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    Armor of Fenrir: Sun Devouring Magic

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    David Kovar

    Player -
    Lineage : Armored Beast
    Position : None
    Posts : 7
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    Completed Armor of Fenrir: Sun Devouring Magic

    Post by David Kovar on 5th July 2016, 8:02 pm

    Magic

    Primary Magic: Armor of Fenrir: Sun Devouring Magic
    Secondary Magic:
    Caster or Holder: Holder
    Description:
    "Child... One who wishes to be free of the frozen scape  which we now stand on. You have presented me with a far greater gift than simple freedom from this glacier! You have reminded me of my cause! Yet... being that my body has become old and withered, I am no longer able to do as I once claimed to do in the face of the forces of darkness. Long have I waited inside this frozen stone believing no mortal be worthy of the power of the Sun, long have I struggled and awaited for a proper successor to my long forgotten legacy. Young David, I present you with a parting gift. The Armor of Fenrir, he who consumes the sun."

    David is, as vaguely stated above in the centered words, is the inheritor of the "Armor of Fenrir", the wolf that devours the sun during the times of Ragnarok. A magical battle-armor that has bonded itself to his body on a molecular level. That being said, the armor's premises of the armor is the consumption and conversion of pure solar radiation supplied by the sun.

    A lesser known artifact belonging to a long line of seemingly immortal successors, each of whom seal themselves away at the end of their stories in search of a worthy successor. When it bonded with David it began to 'consume' sunlight, hyper-metabolizing massive amounts of solar energy and stockpiling it. This being said after bonding with the armor a photosynthetic reaction is achieved as the body and armor consume sunlight and use it to grant the bondee momentary superhuman strength at potentially destructive levels, increased durability, the ability to manipulate the energy he stored to achieve flight, and the theme being 'fenrir', create constructs in the forms of wolves composed of solar energy.

    The reaction enabled David's body and armor to function akin to that of a solar-battery, hyper-metabolizing a specific wavelength of radiation as fuel to enable his magical spells and unique physical abilities. That single wavelength of radiation, solar radiation, in both its raw and filtered state through the planet’s atmosphere acts as fuel to enable all of his abilities. The end result is the ability to draw upon the reserves of energy absorbed through contact with the bioelectric field around his body, and expend it to achieve immense levels of physical strength [reaching destructive levels], durability beyond that of an ordinary human's capacity, the rate of which his body heals, even the manipulation of the solar energy stored within his body to fly and project concentrated blasts of energy.

    It should be noted that the armor isn't able to absorb and consume energy or an element in the same manner as a dragon-slayer...

    Strengths:

    • Versatility This magic is a Jack of All Trades, having melee enhancement spells, some healing and defense buffs, attack spells, and so on.
    • Spell synergy David’s spells all together have a great way of working together even without spell fusion.This being said, David’s spells often have some form of 'Synergy', while no, this can’t be used to cast two spells at once, it can be used to create a chain of spells that go along with one another and apply beneficial effects upon one another.
    • Resistance to light Spells David boasts a resistance to light elemental spells equal to his rank by 5% of rank spell damage.
    • Buffs David has Buffs! Tons and tons of Buffs!
    • Close-range Combat David’s magic excels at close to Long-range combat.
    • Long Combat Read Close Range Combat again.


    Weaknesses:

    • Dark-based magics David’s magic relies on the light, Darkness being his kryptonite so to speak. His physical attributes and such, are all greatly affected by dark magics, whether it be blacking out the sky or simply hitting him with a concentrated blast of dark energy, this being said he suffers an additional two points of damage to this type of magic. (A D rank spell will do 22 points of damage rather than 20 depending on how the spell was created, variations of such rely on damage reduction and such caused by the different types of spells. Example: Instant cast does 75% of D rank damage. As such, a D rank spell does 15 damage. This would mean a D rank slayer spell does 17 damage due to it being an insta-cast.)
    • Reduced Buoyancy David is unable to swim.
    • Vulnerability to Death Magic By 1 point of damage. Something that can kill off his cells to prevent the absorption of solar energy. This is regardless of rank.
    • Frail Minded Illusions are 30% more effective. David suffered and starved as a child in iceberg, which has caused his mind great psychological damage. David is more susceptible to illusions and mind affecting curses. An actual damage 'effect' is null, illusions affect his mind more often. Places like the Cursed Lands spooky aura can make him see things that aren’t necessarily there.
    • Vulnerability to Fire Magic David has an allergy to fire. A real Allergy, one that causes him an additional point of damage against him regardless of the rank of spell so long as it is Fire-specific.
    • Recoil Effect David’s spells often have a passive recoil. As exerting the amount of physical strength with his spells without having the necessary durability to ignore it and exert his strength.
    • Backfire Effect David’s spells can be interrupted to cause a backfire effect.
    • Spell Charging David’s spells require a lengthy charge to preform.


    Lineage: Armored Beast

    Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.
    Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
    Usage: Passive

    Unique Abilities:

    • Healing Factor:  David's body works akin to that of a solar battery, and the excess solar energy he absorbs goes to one specific place. His cells, and sustaining them, as well as repairing them. The power is a regenerative healing process that enables him to regenerate damaged or destroyed tissue with far greater efficiency than an ordinary human. He can regenerate greatly damaged or destroyed tissue with few seconds (posts). David's accelerated healing powers have been commonly referred to as his healing factor. The full extent and speed of David's healing factor isn't known. He has been shown to fully heal from numerous stab wounds, severe burns covering most of his body, and regenerate missing eyes within a matter of hours so long as he is relatively still 'alive'. Among the more extreme depictions of his accelerated healing factor involves him having his skin, and some minor internal organs torn away from his body only to fully regenerate the tissue within a few days. It is noted that this is one of the few reasons he did not starve to death on a barren farm in iceberg.

      This 'Regeneration' effect appears to only go on during times when he is outside of combat or danger, or in a resting area such as a guild hall. The speed of this is based on posts when outside of combat, the speed of which is 1% per post.
      D Rank speed: 1% total health a post
      C Rank speed: 2% total health per post
      B Rank speed: 4% total health per post [Maximum rate of regeneration]


    • Enhanced Durability: David’s physical durability it augmented naturally by comparison to his physical strength, which has remained the same without the use of his magic. This is due to his cellular and anatomical structure being enhanced, making him more dense without losing his ability to move around [weight/density effected, his mobility isn't]. David boasts an enhanced resistance to  different forms and levels of harm, ranging from blunt force to falls from great heights, to using his strength. His base health is increased by a total of 15%.

    • Flight: David possessed the natural ability to expel energy from his cells in order to achieve flight over long distances. The first and only way he does this is through the expulsion of energy downward at a consistent rate, thereby generating enough force to defy gravity and allow for stable propulsion and gliding at high speeds through the air (Please note: This cannot be used in combat. It is used as a form of entering and exiting topics and locations, as well as hovering and levitation a few feet off the ground until in combat again) This ability serves as David’s primary form of transportation around Earth Land.



    _______________________________________________________________

    D rank:

    Name: Solar-Strike
    Rank: D rank
    Type: Offensive
    Duration: Instantaneous effect.
    Cooldown: Two turns after initial cast.
    Description: Easily the most identifiable spell that has melee damage that David is capable of dishing out. Through the expenditure of solar energy stockpiled within his body, essentially strengthening his biology for a mere second, David is capable of delivering a powerful and instantaneous, magically enhanced strike. Throwing a right punch with enough force downward, creating a shock-wave large enough to easily shatter the ground beneath his feet, causing a miniature 'quake' in front of him within a three meter radius. being that this is a strike, it is best used if within punching distance, as it would carry the other strengths found below.

    Hitting someone within melee range with this spell would actually deliver temporarily immobility, as a simple strike and the earth breaking beneath his feet would ground them up to two turns.

    Being that this is an instantaneous spell attack, David is limited to doing 75% of a D rank spell damage with this spell so long as there are no buffs. In a shorter explanation, David is only able to do 15 out of 20 D rank spell damage with this attack.
    Strengths:

    • Stricken Immobility As an added effect aside from the miniaturized quake delivered by the strike, hitting someone within melee range with this spell would actually deliver temporarily immobility, as a simple strike and the earth breaking beneath his feet would ground them up to two turns.
    • Instantaneous Spell As this spell is in fact Instantaneous, he is capable of dishing it out instantly so long as he is in range.
    • Fury David will gain a stack of “Fury” after this is used, increasing his durability and giving him a .5 resistance to melee damage equal to or lower than his current rank. This lasts for three turns.


    Weaknesses:

    • Range Simply be outside of the three meter radius and the spell won’t necessarily affect someone. Be outside of MELEE distance, and not only will the spell not affect the enemy, but they will also not be subject to the immobility.
    • Instant Damage This spell is lacking approximately 25% of its D rank damage. As such it has a reduced amount of damage, reaching 15 damage.
    • Concussive Backlash A debuff that takes place after David is done with his attack. During the four turn cooldown he will be somewhat disoriented and almost Drunk in nature. Reducing his physical speed by a total of 10%.
    • Recoil: Whether or not if David is armored or not, he will be receiving a total of 2.5 points of recoil damage.


    _______________________________________________________________

    Name: Nova-Strike
    Rank: D rank
    Type: Offensive
    Duration: Two turn casting charge,
    Cooldown: Three turn cooldown
    Description: This is an alternative version of "Solar Strike", that is done slightly differently to achieve a different effect. The second spell that dishes out a large degree of melee damage. Through the expenditure of solar energy stockpiled within his body, essentially strengthening his biology for a mere second, David is capable of delivering a powerful charged punch. Throwing a right punch with enough force forward, creating enough wind pressure that it actually causes moisture to fly away, ranging from miniature storm clouds to a small amount of a spell's liquid in front of him within a four meter radius. Being that this is a strike, it is best used if within punching distance, as it quite literally blow away an opponent a few feet.

    After charging for two turns, David will deliver a close-range strike that will deal out 20 D rank damage towards an enemy, carrying the following strengths below [the additional effects] such as weakening water magic due to the wind pressure blowing it away and the knock-back at melee range.

    Strengths:

    • Wind Pressure [Effective against water magics] This spell carries enough physical force to create wind pressure capable of clearing the weather or effectively blow away moisture. Certain forms of spells revolving around moisture [water] become less effective against David for a total of two turns after using this spell, by around 15%.
    • Knock-back This spell, despite being the second version of David's Solar Strike, is more powerful in both damage and effect. Those hit within melee range would be knocked back by the force carried by the strike, blowing them away roughly two meters.
    • Fury David will gain a stack of “Fury” after this is used, increasing his durability and giving him a .5 resistance to melee damage equal to or lower than his current rank. This lasts for three turns.


    Weaknesses:

    • Range Simply be outside of the four meter radius and the spell won’t necessarily affect someone. Be outside of melee radius and the wind pressure won't knock them off of their feet.
    • Charging Spell: Being that this spell requires a charge it can be interrupted mid-charge to prevent the cast, essentially causing it to go onto cooldown mode immediately.
    • Concussive Backlash A debuff that takes place after David is done with his attack. During the four turn cooldown he will be somewhat disoriented and almost Drunk in nature. Reducing his physical speed by a total of 10%.
    • Recoil: Whether or not if David is armored or not, he will be receiving a total of 2.5 points of recoil damage.


    _______________________________________________________________

    Name:  Energy Beam
    Rank: D
    Type: Fire, Offensive
    Duration: One turn.
    Cooldown: three turns after initial cast.
    Description: David’s strength isn’t exactly a match for his ability to project energy from his eyes, hands, and feet. From David’s hand he will charge a ball of yellow energy, after a total of two turns of charging David will unleash this orb in all of its fiery power to those within a five meter radius at about as fast as David can sprint [15mph]. Upon impact the beam causes moderate burns and deals D-rank damage to those within his three meter radius blast zone.
    Strengths:

    • Blast Radius This spell has a very useful range that permits a total of 8 meters in total, however that is after the initial firing of the blast reaches its five meters, and the blast reaches its explosion of three meter.s
    • Burn This spell has the capability to burn his enemies
    • Fury David will gain a stack of “Fury” after this is used, increasing his durability and giving him a .5 resistance to melee damage equal to or lower than his current rank. This lasts for three turns.


    Weaknesses:

    • Range Simply be outside of the five meter radius, then outside of the three meter radius, and the spell won’t affect you.
    • Recoil Fire David will be affected by burn-damage over time. This means he will be affected by a three turn damage effect that adds on an additional .5 damage over one turn.
    • Energy Backlash A debuff that takes place after David is done with his attack. During the three turn cooldown he will be somewhat disoriented and almost Drunk in nature. Reducing his physical speed by a total of 10%.
    • Backfire burning: Whether or not if David is blocking or far enough way, his hands will have been singed by the exploding ball of solar energyform, he will be receiving a total of 2.5 points of recoil damage.


    _______________________________________________________________

    Name: Solar Howl [D-rank]
    Rank: D
    Type: Charged, Solar/light, Offensive
    Duration: Two turn charging period, Instantaneous cast afterwards.
    Cooldown: Three turns
    Description:
    This is David's only current wolf-related construct spell that he is capable of mustering at the moment. Through the act of controlled breathing and the alteration of magical energies within David's body, David is capable of expelling some of the solar energy stored within his body to achieve a highly destructive' howl' from his mouth. Simple in it's execution, David will summon a large transparent yellow wolf's head to mask his own face, where over the course of two turns he will begin to draw upon energy stored deep within. After charging he will direct his head in the direction of his enemy to release a large blast of solar energy with a range of approximately five meters and a blast spread of three meters.  

    The process of expelling in that much energy however is very damaging to his body, resulting in a loss of five points of his health along with the usual mana cost of casting a D-rank spell.

    Strengths:

    • Fury David will gain a stack of fury after this is used, increasing his durability and giving him a .5 resistance to melee damage equal to or lower than his current rank. This lasts for three turns.
    • Mid to long range:
    • Solar Strength


    Weaknesses:

    • Debuff: This spell has a flaw, being that it cannot be cast twice in a row or be used several times so long as David is in combat, it will continuously loses power if used two consecutive times in a row [he is physically losing more and more of the stored solar energy, causing it to lose it's effectiveness]. This is usually seen as his cells themselves begin to break down from being oversaturated with solar energy, while one would think that is good he can only contain so much energy. This causes a 50% decrease in its power if used two consecutive times in a row. (D rank spell will only do 10 damage if used a second time in a row)
    • Health Sacrifice David will sacrifice 5 points of his own health to preform this spell, along with the base D-rank spell cost.
    • Slurred: David's body will become slightly slurred after this, his movement speed is reduced by 10%.
    • Limited range This spell’s offensive effect works within a mid-range only.


    David Kovar

    Player -
    Lineage : Armored Beast
    Position : None
    Posts : 7
    Cosmic Coins : 0
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    Completed Re: Armor of Fenrir: Sun Devouring Magic

    Post by David Kovar on 25th May 2017, 2:04 pm

    ANCIENT BUMP

      Current date/time is 24th September 2017, 5:05 am