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    Experiment, Channel! Go!

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    Vox Nihili
     
     

    Player -
    Lineage : Ex Nihilo
    Position : None
    Posts : 234
    Cosmic Coins : 36
    Dungeon Tokens : 0
    Experience : 762.5

    Completed Experiment, Channel! Go!

    Post by Vox Nihili on 3rd November 2017, 9:25 pm

    Magic
    Primary Magic: Experiment CH-7M
    Secondary Magic: N/A
    Caster or Holder: (What type of magic is it)
    Description:  An experimental magic revolving around the creation of summons within the user’s body and channeling them into existence, it is currently in its developing phase by Vox Nihili. It is a magic being designed as a proof of concept, to find areas of polish and tweaking into a more refined power.

    In its current state the magic revolves around the devotion of time and attention into crafting creatures in order to immensely agument their combative abilities while sacrificing their ability to defend themselves in the meantime.  Useful as a magic in preparation for what is known to come, however it has immense weaknesses when the summoner is challenged directly and is given no quarter.

    The summons are produced from within the summoner’s body, and appear as if they were forming from it and separating. If they are instantly summoned forth than they suffer from greatly reduced combative abilities and only truly begin to shine upon multiple posts dedicated to their formation.

    Strengths:
    *Stats: All summons have the potential to become significantly stronger than other summons of their rank.
    *Unreliant: The summons do not depend upon the summoner being alive to continue existing, able to continue onward after losing their summoner until their duration ends.
    Weaknesses:
    *Mobility: During a channeled summon, the mage is incapable of moving on their own.
    *Defense: During a channeled summon, the mage is incapable of activating abilities to defend themself.
    *Time: If used as an instant cast, the summons are far weaker than normal. A full post only makes them equal to their peers. Meaning that in order to gain benefits, one must channel for atleast 2 posts.
    *Pacing: Quickly changing fight locations, summons being negated or destroyed and new enemy types appearing hamper this magic’s effectiveness as the summoner isn’t well suited to keeping pace.
    *Range: The summons appear out of the summoner’s body, using the mage as an origin point. As a result they are incapable of summoning things far away from themselves to aid allies, or hide away out of sight completely.

    Lineage: [link=https://www.fairytail-rp.com/t4002-zero-the-sacred#308223]Ex Nihilo[/link]
    Unique Abilities:
    * Channeled Abilities: All summons have one additional passive or active equal to their rank and another equal to their rank -1. Upon reaching the second post of channeling the summon gains access to the lower ranked ability, and on the fourth post they gain access to the ability equal to their rank.
    * Channeled Yin Yang: For every post of channeling, a summon gains 5x% damage reduction and damage enhancement, where x is equal to the summoner’s rank. Damage reduction and enhancement cannot go above 75%.
    *Channeled Health: for every post of channeling a summon gains x% hp regen every other post, and 5x% hp. Where x is equal to the summoner’s and hp regen is locked at 15%.
    *Channeled Slots: Upon reaching the third post of channeling, the summon only counts as half a summon in terms of summoning slots. Upon reaching the sixth post of channeling, a summon does not count against a summon slot.  

    Spells:
    Spell Template

    template:
    Name:
    Rank:
    Type: Channeled Summon
    Channel Info:


    Channel EnhancementsAbilitiesDamageDefenseHP RgnHPSlot CostBase StatsMiscMisc
    Channeled PostsMx=75%Mx=75%Mx=15%Mx=100%
    Instant+5x%+5x%+x%+5x%50%
    1+5x%+5x%+x%+5x%100%
    2Rank-1+5x%+5x%+x%+5x%
    3+5x%+5x%+x%+5x%0.5
    4Rank+5x%+5x%+x%+5x%
    5+5x%+5x%+x%+5x%
    6+5x%+5x%+x%+5x%Slotless
    Duration:
    Cooldown:

    HP/Durability:
    DMG/STR:
    SPD/Move:
    Range:

    Description:


    Summon’s Strengths:
    Summon’s Weaknesses:

    Passives:

    Actives:

    Name
    Rank:
    Type:
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:

    Sealed Abilities:
    =-=-=-=--=-=-=-=-=-=-=-=-=

    Immaculate Summon:

    Name: Immaculate Summon
    Rank: C
    Type: Channeled Summon
    Duration:  5
    Cooldown: 8
    Channeled Info:
    Channel EnhancementsAbilitiesDamageDefenseHP RgnHPSlot CostBase StatsMiscMisc
    Channeled PostsMx=75%Mx=75%Mx=15%Mx=100%On hit, deals damage each post for 3 postsN/A
    Instant50%
    1+5x%+5x%+x%+5x%100% +0
    2Rank-1+5x%+5x%+x%+5x%+25% Spd +0
    3+5x%+5x%+x%+5x%0.5+25% Spd +5
    4Rank+5x%+5x%+x%+5x%+25% Spd +6 
    5+5x%+5x%+x%+5x%+25% Spd +7
    6+5x%+5x%+x%+5x%Slotless+25% Spd +8
    HP/Durability: 140
    DMG/STR: 15
    SPD/Move: 25 m/s Dash/Sprint. 15m/s while retaining ability to quickly turn.

    Image:
    image:
    Description: An empowered summon that Vox has created, seeking a to establish a jack of all trades for whom one could rely on in most circumstances. Stealth, strength, range, mobility. This creation has it all, for a price of investing in its progress. While it accels at nothing in particular, its versatility is what gives it strength.

    Abilities:
    Passive:
    Possession: Enables the summon to take possession of creatures and animated constructs below C rank and below without a fight, so long as they manage to come within 5m of them. When possessing something the highest either the possessed or possessor’s stats are used. Damage done to the body is split to 50% going to the possessed creature and 50% to the summon. If the summon desires, it is capable of allowing the possessed creature to utilize its abilities and to move without hindrance. But ultimately, the summon has final say. PCs must always give permission.

    Phase: The summon is capable of phasing, gaining knowledge of everything within 30m radius of them and the ability to move through matter and the air as if they had magical flight. However this does not prevent damage from being done to them, as attacks the result of spells, magical abilities, or magic weapons still affects them normally.

    Active:

    Name Reaping
    Rank: C
    Type: Offensive
    Description: A transparent, ghastly replica of the summon’s weapon, limb, up to their entire body forms within 60 meters of the summon. It has the speed of the summon’s speed stat, has its phase ability and deals a base of 40 damage upon landing a strike. Once it has landed an attack, the replica vanishes. However if it receives 40 damage it shall vanish as well. Only one replica may be out at a time.
    Duration: Instant
    Cooldown: None
    Strengths:
    * Signature: This ability is the summon’s signature power and is what enables it to strike at ranged.
    Weaknesses:
    *Damage: the attack can be halted by placing a defensive spell before it that is of lower ranked.
    *Counter: If it suffers 40hp damage it is destroyed, preventing it from dealing its own damage.


    Sealed:
    Sealed:

    Name Warp
    Rank: D
    Type: Teleportation
    Description: The summon warps, teleporting up to 15m away.
    Duration:Instant
    Cooldown: 3
    Strengths:
    *Mobility: Enables the summon to close just that small distance it needs to reach a target or escape
    Weaknesses:
    *Range: Small range of teleportation
    *CD: Due to the summon’s duration, under normal circumstances it could only be used once in its summoning time.

    Name Haunting
    Rank: C
    Type: Debuff
    Description: The summon applies a -25% damage and speed debuff to all it perceives as an enemy within 25m of it or its reaping replica.
    Duration: 4 posts
    Cooldown: 7 posts
    Strengths:
    *Debuff: Reduces the effectiveness of enemies through a decrease in their damage and speed.
    Weaknesses:
    *Rank Matters: Far less effective against higher ranked creatures
    *CD Length: Longer than average CD
    *Summon Duration: CD is longer than summon duration.

    Summon’s Strengths:
    *Versatile: An incredibly verstitile summon, it is capable of fulfilling subtle tasks or eliminating enemies both at range and near.

    Summon’s Weaknesses:  
    *Holy: Holy based spells deal an increased 50% damage.
    *Light: Light based spells deal an increased 50% damage.
    *CD: Has a higher than average CD.


    -=-=-=-=-=-=-=-=-

    Long Ranged:

    Name: Long Ranged
    Rank: C
    Type: Channeled Summon
    Channeled Info:


    Channel EnhancementsAbilitiesDamageDefenseHP RegnHPSlot CostBase StatsMiscMisc
    Channeled PostsMx=75%Mx=75%Mx=15%Mx=100%On hit with attack or ability, reduces enemy's speed by listed amount for 3 posts, additional hits refresh duration.

    Max debuff of 75%
    N/A
    Instant+5x%+5x%+x%+5x%50%
    1+5x%+5x%+x%+5x%100%
    2Rank-1+5x%+5x%+x%+5x%+25% range & range spd-10% spd debuff
    3+5x%+5x%+x%+5x%0.5+25% range & range spd-25% spd debuff
    4Rank+5x%+5x%+x%+5x%+25% range & range spd-25% spd debuff, additional hits stack debuff amount.
    5+5x%+5x%+x%+5x%+25% range & range spd-30% spd debuff, additional hits stack debuff amount.
    6+5x%+5x%+x%+5x%Slotless+25% range & range spd-35% spd debuff, additional hits stack debuff amount.
    Duration: 7
    Cooldown: 8


    HP/Durability: 100
    DMG/STR: 21 Ranged | 6 Melee
    SPD/Move: 11.25 m/s
    Range & Speed: 210m & 157.5 m/s
    Stat Notes: Base Speed reduced by 50%, increased base ranged damage by 75%.  Gave it a 1.5 ratio due to only increasing ranged damage, not melee.
    Base Melee damage reduced by 75%, increased base ranged range by 75%.

    Image:
    image:
    Description: Created to fulfill a long ranged, supporting role this summon’s purpose is purely to give suppressing fire from afar. It is capable of firing in two methods, either direct fire or artillery mode. Direct fire’s is used more often when it has been exposed already, and targeting an opponent directly makes more sense. Where its position is not needed to be kept hidden. An alternative method is the Artillery mode, where it fires its attacks up into the air to rain down upon enemies from afar. Ignoring cover that does not hang overhead.


    Summon’s Strengths:
    *Ranged: Large range.
    Summon’s Weaknesses:
    *Mobility: Slower than normal summons of rank.
    *Close Range: Far less effective at close range.



    Passives:
    Locked and Loaded: By gaining visual information of some kind, such as through a scrying ability, linked senses, or seeing for itself. It is capable of locking onto a target, making it a primary objective. So long as the target remains within the summon’s firing range the summon is aware of its location, although not its surroundings. In order to break the targeting they must be outside of the summon’s range for a total of two posts. If they enter before then, the targeting locks onto them once more.

    Actives:

    Name DOT
    Rank: C
    Type: Offensive, Dot
    Description: Empowering the summon’s next attack, upon a target being hit by this attack they take the full force of the summon’s damage, then 40 damage at the beginning of their next two posts and twenty at the beginning of their third.
    Duration: 3
    Cooldown: 4
    Strengths:
    *Damage
    Weaknesses:
    *Hit reliant
    *low initial

    Sealed Abilities:
    sealed:


    Name  Scouting Shot
    Rank: D
    Type: Utility
    Description: The summon empower’s its next shot, causing its basic damage to the target hit and marking all targets within a 30m radius. Those within the 30m radius all become primary targets for the spell’s duration; even if they move outside of the radius after being hit so long as they continue to fulfill the requirements.
    Duration: 4
    Cooldown: 6
    Strengths:
    *Tracking
    Weaknesses:
    Long Cd
    No Damage

    Name Carpet Seige
    Rank: C
    Type: Offensive
    Description: The summon locks itself in place, no longer able to move as it focuses on aiming and calculations. During the duration of the spell when the summon does not move it fires five basic attacks every post, each dealing an additional +30 damage. These attacks can be aimed anywhere that the summon has range. During this time if the summon receives at least half its hp in damage it ends the effect.
    Duration: 5
    Cooldown: 8
    Strengths:
    *Damage: If all strikes land, is capable of devastating damage.

    Weaknesses:
    *Mobility: Incapable of moving during the duration.
    *Cancel: If the summon receives significant enough damage, it is forced out of its focused firing state.
    *Area: The strikes themselves are not relatively large in terms of damage radius, requiring precision to strike effectively and knowledge of an enemy’s location.

    =-=-=-=-=-=-=-=--=-=-

    healer:

    Name: Heal Sloot
    Rank: C
    Type: Channeled Summon
    Channeled Info: every channeled post, the summon receives 25x% to bonus healing and is capable of overhealing. Where 25x% of the amount healed forms a protective shield for up to 3 posts. Bonus to healing caps at 75%, and 100% of overhealing. Healing refreshes the shield duration and can stack.


    Channel EnhancementsAbilitiesDamageDefenseHP RgnHPSlot CostBase StatsMiscMisc
    Channeled PostsMx=75%Mx=75%Mx=15%Mx=100%+25% bonus healing. Mx= 75%Targets gain overshield when healed past full based on their mx health.
    Instant+5x%+5x%+x%+5x%50%+25% Healing5% mx
    1+5x%+5x%+x%+5x%100%+25% Healing10% mx
    2Rank-1+5x%+5x%+x%+5x%+25% Healing15% mx
    3+5x%+5x%+x%+5x%0.520% mx
    4Rank+5x%+5x%+x%+5x%25% mx
    5+5x%+5x%+x%+5x%30%mx
    6+5x%+5x%+x%+5x%Slotless35% mx
    Duration: 6
    Cooldown: 8


    HP/Durability: 100
    DMG/STR: 12
    SPD/Move: 22.5
    Range: 50m

    Image:

    Description:


    Summon’s Strengths:
    Healing: Is capable of healing.
    Summon’s Weaknesses:
    Range: Most of its healing requires it to be close to its targets
    CD: Long CDer than average CD.

    Passives:
    Heals 4 Dayz: Has 3 charges at the start of each post, by consuming a charge the summon is capable of healing something it has line of sight to by its damage. If charges are unused than they do not carry over to the next post.

    Actives:

    Name Regeneration
    Rank: C
    Type: Utility
    Description: Initially heals a target within 30m for 40 hp and then an additional 40hp at the beginning of their post for the next 4 posts.
    Duration: 5
    Cooldown: 7
    Strengths:
    Healing: Heals large amounts of damage over time.
    Weaknesses:
    Burst: Large amounts of damage quickly can overwhelm the healing effects.
    Range: Requires the summon to get within close range of their target to activate, potentially leading them within range of even an enemy’s shortest ranged spells.

    Sealed Abilities:
    sealed:

    Name Vision
    Rank: D
    Type: Passive
    Description: Is capable of seeing the health percentages of those it can see. Rounding to the nearest 25%
    Duration: N/A
    Cooldown: N/A
    Strengths: N/A
    Weaknesses: N/A

    Name Flight
    Rank: C
    Type: Passive
    Description: Enables the summon to fly at their movement speed.
    Duration: N/A
    Cooldown: N/A
    Strengths: N/A
    Weaknesses: N/A

    List of Spell Fusions:N/A


    ___________________________________________________________________

      Current date/time is 22nd November 2017, 4:59 pm