitations: The mage can only cast up to five barriers at any given time and this does include any barrier she would put over herself.  Additionally, she must be able to see an ally or target in order to effect him or her with a barrier.  

       Lineage: Magician's Spirit --
    Description: The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omni-potent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.
    Ability: 25% increase to magical power, ability to identify the enemies magic. Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.
    Usage: The user will passively gain a large increase of magical power, as well as have the old Sage share their body for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for 10 posts.
    Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius with an explosion of fifteen meter radius.

       Unique Abilities:
    Colossus Armament: This power forms around and hardens the skin of the caster only, but decreases agility and speed.  This increases her physical defense and her physical strength.  Essentially, she weights more and is a little tougher to harm.

    Recovery Aegis: This is a barrier cast in a specific, stationary spot that allows the entrance of anyone to enter and slowly heal.  Emphasis on slowly.  This lasts only for (x) amount of posts equivalent to the caster's rank, but takes twice as many for cool down as normal for the caster's rank.

    Rock Fall:  This ability allows the caster to create up to ten miniature barriers that are about the size of a fist that will fall down and rain upon the enemy.  This is not target specific, so if an ally is in the area, it can harm them, too.  Any enemy within the AoE is a potential target, but not can be "aimed at" for accuracy.  Does 50% of the caster's rank in damage, but damages the entire AoE equally, as there is no origin point.

       Spells:


       Name: Ally Aegis
       Rank: D
       Type: Defensive
        Duration: For as long as she concentrates, or until a barrier takes the full damage that it is allotted for the caster's rank.
       Cooldown: 3 Posts for each individual barrier.
       Description: This spell allows the caster to use up to five barriers at any time, focused around her allies at a five foot radius around their bodies.  If even one barrier is destroyed, it must wait its full, individual cooldown before it can be reformed.  This means that if two barriers are destroyed at different times, they will not be able to reform at the same time.  These barriers will cause the caster to take 25% damage of any damage blocked for her allies, but this effectiveness decreases as she uses more barriers.

    Speed -- These barriers can be cast at the same original, time, however, and can appear instnatenousely upon the original casting.  If a barrier needs to reform, it takes a full post to reform, unless she is only protecting one person.

    Range -- All targeted individuals must be within fifty feet of the caster in order to be effected by her barriers, unless she is only protecting one person, where the range increases to sixty feet.

    Area of Effect -- The five feet radius around each individual chosen for a barrier. These barriers follow the ally or allies for the range specified above.

       Strengths:
    Ally Protection: This spell grants an ally protection against (x) amount of damage for the caster's rank, or until the caster has taken too much damage and dismisses the spell.  

    Strength Two:  Info

    Strength Three:  Info

       Weaknesses:
    Movement Limitation: Due to the high levels of concentration it takes to keep up the barriers over her allies, the caster is severely limited in her movement.  She cannot do much to distract her, or the barriers will dissipate.  

    Multiple Focus Limits:  The more barriers placed up, the lower her agility falls, as well as her ability to focus on her immediate surroundings due to her need to follow her allies.  

    Multiple Movement Limits: Multiple barriers will block less damage/attacks and they limit her movement even more to reform after the cooldown period.

    Weakness Four: Info

      Current date/time is 28th April 2024, 8:47 pm