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    Overture of War - Artillery Magic

    Godlike Frederik
    Godlike Frederik
    The Forsaken

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Veteran Level 2- Veteran Level 1- 1 Year Anniversary- Player 
    Lineage : Apex of Darkness
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    Posts : 2963
    Guild : Savage Skull
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    Character Sheet
    First Magic: Ethernano Manupilation
    Second Magic: Heavy Artillery Magic
    Third Magic:

    Overture of War - Artillery Magic Empty Overture of War - Artillery Magic

    Post by Godlike Frederik on 6th December 2016, 3:14 am

    Magic

    Magic Name:
    Magic Type:
    Description:
    Unique Abilities:

    • Ability 1:
    • Ability 2:
    • Ability 3:


    Spells



    Name:
    Overture
    Rank:
    Signature
    MP Cost:
    0%
    Category:

    Type:
    Offensive
    Damage:
    90 HP
    Range:
    300 meters
    Speed:
    225 meters per second
    Duration:
    10 posts
    Downside: 
- Can’t exceed damage 90 HP per target
- Damage per unit don’t stack on one target
- Needs other spells slots for specialized attacks with these cannons
    Description: 
Within the blink of an eye an Dahau materializes four separate futuristic looking cannons. Each cannon is a single unit that levitates around Dahau and can be moved around freely. Meaning that Dahau can position his cannons for a trap during battle or even have them chase a target while trying to repeatedly blast them.
With the use of other spells, Dahau can change the function of the cannons. From stasis effects and damage type to increased damage or speed.



    Name: 
Orchestra of Destruction
    Rank: 
S +
    MP Cost:
    90%
    Category: 
Advanced Spell
    Type: 
Offensive
    Damage: 
135 HP
    Range:
    450 meters
    Speed:
    340 meters per second
    Duration:
    2 posts
    Downside: 
- Damage doesn’t stack, it doesn’t deal more then the 135 per target
    Description: 
In the sky behind Dahau a multitude of purple colored pentacles appear. Then these magical engrams are ripped apart like paper revealing an entire different area behind the sky. It’s vague, and often shifting but through the vagueness, you can see the silhouette of a mysterious but behemoth sized contraption. Then before you can even get a good glimpse of it, a multitude of cannon barrels pierce through the fabric of space and time and take aim at you and everyone you hold dear. And before you know it a barrage of explosive projectiles is shot at you and everything around you.



    Name: 
Point Blank Sonata
    Rank: 
S
    MP Cost:
    60%
    Category: 
Advanced Spell
    Type: 
Offensive
    Damage: 
120 HP
    Range:
    400 meters
    Speed:
    400 meters per second
    Duration:
    1 posts
    Downside: 
-
    Description: 
With the snap of his fingers a single large cannon appears in front of the target. So close that he or she is actually looking down the barrel of what is their imminent doom. Then not even a second later the cannon blasts the target with a magical laser.

    Name: 
Overture: Stasis
Rank: 
B
    MP Cost:
    40%
    Category:
    Type: 
Auxiliary
    Damage: 
0 HP
    Range:
    200 meters
    Speed:
    200 meters per second
    Duration:
    6 posts
    Downside: 
- Spell itself doesn’t deal damage, instead it changes the use of the Signature spell Overture
    Description: 
Stasis switches two cannons from the spell Overture, from explosive shells to a stasis beam. That can either put two single targets into stasis for 1 post. Or use a smaller tractor beam to target a single person limbs. Preferably the arms. And capture them for 2 posts.



    Name: 
Overture: Flamethrower
    Rank: 
D
    MP Cost:
    20%
    Category: 
Advanced Spell
    Type: 
Auxiliary
    Damage: 
0 HP
    Range:
    60 meters
    Speed:
    60 meters per second
    Duration:
    3 posts
    Downside: 
- Spell itself doesn’t deal damage, instead it changes the damage type of the Signature spell Overture
    Description: 
It changes the damage type of at least one of the cannons from the spell Overture, from explosive shells to a flamethrower. With it the range of the Overture cannon changes as well to that of at least 60 meters.


    Name: 
Overture: Shocker
Rank: 
D
    MP Cost:
    20%
    Category: 
Advanced Spell
    Type: 
Auxiliary
    Damage: 
0 HP
    Range:
    60 meters
    Speed:
    60 meters per second
    Duration:
    3 posts
    Downside: 
- Spell itself doesn’t deal damage, instead it changes the damage type of the Signature spell Overture
    Description: 
It changes the damage type of at least one of the cannons from the spell Overture, from explosive shells to an high electrical discharge. Instead of damage this is used to stun an enemy for 1 post.


    Last edited by Godlike Frederik on 16th November 2020, 8:01 am; edited 1 time in total


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    Overture of War - Artillery Magic Empty Re: Overture of War - Artillery Magic

    Post by Guest on 6th December 2016, 7:08 am

    Approved after speaking in Cbox :D
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Main Account- Mythical VIP Status- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- Custom Slayer- God Slayer- Demon Slayer- Legal Guild Ace- Neutral Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- EXP Grinder- Jewel Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Idolize- Unknown Powerhouse- Unknown Legend- The Completionist- Guild Creator- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Sticking Around- Loyal to the Bone- Dank Memer- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Supreme Grand Master [5000]- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : God of Justice
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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Overture of War - Artillery Magic Empty Re: Overture of War - Artillery Magic

    Post by Johann on 1st July 2019, 1:10 pm

    Moved and unlocked at the user's request

    Spoiler:
    @Godlike Frederik wrote:

    Magic

    Primary Magic:
    Ethernano Manipulation
    Secondary Magic:
    Savage War Machine
    Caster or Holder:
    Caster
    Description:
    The moment Harrigan gave up most of his magical prowess, only so that it could fuel his newest humanoid weapon Rosetta. Was also the moment that Harrigan had become powerless, no longer was the effectiveness of his main magic Rapture useful. No longer could he torment and torture other mages with their own magic. No it had rendered him completely powerless. Yet Harrigan despite is arrogance is also a determined man, and with emptiness of his magic which he had to build op again, he was given a chance. A chance to become more then what he used to be, to look beyond just the Rapture and delve deeper into that manipulation of Ethernano. Because essentially that was just what Rapture was. Only really limited down to the direct hurting and tormenting of others. It was an arrogant magic that perfectly fits him.

    Now that he had to start over, Harrigan discovered he could use his magic for so much then just Rapture. So starting from scratch, Harrigan learned himself to manipulate ethernano on a whole new level. From just simple hurting them through Rapture. To actually restricting movement and turning ones magic against them in a whole new way. This would be simply called Ethernano Manipulation, which will become a magic with a vast array of abilities and spells that targets the opponent as long he/she/it has magical powers in them.  

    Strengths:
    - A vast array of different types of spells that focus on the Manipulation of a persons own Ethernano. Like Rapture, Puppetry, having a magic go out of control and even spells like Law of Retrogression.
    - Very effective against enemy mages, or any living creature with strong enough magical powers to be targeted.
    - While mostly focussing on the person as whole, this magic does include a spell or two that also targets manifested spells. Maybe even an item or two.

    Weaknesses:
    - Non-magic users, anyone or anything that has no mana-pool or latent magical capabilities can generally not get hurt by this magic.
    - Curse Users, Curses are a different magic, and the users don't generally have a magical pool that is equal to Ethernano. Meaning that they can't be affected by this magic.
    - Limited in a certain sense. For instance, some spells may be more repetitive.
    - It's an element less kind of magic, so the user has no natural benefits like most mages do. Ice mages who can withstand extreme cold or like fire mages who can walk through a volcano.


    Lineage:
    Chaos Eyes
    The user can see a glimpse of the future for a brief minute, but causes great strain on the user’s body. Upon activation, the user of this lineages gains the foresight needed to predict enemy attacks and thus gains an increased chance to avoid them. It takes the appearance of ghostly echoes in their vision. Can be thwarted by the very skilled who react to your own reactions, or by others with similar ability. Passively they can get visions of the future for plot reasons. They are occasionally plagued by nightmares of their own death.

    Passive for plot purposes / Active for battle purposes. Active lasts for 1 post with a 10 post cooldown and even though the user knows the next move this does not mean they can dodge everything that post and the attacker can simply outmaneuver them if able.

    Unique Abilities:

    - Rapture -
    One of the key aspects of Ethernano Manipulation is the Rapture type of magical spells. Spells that puts pressure on a persons own magic power until it explodes. Depending on the spells rank and usage, the rapture can be targeting one certain spots on the body. For instance limbs or several just to cause a pain. However what every Rapture spell has in common is a 5% mana burn upon the base damage of the spell.

    - Sensory Array -
    An user rank based ability, that allows Dahau to basically serve as some sort of radar. By sending out a faint invisible wave of magic, he is able to sense any magical entity equal to his rank and below in the radius. It's strong enough to even make the difference between a mage or a creature or even sense if there is a magical object. He can't however sense who the actual person is, not unless he has felt their magical auras before. The radius for this utility is 1 kilometer.
    High ranked mages starting from A, who have a highly attuned sense to magical sensing, can sense the ping. Meaning that both will be aware of each others presence.

    - Ethernano Partical Manifestation -
    Probably one of the only few magical spells/abilities that doesn't directly target an opponent. But instead creates an utility weapon for combat. By created a phase weapon formed out of Ethernano. This similar of a make-mage, who creates weapons. Only this time the make is less crude and non-elemental, and is more of a phase like weapon. Think similar on how Psylocke from the X-men can manifest her abilities. The weapon is limited to the casters rank in matters of strength. Meaning that it can only be dispelled by an dispelling type of attack that is equal or higher in rank. In basic attack it deals one rank lower in damage.

    - Shroud -
    Dahau can manipulate the Ethernano around to such extent that he can make himself become practically unable to be sensed by others. His presence is the same as the air around him, the grass on the ground. He can become nothing that a vague whisper that can't be detected. Only the highest ranked of mages can sense him and only those who have an ability allowing them so. This doest count for a keen sense of smell though, certain slayers that can't sense his presence can maybe figure out he is near them by using their own senses.

    - Spacial Manipulation -
    In a way you can consider it some sort of teleportation. But less direct, due to his manipulation of Ethernano. Dahau can rip a hole in the space time continuum and travel through these holes. Similar to Apocalypse in the X-men movie can travel to a new destination. This is mostly used for plot only.

    - Unknown -


    Signature Spell:
    Name:
    Rapture Orchestra
    Rank:
    Signature/Rank Based
    Type:
    Offensive
    Duration:
    instant
    Cooldown:
    3 posts
    Description:
    By slightly spreading out his arms, with the palms of his hand faced towards his opponents. While at the same time two magical pentacles appear on his palms. Just slightly bigger then his own hands. However this move has no significant meaning besides then looking a bit cool. A fashion statement if you may. The spell itself is far more powerful. The Rapture Palooza is a rapture spell that targets an entire group, in fact anyone that is in Harrigans eye sight and within a range of 50 meters, and as well have a magic pool are targeted by the Rapture. Which compresses and pressurized their own mana until it quite literally explodes internal. Burning away 5% of their own mana, as well as dealing damage equal to their own rank. However mages two times higher then the casters rank aren't affected by the mana burn, and for any mages higher ranked. The damage is capped at the casters rank. Range is 100 meter.

    Overture of War - Artillery Magic Latest?cb=20120804053223

    Strengths:
    - uses the mana of his opponents and burns 5%
    - targets an entire group but can as well target a single person.
    Weaknesses:
    - Mana burn isn't effective against mages that are two ranks higher
    - Damage is equal the rank of the afflicted
    - Isn't effective on people without a mana pool. Or who use Curses as a magic instead of Magic.

    S - rank spells:
    Name
    Law of Retrogression
    Rank:
    S
    Type:
    Offensive
    Description:

    A magical spell that allows the caster to lower a targets entire being. Not dealing any damage like a rapture spell, but instead affecting their magic, as well as physical being, abilities and skills. In appearance the targets are put in a younger state of themselves. And suffer from lack of proper movement, as the sudden size of their body takes some getting used to. A weaker magic usage as well as less control over their usual abilities and spells. With their change in size their physical abilities are also weakened.

    On a mental note, the fact that they are in a younger state, it may be that some of them suffer from childhood memories, mostly traumas. Times when they felt at their most vulnerable.

    Overture of War - Artillery Magic Latest?cb=20150424152736

    Duration:
    10 posts
    Cooldown:
    12 posts
    Strengths:
    - Affects targets magical powers, physical and puts them in a childlike state
    - It weakens them on several fronts
    Weaknesses:
    - It doesn't do any damage, only affects the targets for a longer period of time
    - Is more a plot device then an actual useful spell
    - long cool down


    Name
    Rapture Palooza
    Rank:
    S
    Type:
    Offensive
    Description:
    Targeting a single person for three posts long, Harrigan is able to deal a consecutive attacks for three posts straight. Incapacitating and paralyzing the opponent, while he cringes and suffers an unimaginable pain. The damage however is single, 1 S rank damage. Even when it is a consecutive attack. In addition to this, the Rapture spells shaves off 5% of the targets mana. Range is 100 meter.

    Duration:
    3 posts
    Cooldown:
    5 posts
    Strengths:
    - Basically makes the target useless for three posts long while suffering the attack
    - Deals damage and shaves off 5% MP
    Weaknesses:
    - Damage is one time only, even though he is enduring a continuous attack. That doesn't mean the attack is increasing the damage
    - H ranks may suffer only 2 posts of damage, or have an higher resistant against the pain
    - It only fully functions up to S rank targets.


    Name
    Spell Manipulation - S Rank
    Rank:
    S
    Type:
    Support
    Description:
    When a magical attack is cast against Harrigan, he has the ability to fully manipulate that said attack. By either ripping its magic apart and thus dispersing the entire spell. Or either redirecting it out of his way, or even towards the caster or new targets.

    There is one condition to this spell, the spell casted has to be a materialized spell with a form. So think of like ice spikes, fire roars or a water slicer heading towards you. While spells without any form like illusion, mind spells, buffs aren't affected. Range is 100 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can redirect a spell
    - Can disperse a spell
    Weaknesses:
    - H rank spells aren't fully affected, saying it can't be dispersed. Only redirected
    - Spell on itself doesn't do any damage
    - Useless when facing non-magic users, or curse users


    Name
    Rapture - S rank
    Rank:
    S
    Type:
    Offensive
    Description:

    Dealing 1.5 S rank damage, and shaving off 5% mana from a target. Dahau is able to use 1 to 3 rapture attacks. On a single target, or divided over three. Which will also divide the damage but not he burn. Range is 100 meter.

    Overture of War - Artillery Magic Latest?cb=20120804053223

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can target up to three
    - Deals damage and shaves off 5% MP
    Weaknesses:
    - when targeting more then 1, the damage gets divided
    - Cant be used on non magic users
    - Can't be used on Curse users

    Raffle S - rank spells:
    Name
    Larceny
    Rank:
    S
    Type:
    Support
    Description:
    Etherano is everywhere, in the air. In the plants, small critters. And even non-magic users in some sort of small degree. In a fact you even say that in someway the magic that everyone posses is a lifeline. One that Dahau glad uses for his own advantage.

    While casting this spell Dahau drains every small critter, plant life or lesser being. Non mages. For their small amount of magical particles, meaning that everything around him will start to look sickly and even rotten. Birds will fall to the ground, people will start feeling week and fall on their knees. While Dahau himself gains extra magical power. In fact he gains another 50% of mana. 30% if you count the cost the actual spell.

    Duration:
    1 posts
    Cooldown:
    5 posts
    Strengths:
    - Gains mana
    - Affects beings around them, they start feeling sickly and weak. Mages can feel the effects too, but don't suffer any real effects. As their mana pool is big enough to sustain them. Think like weak knees and so on.
    Weaknesses:
    - spell itself doesn't do any damage
    - taking away the cost of this spell, the mana added is just around 30%
    - Never can be more then top the full mana pool. Meaning when Dahau's mana pool is at 80% the mana added will be 20% reaching a full 100%. Never more


    Name
    Puppeteer
    Rank:
    S
    Type:
    Offensive/control
    Description:
    This spell is best described if you take in mind the blood bending from Avatar. Where a bender can take painful control over a group of people in a certain way. The same goes for the Puppeteer spell. Here Harrigan uses targets with magic/etherno in their bodies instead of blood. And is able to lift them up, force their limbs in a certain way and even incapacitate them for a certain time.

    The spell on itself doesn't deal any physical damage, but the target will have to endure an unbearable pain for the entire duration they are under the influence of this spell. The spell however only affects magical users, so once again non-magic users aren't affected by this.

    When knocked out, the targets are incapacitated for 2 more posts and the cool down will increase with 4. Range is about 100 meters.

    Duration:
    5 posts
    Cooldown:
    7 posts
    Strengths:
    - Can target people and force their bodies
    - deals massive pain while doing so
    Weaknesses:
    - Spell doesn't deal damage
    - Can't be used on non-magic users
    - the movements are crude, it's not as if the targets are under a mind control
    - H ranks are less affected by it, can even force a movement to counter Harrigan, and for them the duration is one post shorter


    Name
    Locked out
    Rank:
    S
    Type:
    control
    Description:
    Focussing on a single entity, Dahau is not only able to lock a mage in certain force state. Bus as well locking their entire magic for the next four posts. Ending all active buffs, spells, as well as their entire magical capabilities. No spell can't be casted by the target, in fact they can even feel weakened by it. H ranks endure a shorter effect of the spell with only 1 post affecting them.

    Duration:
    4 posts
    Cooldown:
    7 posts
    Strengths:
    - Can target people and force their bodies
    - locks targets magic, rendering it useless
    Weaknesses:
    - Spell doesn't deal damage
    - Can't be used on non-magic users
    - H ranks are less effected by the spell


    Name
    A Vile Empowering
    Rank:
    S
    Type:
    Support
    Description:
    A vile empowering does exactly what the name suggests, it empowers other mages. Especially those who ally themselves with Dahau. By toying with their inner magic pools, Dahau is able to release a sort of hidden magical container inside of them. Allowing them to access it. It doesn't necessarily increase their own mana pool. But it certainly affects the damage output of their own magical spells. For the next 4 posts, any magical attack those affected deal, are increased by 50%, as well as any range for any casted spell is doubled, even their defensive against magical abilities is upped, meaning magical attacks against them, cutting it in half by 50%. Downside is, this spell doesn't work on himself, and he functions as some sort of catalyst. Meaning that when defeated the spells ends immediately. Only for allied mages who are in sight.

    Duration:
    5 posts
    Cooldown:
    7 posts
    Strengths:
    - Increases damage output of magical attacks.
    - Can target up to four other mages
    Weaknesses:
    - Can't be used on himself
    - Works as a catalyst, meaning when defeated the others will lose the benefits immediately
    - Spell on itself doesn't do any damage, nor has any defensive properties


    A - rank spells:
    Name
    Rapture - A rank
    Rank:
    A
    Type:
    Offensive
    Description:

    Dealing 1.5 A rank damage, and shaving off 5% mana from a target. Harrigan is able to use 1 to 3 rapture attacks. On a single target, or divided over three. Which will also divide the damage but not he burn. Range is 75 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can target up to three
    - Deals damage and shaves off 5% MP
    Weaknesses:
    - when targeting more then 1, the damage gets divided
    - Cant be used on non magic users
    - Can't be used on Curse users


    Name
    Spell Manipulation - A Rank
    Rank:
    A
    Type:
    Support
    Description:
    When a magical attack is cast against Harrigan, he has the ability to fully manipulate that said attack. By either ripping its magic apart and thus dispersing the entire spell. Or either redirecting it out of his way, or even towards the caster or new targets.

    There is one condition to this spell, the spell casted has to be a materialized spell with a form. So think of like ice spikes, fire roars or a water slicer heading towards you. While spells without any form like illusion, mind spells, buffs aren't affected. Range is 75 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can redirect a spell
    - Can disperse a spell
    Weaknesses:
    - S rank spells aren't fully affected, saying it can't be dispersed. Only redirected
    - Spell on itself doesn't do any damage
    - Useless when facing non-magic users, or curse users



    Name
    Etherno Blasts
    Rank:
    A
    Type:
    Offensive
    Description:
    Shooting from up to three different pentacles, are three singular beams made out of pure etherno. Which means that his attack is pure in form when it comes down to magic. There is no element in it, no holy or darkness, no fire or water. Just pure magical blasts. That each deal A rank damage to the target. Range is 75 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can shoot up to three attacks, each worth a single A rank damage
    - Non-elemental. Meaning that slayers can't consume it, nor use it to fuel themselves
    Weaknesses:
    - Even though each blasts deals A rank damage, it can't exceed the max damage done to a target. Meaning when shot on a single target, the max damage will still be 1.5 A rank damage instead of 3
    - Simple spell, there comes nothing else with it



    Name
    Living Bomb
    Rank:
    A
    Type:
    Offensive
    Description:
    Similar to the force lock, only not waiting on the force to use it. But instead a toned down version that builds up magical pressure in a person to the point he explodes into a blast of fiery magic. Damaging him/her and everyone around him with a blast of max 1.5 rank damage. Capping it at A, meaning that S ranks and higher are only dealt, and dealing A rank damage this way.

    The explosion can occur in three starting from the first one. And can be released earlier by Harrigan or he can wait till the three posts reaches its climax. In addition to this, it still shaves of 5% mana, yet doesn't deal a cringing pain like the normal rapture spells

    Duration:
    3 post
    Cooldown:
    5 posts
    Strengths:
    - Builds up magical pressure till targets explodes with a blast of magic, based on their element. If no element is present normal magic.
    - Others are caught in the blast radius, which is 25 meters.
    Weaknesses:
    - Takes time to take effect
    - reach is only 25 meter of the explosion
    - Doesn't deal direct damage



    Name
    Mannequin
    Rank:
    A
    Type:
    Offensive
    Description:

    In a way similar to the Puppeteer spell, but instead forcing them painfully with their ethernano. Dahau simply freezes them in place. Like some sort of stasis. This spell has a reach of 75 meters and targets up to S rank mages in an entire room. S rank mages are however only affected by this spell for 4 posts while A rank and below are affected for the full blown 6 posts.

    Duration:
    6 post
    Cooldown:
    8 posts
    Strengths:
    - Freezes enemy mages
    - Affects a larger crowd
    Weaknesses:
    - S ranks are less affected by it
    - H ranks aren't affected by it
    - Doesn't do any damage


    B - rank spells:
    Name
    Savage Ravens
    Rank:
    B
    Type:
    Utility/plot
    Description:

    With the remaining magic left in the decomposing bodies of living beings. In this case ravens, Dahau has the ability to put them in a longer animated state. Using them as an utility really for spying, he can listen and even see through them if necessary. This is more a plot device then an actual spell tho, as it doesn't doe any damage, or has any other effects.

    Overture of War - Artillery Magic Tumblr_o5zqo8YA9b1qia2dho2_1280

    Duration:
    5 posts
    Cooldown:
    10 posts
    Strengths:
    - Plot usage
    Weaknesses:
    - more utility then an actual spell
    - no damage


    Name
    Rapture - B rank
    Rank:
    B
    Type:
    Offensive
    Description:

    Dealing 1.5 B rank damage, and shaving off 3% mana from a target. Dahau is able to use 1 to 3 rapture attacks. On a single target, or divided over three. Which will also divide the damage but not he burn. Range is 50 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can target up to three
    - Deals damage and shaves off 3% MP
    Weaknesses:
    - when targeting more then 1, the damage gets divided
    - Cant be used on non magic users
    - Can't be used on Curse users


    Name
    -
    Rank:
    B
    Type:
    Offensive
    Description:

    -
    Duration:
    -
    Cooldown:
    -
    Strengths:
    -
    Weaknesses:
    -


    Name
    Spell Manipulation - B Rank
    Rank:
    B
    Type:
    Support
    Description:
    When a magical attack is cast against Harrigan, he has the ability to fully manipulate that said attack. By either ripping its magic apart and thus dispersing the entire spell. Or either redirecting it out of his way, or even towards the caster or new targets.

    There is one condition to this spell, the spell casted has to be a materialized spell with a form. So think of like ice spikes, fire roars or a water slicer heading towards you. While spells without any form like illusion, mind spells, buffs aren't affected. Range is 50 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can redirect a spell
    - Can disperse a spell
    Weaknesses:
    - A rank spells aren't fully affected, saying it can't be dispersed. Only redirected
    - Spell on itself doesn't do any damage
    - Useless when facing non-magic users, or curse users


    _____________________________________________________________________________________

    Overture of War - Artillery Magic Johannsiggies
    Nessa Cordelia Lux
    Nessa Cordelia Lux

    Starlight Maiden


    Starlight Maiden

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Main Account- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Custom Slayer- Neutral Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Idolize- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Sticking Around- Dank Memer- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Haiku Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Supreme Grand Master [5000]- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 2nd Place Event/Contest Winner- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Seijin On Your Friends List- Have Onida On Your Friend's List- Have an Admin as a friend!- Have aeluri On Your Friend's List- Best GFX Artist Award- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Virtue
    Posts : 6967
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    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Overture of War - Artillery Magic Empty Re: Overture of War - Artillery Magic

    Post by Nessa Cordelia Lux on 25th August 2020, 7:25 am

    Spoiler:
    @Godlike Frederik wrote:

    Magic

    Primary Magic:
    Ethernano Manipulation
    Secondary Magic:
    Savage War Machine
    Caster or Holder:
    Caster
    Description:
    The moment Harrigan gave up most of his magical prowess, only so that it could fuel his newest humanoid weapon Rosetta. Was also the moment that Harrigan had become powerless, no longer was the effectiveness of his main magic Rapture useful. No longer could he torment and torture other mages with their own magic. No it had rendered him completely powerless. Yet Harrigan despite is arrogance is also a determined man, and with emptiness of his magic which he had to build op again, he was given a chance. A chance to become more then what he used to be, to look beyond just the Rapture and delve deeper into that manipulation of Ethernano. Because essentially that was just what Rapture was. Only really limited down to the direct hurting and tormenting of others. It was an arrogant magic that perfectly fits him.

    Now that he had to start over, Harrigan discovered he could use his magic for so much then just Rapture. So starting from scratch, Harrigan learned himself to manipulate ethernano on a whole new level. From just simple hurting them through Rapture. To actually restricting movement and turning ones magic against them in a whole new way. This would be simply called Ethernano Manipulation, which will become a magic with a vast array of abilities and spells that targets the opponent as long he/she/it has magical powers in them.  

    Strengths:
    - A vast array of different types of spells that focus on the Manipulation of a persons own Ethernano. Like Rapture, Puppetry, having a magic go out of control and even spells like Law of Retrogression.
    - Very effective against enemy mages, or any living creature with strong enough magical powers to be targeted.
    - While mostly focussing on the person as whole, this magic does include a spell or two that also targets manifested spells. Maybe even an item or two.

    Weaknesses:
    - Non-magic users, anyone or anything that has no mana-pool or latent magical capabilities can generally not get hurt by this magic.
    - Curse Users, Curses are a different magic, and the users don't generally have a magical pool that is equal to Ethernano. Meaning that they can't be affected by this magic.
    - Limited in a certain sense. For instance, some spells may be more repetitive.
    - It's an element less kind of magic, so the user has no natural benefits like most mages do. Ice mages who can withstand extreme cold or like fire mages who can walk through a volcano.


    Lineage:
    Chaos Eyes
    The user can see a glimpse of the future for a brief minute, but causes great strain on the user’s body. Upon activation, the user of this lineages gains the foresight needed to predict enemy attacks and thus gains an increased chance to avoid them. It takes the appearance of ghostly echoes in their vision. Can be thwarted by the very skilled who react to your own reactions, or by others with similar ability. Passively they can get visions of the future for plot reasons. They are occasionally plagued by nightmares of their own death.

    Passive for plot purposes / Active for battle purposes. Active lasts for 1 post with a 10 post cooldown and even though the user knows the next move this does not mean they can dodge everything that post and the attacker can simply outmaneuver them if able.

    Unique Abilities:

    - Rapture -
    One of the key aspects of Ethernano Manipulation is the Rapture type of magical spells. Spells that puts pressure on a persons own magic power until it explodes. Depending on the spells rank and usage, the rapture can be targeting one certain spots on the body. For instance limbs or several just to cause a pain. However what every Rapture spell has in common is a 5% mana burn upon the base damage of the spell.

    - Sensory Array -
    An user rank based ability, that allows Dahau to basically serve as some sort of radar. By sending out a faint invisible wave of magic, he is able to sense any magical entity equal to his rank and below in the radius. It's strong enough to even make the difference between a mage or a creature or even sense if there is a magical object. He can't however sense who the actual person is, not unless he has felt their magical auras before. The radius for this utility is 1 kilometer.
    High ranked mages starting from A, who have a highly attuned sense to magical sensing, can sense the ping. Meaning that both will be aware of each others presence.

    - Ethernano Partical Manifestation -
    Probably one of the only few magical spells/abilities that doesn't directly target an opponent. But instead creates an utility weapon for combat. By created a phase weapon formed out of Ethernano. This similar of a make-mage, who creates weapons. Only this time the make is less crude and non-elemental, and is more of a phase like weapon. Think similar on how Psylocke from the X-men can manifest her abilities. The weapon is limited to the casters rank in matters of strength. Meaning that it can only be dispelled by an dispelling type of attack that is equal or higher in rank. In basic attack it deals one rank lower in damage.

    - Shroud -
    Dahau can manipulate the Ethernano around to such extent that he can make himself become practically unable to be sensed by others. His presence is the same as the air around him, the grass on the ground. He can become nothing that a vague whisper that can't be detected. Only the highest ranked of mages can sense him and only those who have an ability allowing them so. This doest count for a keen sense of smell though, certain slayers that can't sense his presence can maybe figure out he is near them by using their own senses.

    - Spacial Manipulation -
    In a way you can consider it some sort of teleportation. But less direct, due to his manipulation of Ethernano. Dahau can rip a hole in the space time continuum and travel through these holes. Similar to Apocalypse in the X-men movie can travel to a new destination. This is mostly used for plot only.

    - Unknown -


    Signature Spell:
    Name:
    Rapture Orchestra
    Rank:
    Signature/Rank Based
    Type:
    Offensive
    Duration:
    instant
    Cooldown:
    3 posts
    Description:
    By slightly spreading out his arms, with the palms of his hand faced towards his opponents. While at the same time two magical pentacles appear on his palms. Just slightly bigger then his own hands. However this move has no significant meaning besides then looking a bit cool. A fashion statement if you may. The spell itself is far more powerful. The Rapture Palooza is a rapture spell that targets an entire group, in fact anyone that is in Harrigans eye sight and within a range of 50 meters, and as well have a magic pool are targeted by the Rapture. Which compresses and pressurized their own mana until it quite literally explodes internal. Burning away 5% of their own mana, as well as dealing damage equal to their own rank. However mages two times higher then the casters rank aren't affected by the mana burn, and for any mages higher ranked. The damage is capped at the casters rank. Range is 100 meter.

    Overture of War - Artillery Magic Latest?cb=20120804053223

    Strengths:
    - uses the mana of his opponents and burns 5%
    - targets an entire group but can as well target a single person.
    Weaknesses:
    - Mana burn isn't effective against mages that are two ranks higher
    - Damage is equal the rank of the afflicted
    - Isn't effective on people without a mana pool. Or who use Curses as a magic instead of Magic.

    S - rank spells:
    Name
    Law of Retrogression
    Rank:
    S
    Type:
    Offensive
    Description:

    A magical spell that allows the caster to lower a targets entire being. Not dealing any damage like a rapture spell, but instead affecting their magic, as well as physical being, abilities and skills. In appearance the targets are put in a younger state of themselves. And suffer from lack of proper movement, as the sudden size of their body takes some getting used to. A weaker magic usage as well as less control over their usual abilities and spells. With their change in size their physical abilities are also weakened.

    On a mental note, the fact that they are in a younger state, it may be that some of them suffer from childhood memories, mostly traumas. Times when they felt at their most vulnerable.

    Overture of War - Artillery Magic Latest?cb=20150424152736

    Duration:
    10 posts
    Cooldown:
    12 posts
    Strengths:
    - Affects targets magical powers, physical and puts them in a childlike state
    - It weakens them on several fronts
    Weaknesses:
    - It doesn't do any damage, only affects the targets for a longer period of time
    - Is more a plot device then an actual useful spell
    - long cool down


    Name
    Rapture Palooza
    Rank:
    S
    Type:
    Offensive
    Description:
    Targeting a single person for three posts long, Harrigan is able to deal a consecutive attacks for three posts straight. Incapacitating and paralyzing the opponent, while he cringes and suffers an unimaginable pain. The damage however is single, 1 S rank damage. Even when it is a consecutive attack. In addition to this, the Rapture spells shaves off 5% of the targets mana. Range is 100 meter.

    Duration:
    3 posts
    Cooldown:
    5 posts
    Strengths:
    - Basically makes the target useless for three posts long while suffering the attack
    - Deals damage and shaves off 5% MP
    Weaknesses:
    - Damage is one time only, even though he is enduring a continuous attack. That doesn't mean the attack is increasing the damage
    - H ranks may suffer only 2 posts of damage, or have an higher resistant against the pain
    - It only fully functions up to S rank targets.


    Name
    Spell Manipulation - S Rank
    Rank:
    S
    Type:
    Support
    Description:
    When a magical attack is cast against Harrigan, he has the ability to fully manipulate that said attack. By either ripping its magic apart and thus dispersing the entire spell. Or either redirecting it out of his way, or even towards the caster or new targets.

    There is one condition to this spell, the spell casted has to be a materialized spell with a form. So think of like ice spikes, fire roars or a water slicer heading towards you. While spells without any form like illusion, mind spells, buffs aren't affected. Range is 100 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can redirect a spell
    - Can disperse a spell
    Weaknesses:
    - H rank spells aren't fully affected, saying it can't be dispersed. Only redirected
    - Spell on itself doesn't do any damage
    - Useless when facing non-magic users, or curse users


    Name
    Rapture - S rank
    Rank:
    S
    Type:
    Offensive
    Description:

    Dealing 1.5 S rank damage, and shaving off 5% mana from a target. Dahau is able to use 1 to 3 rapture attacks. On a single target, or divided over three. Which will also divide the damage but not he burn. Range is 100 meter.

    Overture of War - Artillery Magic Latest?cb=20120804053223

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can target up to three
    - Deals damage and shaves off 5% MP
    Weaknesses:
    - when targeting more then 1, the damage gets divided
    - Cant be used on non magic users
    - Can't be used on Curse users

    Raffle S - rank spells:
    Name
    Larceny
    Rank:
    S
    Type:
    Support
    Description:
    Etherano is everywhere, in the air. In the plants, small critters. And even non-magic users in some sort of small degree. In a fact you even say that in someway the magic that everyone posses is a lifeline. One that Dahau glad uses for his own advantage.

    While casting this spell Dahau drains every small critter, plant life or lesser being. Non mages. For their small amount of magical particles, meaning that everything around him will start to look sickly and even rotten. Birds will fall to the ground, people will start feeling week and fall on their knees. While Dahau himself gains extra magical power. In fact he gains another 50% of mana. 30% if you count the cost the actual spell.

    Duration:
    1 posts
    Cooldown:
    5 posts
    Strengths:
    - Gains mana
    - Affects beings around them, they start feeling sickly and weak. Mages can feel the effects too, but don't suffer any real effects. As their mana pool is big enough to sustain them. Think like weak knees and so on.
    Weaknesses:
    - spell itself doesn't do any damage
    - taking away the cost of this spell, the mana added is just around 30%
    - Never can be more then top the full mana pool. Meaning when Dahau's mana pool is at 80% the mana added will be 20% reaching a full 100%. Never more


    Name
    Puppeteer
    Rank:
    S
    Type:
    Offensive/control
    Description:
    This spell is best described if you take in mind the blood bending from Avatar. Where a bender can take painful control over a group of people in a certain way. The same goes for the Puppeteer spell. Here Harrigan uses targets with magic/etherno in their bodies instead of blood. And is able to lift them up, force their limbs in a certain way and even incapacitate them for a certain time.

    The spell on itself doesn't deal any physical damage, but the target will have to endure an unbearable pain for the entire duration they are under the influence of this spell. The spell however only affects magical users, so once again non-magic users aren't affected by this.

    When knocked out, the targets are incapacitated for 2 more posts and the cool down will increase with 4. Range is about 100 meters.

    Duration:
    5 posts
    Cooldown:
    7 posts
    Strengths:
    - Can target people and force their bodies
    - deals massive pain while doing so
    Weaknesses:
    - Spell doesn't deal damage
    - Can't be used on non-magic users
    - the movements are crude, it's not as if the targets are under a mind control
    - H ranks are less affected by it, can even force a movement to counter Harrigan, and for them the duration is one post shorter


    Name
    Locked out
    Rank:
    S
    Type:
    control
    Description:
    Focussing on a single entity, Dahau is not only able to lock a mage in certain force state. Bus as well locking their entire magic for the next four posts. Ending all active buffs, spells, as well as their entire magical capabilities. No spell can't be casted by the target, in fact they can even feel weakened by it. H ranks endure a shorter effect of the spell with only 1 post affecting them.

    Duration:
    4 posts
    Cooldown:
    7 posts
    Strengths:
    - Can target people and force their bodies
    - locks targets magic, rendering it useless
    Weaknesses:
    - Spell doesn't deal damage
    - Can't be used on non-magic users
    - H ranks are less effected by the spell


    Name
    A Vile Empowering
    Rank:
    S
    Type:
    Support
    Description:
    A vile empowering does exactly what the name suggests, it empowers other mages. Especially those who ally themselves with Dahau. By toying with their inner magic pools, Dahau is able to release a sort of hidden magical container inside of them. Allowing them to access it. It doesn't necessarily increase their own mana pool. But it certainly affects the damage output of their own magical spells. For the next 4 posts, any magical attack those affected deal, are increased by 50%, as well as any range for any casted spell is doubled, even their defensive against magical abilities is upped, meaning magical attacks against them, cutting it in half by 50%. Downside is, this spell doesn't work on himself, and he functions as some sort of catalyst. Meaning that when defeated the spells ends immediately. Only for allied mages who are in sight.

    Duration:
    5 posts
    Cooldown:
    7 posts
    Strengths:
    - Increases damage output of magical attacks.
    - Can target up to four other mages
    Weaknesses:
    - Can't be used on himself
    - Works as a catalyst, meaning when defeated the others will lose the benefits immediately
    - Spell on itself doesn't do any damage, nor has any defensive properties


    A - rank spells:
    Name
    Rapture - A rank
    Rank:
    A
    Type:
    Offensive
    Description:

    Dealing 1.5 A rank damage, and shaving off 5% mana from a target. Harrigan is able to use 1 to 3 rapture attacks. On a single target, or divided over three. Which will also divide the damage but not he burn. Range is 75 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can target up to three
    - Deals damage and shaves off 5% MP
    Weaknesses:
    - when targeting more then 1, the damage gets divided
    - Cant be used on non magic users
    - Can't be used on Curse users


    Name
    Spell Manipulation - A Rank
    Rank:
    A
    Type:
    Support
    Description:
    When a magical attack is cast against Harrigan, he has the ability to fully manipulate that said attack. By either ripping its magic apart and thus dispersing the entire spell. Or either redirecting it out of his way, or even towards the caster or new targets.

    There is one condition to this spell, the spell casted has to be a materialized spell with a form. So think of like ice spikes, fire roars or a water slicer heading towards you. While spells without any form like illusion, mind spells, buffs aren't affected. Range is 75 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can redirect a spell
    - Can disperse a spell
    Weaknesses:
    - S rank spells aren't fully affected, saying it can't be dispersed. Only redirected
    - Spell on itself doesn't do any damage
    - Useless when facing non-magic users, or curse users



    Name
    Etherno Blasts
    Rank:
    A
    Type:
    Offensive
    Description:
    Shooting from up to three different pentacles, are three singular beams made out of pure etherno. Which means that his attack is pure in form when it comes down to magic. There is no element in it, no holy or darkness, no fire or water. Just pure magical blasts. That each deal A rank damage to the target. Range is 75 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can shoot up to three attacks, each worth a single A rank damage
    - Non-elemental. Meaning that slayers can't consume it, nor use it to fuel themselves
    Weaknesses:
    - Even though each blasts deals A rank damage, it can't exceed the max damage done to a target. Meaning when shot on a single target, the max damage will still be 1.5 A rank damage instead of 3
    - Simple spell, there comes nothing else with it



    Name
    Living Bomb
    Rank:
    A
    Type:
    Offensive
    Description:
    Similar to the force lock, only not waiting on the force to use it. But instead a toned down version that builds up magical pressure in a person to the point he explodes into a blast of fiery magic. Damaging him/her and everyone around him with a blast of max 1.5 rank damage. Capping it at A, meaning that S ranks and higher are only dealt, and dealing A rank damage this way.

    The explosion can occur in three starting from the first one. And can be released earlier by Harrigan or he can wait till the three posts reaches its climax. In addition to this, it still shaves of 5% mana, yet doesn't deal a cringing pain like the normal rapture spells

    Duration:
    3 post
    Cooldown:
    5 posts
    Strengths:
    - Builds up magical pressure till targets explodes with a blast of magic, based on their element. If no element is present normal magic.
    - Others are caught in the blast radius, which is 25 meters.
    Weaknesses:
    - Takes time to take effect
    - reach is only 25 meter of the explosion
    - Doesn't deal direct damage



    Name
    Mannequin
    Rank:
    A
    Type:
    Offensive
    Description:

    In a way similar to the Puppeteer spell, but instead forcing them painfully with their ethernano. Dahau simply freezes them in place. Like some sort of stasis. This spell has a reach of 75 meters and targets up to S rank mages in an entire room. S rank mages are however only affected by this spell for 4 posts while A rank and below are affected for the full blown 6 posts.

    Duration:
    6 post
    Cooldown:
    8 posts
    Strengths:
    - Freezes enemy mages
    - Affects a larger crowd
    Weaknesses:
    - S ranks are less affected by it
    - H ranks aren't affected by it
    - Doesn't do any damage


    B - rank spells:
    Name
    Savage Ravens
    Rank:
    B
    Type:
    Utility/plot
    Description:

    With the remaining magic left in the decomposing bodies of living beings. In this case ravens, Dahau has the ability to put them in a longer animated state. Using them as an utility really for spying, he can listen and even see through them if necessary. This is more a plot device then an actual spell tho, as it doesn't doe any damage, or has any other effects.

    Overture of War - Artillery Magic Tumblr_o5zqo8YA9b1qia2dho2_1280

    Duration:
    5 posts
    Cooldown:
    10 posts
    Strengths:
    - Plot usage
    Weaknesses:
    - more utility then an actual spell
    - no damage


    Name
    Rapture - B rank
    Rank:
    B
    Type:
    Offensive
    Description:

    Dealing 1.5 B rank damage, and shaving off 3% mana from a target. Dahau is able to use 1 to 3 rapture attacks. On a single target, or divided over three. Which will also divide the damage but not he burn. Range is 50 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can target up to three
    - Deals damage and shaves off 3% MP
    Weaknesses:
    - when targeting more then 1, the damage gets divided
    - Cant be used on non magic users
    - Can't be used on Curse users


    Name
    -
    Rank:
    B
    Type:
    Offensive
    Description:

    -
    Duration:
    -
    Cooldown:
    -
    Strengths:
    -
    Weaknesses:
    -


    Name
    Spell Manipulation - B Rank
    Rank:
    B
    Type:
    Support
    Description:
    When a magical attack is cast against Harrigan, he has the ability to fully manipulate that said attack. By either ripping its magic apart and thus dispersing the entire spell. Or either redirecting it out of his way, or even towards the caster or new targets.

    There is one condition to this spell, the spell casted has to be a materialized spell with a form. So think of like ice spikes, fire roars or a water slicer heading towards you. While spells without any form like illusion, mind spells, buffs aren't affected. Range is 50 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can redirect a spell
    - Can disperse a spell
    Weaknesses:
    - A rank spells aren't fully affected, saying it can't be dispersed. Only redirected
    - Spell on itself doesn't do any damage
    - Useless when facing non-magic users, or curse users

    Overture of War - Artillery Magic Inac_s10


    _____________________________________________________________________________________

    Overture of War - Artillery Magic 60582_s

    Mura Kensho
    Mura Kensho

    The Ghost Slayer


    The Ghost Slayer

    Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Neutral Guild Ace- Dark Guild Ace- S-Rank- A-Rank- Halloween Social - Haiku Contest Participant- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Hero- Summer Special Participant- Player 
    Lineage : Aspect of Pluto
    Position : Saint of Fortitude
    Partner : Mythica
    Posts : 1764
    Guild : Fairy Tail (GM)
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Age : 21
    Experience : 2,477,556

    Character Sheet
    First Magic: Spirit Bind Magic
    Second Magic: Onmyōdō (The Way of Yin and Yang)
    Third Magic: Second Origin

    Overture of War - Artillery Magic Empty Re: Overture of War - Artillery Magic

    Post by Mura Kensho on 28th October 2020, 4:01 am

    spoiler:
    @Godlike Frederik wrote:

    Magic

    Primary Magic:
    Ethernano Manipulation
    Secondary Magic:
    Savage War Machine
    Caster or Holder:
    Caster
    Description:
    The moment Harrigan gave up most of his magical prowess, only so that it could fuel his newest humanoid weapon Rosetta. Was also the moment that Harrigan had become powerless, no longer was the effectiveness of his main magic Rapture useful. No longer could he torment and torture other mages with their own magic. No it had rendered him completely powerless. Yet Harrigan despite is arrogance is also a determined man, and with emptiness of his magic which he had to build op again, he was given a chance. A chance to become more then what he used to be, to look beyond just the Rapture and delve deeper into that manipulation of Ethernano. Because essentially that was just what Rapture was. Only really limited down to the direct hurting and tormenting of others. It was an arrogant magic that perfectly fits him.

    Now that he had to start over, Harrigan discovered he could use his magic for so much then just Rapture. So starting from scratch, Harrigan learned himself to manipulate ethernano on a whole new level. From just simple hurting them through Rapture. To actually restricting movement and turning ones magic against them in a whole new way. This would be simply called Ethernano Manipulation, which will become a magic with a vast array of abilities and spells that targets the opponent as long he/she/it has magical powers in them.  

    Strengths:
    - A vast array of different types of spells that focus on the Manipulation of a persons own Ethernano. Like Rapture, Puppetry, having a magic go out of control and even spells like Law of Retrogression.
    - Very effective against enemy mages, or any living creature with strong enough magical powers to be targeted.
    - While mostly focussing on the person as whole, this magic does include a spell or two that also targets manifested spells. Maybe even an item or two.

    Weaknesses:
    - Non-magic users, anyone or anything that has no mana-pool or latent magical capabilities can generally not get hurt by this magic.
    - Curse Users, Curses are a different magic, and the users don't generally have a magical pool that is equal to Ethernano. Meaning that they can't be affected by this magic.
    - Limited in a certain sense. For instance, some spells may be more repetitive.
    - It's an element less kind of magic, so the user has no natural benefits like most mages do. Ice mages who can withstand extreme cold or like fire mages who can walk through a volcano.


    Lineage:
    Chaos Eyes
    The user can see a glimpse of the future for a brief minute, but causes great strain on the user’s body. Upon activation, the user of this lineages gains the foresight needed to predict enemy attacks and thus gains an increased chance to avoid them. It takes the appearance of ghostly echoes in their vision. Can be thwarted by the very skilled who react to your own reactions, or by others with similar ability. Passively they can get visions of the future for plot reasons. They are occasionally plagued by nightmares of their own death.

    Passive for plot purposes / Active for battle purposes. Active lasts for 1 post with a 10 post cooldown and even though the user knows the next move this does not mean they can dodge everything that post and the attacker can simply outmaneuver them if able.

    Unique Abilities:

    - Rapture -
    One of the key aspects of Ethernano Manipulation is the Rapture type of magical spells. Spells that puts pressure on a persons own magic power until it explodes. Depending on the spells rank and usage, the rapture can be targeting one certain spots on the body. For instance limbs or several just to cause a pain. However what every Rapture spell has in common is a 5% mana burn upon the base damage of the spell.

    - Sensory Array -
    An user rank based ability, that allows Dahau to basically serve as some sort of radar. By sending out a faint invisible wave of magic, he is able to sense any magical entity equal to his rank and below in the radius. It's strong enough to even make the difference between a mage or a creature or even sense if there is a magical object. He can't however sense who the actual person is, not unless he has felt their magical auras before. The radius for this utility is 1 kilometer.
    High ranked mages starting from A, who have a highly attuned sense to magical sensing, can sense the ping. Meaning that both will be aware of each others presence.

    - Ethernano Partical Manifestation -
    Probably one of the only few magical spells/abilities that doesn't directly target an opponent. But instead creates an utility weapon for combat. By created a phase weapon formed out of Ethernano. This similar of a make-mage, who creates weapons. Only this time the make is less crude and non-elemental, and is more of a phase like weapon. Think similar on how Psylocke from the X-men can manifest her abilities. The weapon is limited to the casters rank in matters of strength. Meaning that it can only be dispelled by an dispelling type of attack that is equal or higher in rank. In basic attack it deals one rank lower in damage.

    - Shroud -
    Dahau can manipulate the Ethernano around to such extent that he can make himself become practically unable to be sensed by others. His presence is the same as the air around him, the grass on the ground. He can become nothing that a vague whisper that can't be detected. Only the highest ranked of mages can sense him and only those who have an ability allowing them so. This doest count for a keen sense of smell though, certain slayers that can't sense his presence can maybe figure out he is near them by using their own senses.

    - Spacial Manipulation -
    In a way you can consider it some sort of teleportation. But less direct, due to his manipulation of Ethernano. Dahau can rip a hole in the space time continuum and travel through these holes. Similar to Apocalypse in the X-men movie can travel to a new destination. This is mostly used for plot only.

    - Unknown -


    Signature Spell:
    Name:
    Rapture Orchestra
    Rank:
    Signature/Rank Based
    Type:
    Offensive
    Duration:
    instant
    Cooldown:
    3 posts
    Description:
    By slightly spreading out his arms, with the palms of his hand faced towards his opponents. While at the same time two magical pentacles appear on his palms. Just slightly bigger then his own hands. However this move has no significant meaning besides then looking a bit cool. A fashion statement if you may. The spell itself is far more powerful. The Rapture Palooza is a rapture spell that targets an entire group, in fact anyone that is in Harrigans eye sight and within a range of 50 meters, and as well have a magic pool are targeted by the Rapture. Which compresses and pressurized their own mana until it quite literally explodes internal. Burning away 5% of their own mana, as well as dealing damage equal to their own rank. However mages two times higher then the casters rank aren't affected by the mana burn, and for any mages higher ranked. The damage is capped at the casters rank. Range is 100 meter.

    Overture of War - Artillery Magic Latest?cb=20120804053223

    Strengths:
    - uses the mana of his opponents and burns 5%
    - targets an entire group but can as well target a single person.
    Weaknesses:
    - Mana burn isn't effective against mages that are two ranks higher
    - Damage is equal the rank of the afflicted
    - Isn't effective on people without a mana pool. Or who use Curses as a magic instead of Magic.

    S - rank spells:
    Name
    Law of Retrogression
    Rank:
    S
    Type:
    Offensive
    Description:

    A magical spell that allows the caster to lower a targets entire being. Not dealing any damage like a rapture spell, but instead affecting their magic, as well as physical being, abilities and skills. In appearance the targets are put in a younger state of themselves. And suffer from lack of proper movement, as the sudden size of their body takes some getting used to. A weaker magic usage as well as less control over their usual abilities and spells. With their change in size their physical abilities are also weakened.

    On a mental note, the fact that they are in a younger state, it may be that some of them suffer from childhood memories, mostly traumas. Times when they felt at their most vulnerable.

    Overture of War - Artillery Magic Latest?cb=20150424152736

    Duration:
    10 posts
    Cooldown:
    12 posts
    Strengths:
    - Affects targets magical powers, physical and puts them in a childlike state
    - It weakens them on several fronts
    Weaknesses:
    - It doesn't do any damage, only affects the targets for a longer period of time
    - Is more a plot device then an actual useful spell
    - long cool down


    Name
    Rapture Palooza
    Rank:
    S
    Type:
    Offensive
    Description:
    Targeting a single person for three posts long, Harrigan is able to deal a consecutive attacks for three posts straight. Incapacitating and paralyzing the opponent, while he cringes and suffers an unimaginable pain. The damage however is single, 1 S rank damage. Even when it is a consecutive attack. In addition to this, the Rapture spells shaves off 5% of the targets mana. Range is 100 meter.

    Duration:
    3 posts
    Cooldown:
    5 posts
    Strengths:
    - Basically makes the target useless for three posts long while suffering the attack
    - Deals damage and shaves off 5% MP
    Weaknesses:
    - Damage is one time only, even though he is enduring a continuous attack. That doesn't mean the attack is increasing the damage
    - H ranks may suffer only 2 posts of damage, or have an higher resistant against the pain
    - It only fully functions up to S rank targets.


    Name
    Spell Manipulation - S Rank
    Rank:
    S
    Type:
    Support
    Description:
    When a magical attack is cast against Harrigan, he has the ability to fully manipulate that said attack. By either ripping its magic apart and thus dispersing the entire spell. Or either redirecting it out of his way, or even towards the caster or new targets.

    There is one condition to this spell, the spell casted has to be a materialized spell with a form. So think of like ice spikes, fire roars or a water slicer heading towards you. While spells without any form like illusion, mind spells, buffs aren't affected. Range is 100 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can redirect a spell
    - Can disperse a spell
    Weaknesses:
    - H rank spells aren't fully affected, saying it can't be dispersed. Only redirected
    - Spell on itself doesn't do any damage
    - Useless when facing non-magic users, or curse users


    Name
    Rapture - S rank
    Rank:
    S
    Type:
    Offensive
    Description:

    Dealing 1.5 S rank damage, and shaving off 5% mana from a target. Dahau is able to use 1 to 3 rapture attacks. On a single target, or divided over three. Which will also divide the damage but not he burn. Range is 100 meter.

    Overture of War - Artillery Magic Latest?cb=20120804053223

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can target up to three
    - Deals damage and shaves off 5% MP
    Weaknesses:
    - when targeting more then 1, the damage gets divided
    - Cant be used on non magic users
    - Can't be used on Curse users

    Raffle S - rank spells:
    Name
    Larceny
    Rank:
    S
    Type:
    Support
    Description:
    Etherano is everywhere, in the air. In the plants, small critters. And even non-magic users in some sort of small degree. In a fact you even say that in someway the magic that everyone posses is a lifeline. One that Dahau glad uses for his own advantage.

    While casting this spell Dahau drains every small critter, plant life or lesser being. Non mages. For their small amount of magical particles, meaning that everything around him will start to look sickly and even rotten. Birds will fall to the ground, people will start feeling week and fall on their knees. While Dahau himself gains extra magical power. In fact he gains another 50% of mana. 30% if you count the cost the actual spell.

    Duration:
    1 posts
    Cooldown:
    5 posts
    Strengths:
    - Gains mana
    - Affects beings around them, they start feeling sickly and weak. Mages can feel the effects too, but don't suffer any real effects. As their mana pool is big enough to sustain them. Think like weak knees and so on.
    Weaknesses:
    - spell itself doesn't do any damage
    - taking away the cost of this spell, the mana added is just around 30%
    - Never can be more then top the full mana pool. Meaning when Dahau's mana pool is at 80% the mana added will be 20% reaching a full 100%. Never more


    Name
    Puppeteer
    Rank:
    S
    Type:
    Offensive/control
    Description:
    This spell is best described if you take in mind the blood bending from Avatar. Where a bender can take painful control over a group of people in a certain way. The same goes for the Puppeteer spell. Here Harrigan uses targets with magic/etherno in their bodies instead of blood. And is able to lift them up, force their limbs in a certain way and even incapacitate them for a certain time.

    The spell on itself doesn't deal any physical damage, but the target will have to endure an unbearable pain for the entire duration they are under the influence of this spell. The spell however only affects magical users, so once again non-magic users aren't affected by this.

    When knocked out, the targets are incapacitated for 2 more posts and the cool down will increase with 4. Range is about 100 meters.

    Duration:
    5 posts
    Cooldown:
    7 posts
    Strengths:
    - Can target people and force their bodies
    - deals massive pain while doing so
    Weaknesses:
    - Spell doesn't deal damage
    - Can't be used on non-magic users
    - the movements are crude, it's not as if the targets are under a mind control
    - H ranks are less affected by it, can even force a movement to counter Harrigan, and for them the duration is one post shorter


    Name
    Locked out
    Rank:
    S
    Type:
    control
    Description:
    Focussing on a single entity, Dahau is not only able to lock a mage in certain force state. Bus as well locking their entire magic for the next four posts. Ending all active buffs, spells, as well as their entire magical capabilities. No spell can't be casted by the target, in fact they can even feel weakened by it. H ranks endure a shorter effect of the spell with only 1 post affecting them.

    Duration:
    4 posts
    Cooldown:
    7 posts
    Strengths:
    - Can target people and force their bodies
    - locks targets magic, rendering it useless
    Weaknesses:
    - Spell doesn't deal damage
    - Can't be used on non-magic users
    - H ranks are less effected by the spell


    Name
    A Vile Empowering
    Rank:
    S
    Type:
    Support
    Description:
    A vile empowering does exactly what the name suggests, it empowers other mages. Especially those who ally themselves with Dahau. By toying with their inner magic pools, Dahau is able to release a sort of hidden magical container inside of them. Allowing them to access it. It doesn't necessarily increase their own mana pool. But it certainly affects the damage output of their own magical spells. For the next 4 posts, any magical attack those affected deal, are increased by 50%, as well as any range for any casted spell is doubled, even their defensive against magical abilities is upped, meaning magical attacks against them, cutting it in half by 50%. Downside is, this spell doesn't work on himself, and he functions as some sort of catalyst. Meaning that when defeated the spells ends immediately. Only for allied mages who are in sight.

    Duration:
    5 posts
    Cooldown:
    7 posts
    Strengths:
    - Increases damage output of magical attacks.
    - Can target up to four other mages
    Weaknesses:
    - Can't be used on himself
    - Works as a catalyst, meaning when defeated the others will lose the benefits immediately
    - Spell on itself doesn't do any damage, nor has any defensive properties


    A - rank spells:
    Name
    Rapture - A rank
    Rank:
    A
    Type:
    Offensive
    Description:

    Dealing 1.5 A rank damage, and shaving off 5% mana from a target. Harrigan is able to use 1 to 3 rapture attacks. On a single target, or divided over three. Which will also divide the damage but not he burn. Range is 75 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can target up to three
    - Deals damage and shaves off 5% MP
    Weaknesses:
    - when targeting more then 1, the damage gets divided
    - Cant be used on non magic users
    - Can't be used on Curse users


    Name
    Spell Manipulation - A Rank
    Rank:
    A
    Type:
    Support
    Description:
    When a magical attack is cast against Harrigan, he has the ability to fully manipulate that said attack. By either ripping its magic apart and thus dispersing the entire spell. Or either redirecting it out of his way, or even towards the caster or new targets.

    There is one condition to this spell, the spell casted has to be a materialized spell with a form. So think of like ice spikes, fire roars or a water slicer heading towards you. While spells without any form like illusion, mind spells, buffs aren't affected. Range is 75 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can redirect a spell
    - Can disperse a spell
    Weaknesses:
    - S rank spells aren't fully affected, saying it can't be dispersed. Only redirected
    - Spell on itself doesn't do any damage
    - Useless when facing non-magic users, or curse users



    Name
    Etherno Blasts
    Rank:
    A
    Type:
    Offensive
    Description:
    Shooting from up to three different pentacles, are three singular beams made out of pure etherno. Which means that his attack is pure in form when it comes down to magic. There is no element in it, no holy or darkness, no fire or water. Just pure magical blasts. That each deal A rank damage to the target. Range is 75 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can shoot up to three attacks, each worth a single A rank damage
    - Non-elemental. Meaning that slayers can't consume it, nor use it to fuel themselves
    Weaknesses:
    - Even though each blasts deals A rank damage, it can't exceed the max damage done to a target. Meaning when shot on a single target, the max damage will still be 1.5 A rank damage instead of 3
    - Simple spell, there comes nothing else with it



    Name
    Living Bomb
    Rank:
    A
    Type:
    Offensive
    Description:
    Similar to the force lock, only not waiting on the force to use it. But instead a toned down version that builds up magical pressure in a person to the point he explodes into a blast of fiery magic. Damaging him/her and everyone around him with a blast of max 1.5 rank damage. Capping it at A, meaning that S ranks and higher are only dealt, and dealing A rank damage this way.

    The explosion can occur in three starting from the first one. And can be released earlier by Harrigan or he can wait till the three posts reaches its climax. In addition to this, it still shaves of 5% mana, yet doesn't deal a cringing pain like the normal rapture spells

    Duration:
    3 post
    Cooldown:
    5 posts
    Strengths:
    - Builds up magical pressure till targets explodes with a blast of magic, based on their element. If no element is present normal magic.
    - Others are caught in the blast radius, which is 25 meters.
    Weaknesses:
    - Takes time to take effect
    - reach is only 25 meter of the explosion
    - Doesn't deal direct damage



    Name
    Mannequin
    Rank:
    A
    Type:
    Offensive
    Description:

    In a way similar to the Puppeteer spell, but instead forcing them painfully with their ethernano. Dahau simply freezes them in place. Like some sort of stasis. This spell has a reach of 75 meters and targets up to S rank mages in an entire room. S rank mages are however only affected by this spell for 4 posts while A rank and below are affected for the full blown 6 posts.

    Duration:
    6 post
    Cooldown:
    8 posts
    Strengths:
    - Freezes enemy mages
    - Affects a larger crowd
    Weaknesses:
    - S ranks are less affected by it
    - H ranks aren't affected by it
    - Doesn't do any damage


    B - rank spells:
    Name
    Savage Ravens
    Rank:
    B
    Type:
    Utility/plot
    Description:

    With the remaining magic left in the decomposing bodies of living beings. In this case ravens, Dahau has the ability to put them in a longer animated state. Using them as an utility really for spying, he can listen and even see through them if necessary. This is more a plot device then an actual spell tho, as it doesn't doe any damage, or has any other effects.

    Overture of War - Artillery Magic Tumblr_o5zqo8YA9b1qia2dho2_1280

    Duration:
    5 posts
    Cooldown:
    10 posts
    Strengths:
    - Plot usage
    Weaknesses:
    - more utility then an actual spell
    - no damage


    Name
    Rapture - B rank
    Rank:
    B
    Type:
    Offensive
    Description:

    Dealing 1.5 B rank damage, and shaving off 3% mana from a target. Dahau is able to use 1 to 3 rapture attacks. On a single target, or divided over three. Which will also divide the damage but not he burn. Range is 50 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can target up to three
    - Deals damage and shaves off 3% MP
    Weaknesses:
    - when targeting more then 1, the damage gets divided
    - Cant be used on non magic users
    - Can't be used on Curse users


    Name
    -
    Rank:
    B
    Type:
    Offensive
    Description:

    -
    Duration:
    -
    Cooldown:
    -
    Strengths:
    -
    Weaknesses:
    -


    Name
    Spell Manipulation - B Rank
    Rank:
    B
    Type:
    Support
    Description:
    When a magical attack is cast against Harrigan, he has the ability to fully manipulate that said attack. By either ripping its magic apart and thus dispersing the entire spell. Or either redirecting it out of his way, or even towards the caster or new targets.

    There is one condition to this spell, the spell casted has to be a materialized spell with a form. So think of like ice spikes, fire roars or a water slicer heading towards you. While spells without any form like illusion, mind spells, buffs aren't affected. Range is 50 meter.

    Duration:
    1 post
    Cooldown:
    3 posts
    Strengths:
    - Can redirect a spell
    - Can disperse a spell
    Weaknesses:
    - A rank spells aren't fully affected, saying it can't be dispersed. Only redirected
    - Spell on itself doesn't do any damage
    - Useless when facing non-magic users, or curse users
    Moved and unlocked at the user's request


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    Themes:
    Fiorian Theme:


    Midian Theme:


      Current date/time is 20th January 2021, 7:27 pm