Welcome Guest! You last visited . You have 97 posts! Please welcome the newest player babygray

Patch Notes:URL.
For all new members:URL.

    Experiment, Channel! Go!

    Share
    avatar
    Vox Nihili
     
     

    Player -
    Lineage : Ex Nihilo
    Position : None
    Posts : 247
    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: Caster
    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 augment 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:
    *Preparation: The greatest strength of this magic, is that when its spells and unique abilities are given enough time to activate the resulting summons are even more powerful than what one of their ranks typically would be.
    *Versitility: Each summon fulfills a different type of role, enabling an amount of diversity that could lend some sort of aid in many situations.

    Weaknesses:
    *Mobility: During a channel, the mage is incapable of moving on their own.
    *Defense: During a channel, the mage is incapable of activating abilities, objects, or spells.
    *Time: If used as an instant cast, the base summons are incredibly weaker than normal. A full post only makes them equal to their peers in base values. 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 a frenzied battle.
    *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[/link]
    Unique Abilities:
    * Channeled Offense: For every post of channeling, a summon gains 5x% Strength and 5x% spell/ability damage where x is equal to the summoner’s rank.
    * Channeled Defense: For every post of channeling, a summon gains 5x% Physical damage reduction and magical damage reduction, where x is equal to the summoner’s rank. Damage reduction cannot go above 50%.
    *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 Agility: For every post of channeling a summon gains 5x% increase to its speed and reaction time where x is equal to the summoner rank.
    -=-=-=--=-=-=-=-=-=-=-=-=
    Immaculate Summon:

    Name: Immaculate Summon
    Rank: C
    Type: Channeled Summon
    Duration:  5
    Cooldown: 8
    Channeled Info: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains a +25% increase to speed up to a cap of 75%.

    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 excels 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 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 in and out, 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: 2 Posts
    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.

    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.
    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: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains 25% increase to its ranges and the speed of its attacks. Up to a cap of 50%.
    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 targeted 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. Only two targets can be tracked at once.

    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
    *no initial boost
    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 spell radius after being hit. Those who become targeted in this manner do not count against the summon’s target cap..
    Duration: 4
    Cooldown: 6
    Strengths:
    *Tracking
    Weaknesses:
    Long Cd
    No Damage
    Name Carpet Siege
    Rank: D
    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 its basic attack and an additional +10 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.
    [/spoiler]
    =-=-=-=-=-=-=-=--=-=-
    healer:

    Name: Heal Sloot
    Rank: C
    Type: Channeled Summon
    Channeled Info: every channeled post, the summon receives +25% bonus to healing, up to a cap of 75%.
    Duration: 6
    Cooldown: 8
    HP/Durability: 100
    DMG/STR: 12
    SPD/Move: 22.5
    Range: 50m
    Image:

    Description: A healing based summon who often is created in the form of a darkskinned nun.

    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 and is within 120m by its attack 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.

    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
    [/spoiler]
    List of Spell Fusions:N/A


    Last edited by Vox Nihili on 24th January 2018, 1:33 pm; edited 3 times in total (Reason for editing : Channeled Protection: wrote 5x% instead of 5x.)


    ___________________________________________________________________
    avatar
    Kite Wilhelm
    Demon King
    Demon King

    Mythical VIP Status- Demon VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Dragon Slayer- A-Rank- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Fallen- Senior [500]- Novice [250]- Lacrima Saber- Have Alyia On Your Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Power Of Apocalypse
    Position : None
    Posts : 822
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 35,525

    Character Sheet
    Character Name: Kite Wilhelm
    Primary Magic: Flame Demon Slayer
    Secondary Magic: NetherFlame Demon Slayer

    Completed Re: Experiment, Channel! Go!

    Post by Kite Wilhelm on 19th January 2018, 7:38 pm

    @Vox Nihili wrote:Magic
    Primary Magic: Experiment CH-7M
    Secondary Magic: N/A
    Caster or Holder: Caster
    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 augment 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:
    *Preparation: The greatest strength of this magic, is that when its spells and unique abilities are given enough time to activate the resulting summons are even more powerful than what one of their ranks typically would be.
    *Versitility: Each summon fulfills a different type of role, enabling an amount of diversity that could lend some sort of aid in many situations.
    Weaknesses:
    *Mobility: During a channel, the mage is incapable of moving on their own.
    *Defense: During a channel, the mage is incapable of activating abilities, objects, or spells.
    *Time: If used as an instant cast, the base summons are incredibly weaker than normal. A full post only makes them equal to their peers in base values. 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 a frenzied battle.
    *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 Offense: For every post of channeling, a summon gains 5x% Strength and 5x% spell/ability damage where x is equal to the summoner’s rank.
    * Channeled Defense: For every post of channeling, a summon gains 5x% Physical damage reduction and magical damage reduction, where x is equal to the summoner’s rank. Damage reduction cannot go above 50%.
    *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 Protection: For every post of channeling, a summon gains 5x% Damage Reduction which can’t stack with armor. If armor is worn, the greater value is the one which reduces damage while the lesser value is instead applied as a bonus to the summon’s base attack. X is equal to the summoner’s rank.
    =-=-=-=--=-=-=-=-=-=-=-=-=
    Immaculate Summon:

    Name: Immaculate Summon
    Rank: C
    Type: Channeled Summon
    Duration:  5
    Cooldown: 8
    Channeled Info: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains a +25% increase to speed. Cap at three additional Channels making it 75%
    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 excels 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 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 in and out, 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: 2 Posts
    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.
    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.
    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: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains 25% increase to its ranges and the speed of its attacks. at two additional channels.
    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 targeted 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. Only two targets can be tracked at once.
    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
    *no initial boost
    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 spell radius after being hit. Those who become targeted in this manner do not count against the summon’s target cap..
    Duration: 4
    Cooldown: 6
    Strengths:
    *Tracking
    Weaknesses:
    Long Cd
    No Damage
    Name Carpet Seige
    Rank: D
    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 its basic attack and an additional +10 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 +25% to healing. Cap additional channels at 3. Can the channeling be interrupted
    Duration: 6
    Cooldown: 8
    HP/Durability: 100
    DMG/STR: 12
    SPD/Move: 22.5
    Range: 50m
    Image:

    Description: A healing based summon who often is created in the form of a darkskinned nun.
    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 and is within 120m by its attack 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.
    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

    List of Spell Fusions:N/A


    ___________________________________________________________________


    Name: Kite Wilhelm
    Position: Demon Slayer
    Primary Magic: Flame Demon Slayer
    Secondary Magic:Nether Flame Demon slayer
    Guild: Sabertooth
    Rank:A
    avatar
    Vox Nihili
     
     

    Player -
    Lineage : Ex Nihilo
    Position : None
    Posts : 247
    Cosmic Coins : 36
    Dungeon Tokens : 0
    Experience : 762.5

    Completed Re: Experiment, Channel! Go!

    Post by Vox Nihili on 20th January 2018, 10:00 am

    1: Set the caps for channeling as requested.
    2: spaced things out a little bit, sorry about its cluttered state. Word doc must not have carried over the breaks properly.
    3: As for channeling, I did not imagine a spell's channel to get interrupted. If there was a spell that distrupted magic somehow i could see it canceling out a summon channel. But as for damage or paralysis i don't imagine so. the mage is already immobilized while channeling, and is meant to suffer significant damage if they attempt to channel while in range of an enemy. Trading free shots at themselves to get their creation out.

    If you feel as if a certain damage threshhold should be set to break a summon channel feel free to request one, i'd understand.



    ___________________________________________________________________
    avatar
    Kite Wilhelm
    Demon King
    Demon King

    Mythical VIP Status- Demon VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Dragon Slayer- A-Rank- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Fallen- Senior [500]- Novice [250]- Lacrima Saber- Have Alyia On Your Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Power Of Apocalypse
    Position : None
    Posts : 822
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 35,525

    Character Sheet
    Character Name: Kite Wilhelm
    Primary Magic: Flame Demon Slayer
    Secondary Magic: NetherFlame Demon Slayer

    Completed Re: Experiment, Channel! Go!

    Post by Kite Wilhelm on 24th January 2018, 12:15 pm

    @Vox Nihili wrote:Magic
    Primary Magic: Experiment CH-7M
    Secondary Magic: N/A
    Caster or Holder: Caster
    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 augment 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:
    *Preparation: The greatest strength of this magic, is that when its spells and unique abilities are given enough time to activate the resulting summons are even more powerful than what one of their ranks typically would be.
    *Versitility: Each summon fulfills a different type of role, enabling an amount of diversity that could lend some sort of aid in many situations.

    Weaknesses:
    *Mobility: During a channel, the mage is incapable of moving on their own.
    *Defense: During a channel, the mage is incapable of activating abilities, objects, or spells.
    *Time: If used as an instant cast, the base summons are incredibly weaker than normal. A full post only makes them equal to their peers in base values. 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 a frenzied battle.
    *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[/link]
    Unique Abilities:
    * Channeled Offense: For every post of channeling, a summon gains 5x% Strength and 5x% spell/ability damage where x is equal to the summoner’s rank.
    * Channeled Defense: For every post of channeling, a summon gains 5x% Physical damage reduction and magical damage reduction, where x is equal to the summoner’s rank. Damage reduction cannot go above 50%.
    *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 Protection: For every post of channeling, a summon gains 5x Damage Reduction which can’t stack with armor. If armor is worn, the greater value is the one which reduces damage while the lesser value is instead applied as a bonus to the summon’s base attack. X is equal to the summoner’s rank.
    Channeled Protection reduces damage and Channeled Defense reduces both physical and magic damage so they both do the same thing essentially. If you wanna split up physical and magic damage from Channeled defense that is fine other wise you might need a different effect for Channeled protection

    =-=-=-=--=-=-=-=-=-=-=-=-=
    Immaculate Summon:

    Name: Immaculate Summon
    Rank: C
    Type: Channeled Summon
    Duration:  5
    Cooldown: 8
    Channeled Info: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains a +25% increase to speed up to a cap of 75%.

    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 excels 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 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 in and out, 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: 2 Posts
    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.

    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.
    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: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains 25% increase to its ranges and the speed of its attacks. Up to a cap of 50%.
    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 targeted 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. Only two targets can be tracked at once.

    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
    *no initial boost
    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 spell radius after being hit. Those who become targeted in this manner do not count against the summon’s target cap..
    Duration: 4
    Cooldown: 6
    Strengths:
    *Tracking
    Weaknesses:
    Long Cd
    No Damage
    Name Carpet Siege
    Rank: D
    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 its basic attack and an additional +10 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.
    [/spoiler]
    =-=-=-=-=-=-=-=--=-=-
    healer:

    Name: Heal Sloot
    Rank: C
    Type: Channeled Summon
    Channeled Info: every channeled post, the summon receives +25% bonus to healing, up to a cap of 75%.
    Duration: 6
    Cooldown: 8
    HP/Durability: 100
    DMG/STR: 12
    SPD/Move: 22.5
    Range: 50m
    Image:

    Description: A healing based summon who often is created in the form of a darkskinned nun.

    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 and is within 120m by its attack 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.

    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
    [/spoiler]
    List of Spell Fusions:N/A


    ___________________________________________________________________


    Name: Kite Wilhelm
    Position: Demon Slayer
    Primary Magic: Flame Demon Slayer
    Secondary Magic:Nether Flame Demon slayer
    Guild: Sabertooth
    Rank:A
    avatar
    Vox Nihili
     
     

    Player -
    Lineage : Ex Nihilo
    Position : None
    Posts : 247
    Cosmic Coins : 36
    Dungeon Tokens : 0
    Experience : 762.5

    Completed Re: Experiment, Channel! Go!

    Post by Vox Nihili on 24th January 2018, 1:36 pm

    Changed protection to agility. 5x% a post of channel to speed and reaction time.


    ___________________________________________________________________
    avatar
    Kite Wilhelm
    Demon King
    Demon King

    Mythical VIP Status- Demon VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Dragon Slayer- A-Rank- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Fallen- Senior [500]- Novice [250]- Lacrima Saber- Have Alyia On Your Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Power Of Apocalypse
    Position : None
    Posts : 822
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Experience : 35,525

    Character Sheet
    Character Name: Kite Wilhelm
    Primary Magic: Flame Demon Slayer
    Secondary Magic: NetherFlame Demon Slayer

    Completed Re: Experiment, Channel! Go!

    Post by Kite Wilhelm on 29th January 2018, 8:10 pm

    @Vox Nihili wrote:Magic
    Primary Magic: Experiment CH-7M
    Secondary Magic: N/A
    Caster or Holder: Caster
    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 augment 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:
    *Preparation: The greatest strength of this magic, is that when its spells and unique abilities are given enough time to activate the resulting summons are even more powerful than what one of their ranks typically would be.
    *Versitility: Each summon fulfills a different type of role, enabling an amount of diversity that could lend some sort of aid in many situations.

    Weaknesses:
    *Mobility: During a channel, the mage is incapable of moving on their own.
    *Defense: During a channel, the mage is incapable of activating abilities, objects, or spells.
    *Time: If used as an instant cast, the base summons are incredibly weaker than normal. A full post only makes them equal to their peers in base values. 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 a frenzied battle.
    *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[/link]
    Unique Abilities:
    * Channeled Offense: For every post of channeling, a summon gains 5x% Strength and 5x% spell/ability damage where x is equal to the summoner’s rank.
    * Channeled Defense: For every post of channeling, a summon gains 5x% Physical damage reduction and magical damage reduction, where x is equal to the summoner’s rank. Damage reduction cannot go above 50%.
    *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 Agility: For every post of channeling a summon gains 5x% increase to its speed and reaction time where x is equal to the summoner rank.
    -=-=-=--=-=-=-=-=-=-=-=-=
    Immaculate Summon:

    Name: Immaculate Summon
    Rank: C
    Type: Channeled Summon
    Duration:  5
    Cooldown: 8
    Channeled Info: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains a +25% increase to speed up to a cap of 75%.

    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 excels 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 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 in and out, 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: 2 Posts
    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.

    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.
    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: If cast instantly, all stats are reduced to 50% of their value. Upon channeling for one post, they have their base value. For every post beyond that, it gains 25% increase to its ranges and the speed of its attacks. Up to a cap of 50%.
    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 targeted 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. Only two targets can be tracked at once.

    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
    *no initial boost
    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 spell radius after being hit. Those who become targeted in this manner do not count against the summon’s target cap..
    Duration: 4
    Cooldown: 6
    Strengths:
    *Tracking
    Weaknesses:
    Long Cd
    No Damage
    Name Carpet Siege
    Rank: D
    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 its basic attack and an additional +10 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.
    [/spoiler]
    =-=-=-=-=-=-=-=--=-=-
    healer:

    Name: Heal Sloot
    Rank: C
    Type: Channeled Summon
    Channeled Info: every channeled post, the summon receives +25% bonus to healing, up to a cap of 75%.
    Duration: 6
    Cooldown: 8
    HP/Durability: 100
    DMG/STR: 12
    SPD/Move: 22.5
    Range: 50m
    Image:

    Description: A healing based summon who often is created in the form of a darkskinned nun.

    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 and is within 120m by its attack 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.

    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
    [/spoiler]
    List of Spell Fusions:N/A



    ___________________________________________________________________


    Name: Kite Wilhelm
    Position: Demon Slayer
    Primary Magic: Flame Demon Slayer
    Secondary Magic:Nether Flame Demon slayer
    Guild: Sabertooth
    Rank:A

      Current date/time is 21st February 2018, 7:32 pm