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    Rider's Conquest

    Heresy
    Heresy

    Player 
    Lineage : Reaper's Touch
    Position : None
    Posts : 40
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    Rider's Conquest Empty Rider's Conquest

    Post by Heresy 15th January 2018, 3:44 am

    Magic

    Primary Magic: Rider’s Conquest
    Secondary Magic: N/A
    Caster or Holder: Holder
    Description: The horse has always been a part of civilisation, whether has a farmhand, helping to pull plows for the fields, or as a mount for racing. However horses are well known for being the ride for warriors, knights and their likeness. While many non-traditional mounts have paved their way into civilisation and horses’ popularity slowly fading away, there are those who still call the horse their most reliable traveling companion. However none has featured the horse more prominently than the Horsemen themselves, men and women who dedicated their lives to the life of mounted combat, and many found business in the craft of horse armor. Though the trend may die, horse equipment has remained prominent still for making the mount incredibly worthy of battle.

    Rider’s Conquest is an odd requip magic for not only those is requip armor and weapons, it creates a replica version of said armor for horses as well. It gives the user an ethereal horse as a mount, and it takes the user’s armor to create a replica for it. The horse itself is not a living thing, though mastering the magic requires you treating it as one that lives and breathes. So if the user requips iron armor, the horse gains a horse version of said iron armor. Though any horse would work with this part.

    Strengths:

    • Mounted: The magic rewards the user when they do mounted combat, so if you are good at it, this magic might be for you.

    • Warlord: This magic is made to not only give the user buffs, it gives their allies buffs as well as giving powerful single target spells to decimate enemies.

    • Morale: This magic wants to give others morale, and demoralize enemies.

    • Teamwork: This magic calls for the teamwork of both horse and rider, effectively using it will show mastery in the magic.


    Weaknesses:

    • Horse: It only rewards horse mounted combat, so anything else like a wolf or a bear is a no-go to this magic.

    • One for One: This magic lacks any sort of strong AoE magic.

    • Not Stopping Fear: It may give morale, but it is still up to a person’s will to continue.

    • Harmony: If rider and horse are not in harmony, the magic may fail on them.


    Lineage:

    Dragon Spirit:

    In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.


    Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future.  Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
    For 1 post they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything.  The very skilled can react to the user's reactions however and cause splits in these echos.   If the enemy predict your own actions or has a similar ability this may cause multiple echos to the point that they are useless.


    The ability lasts 1 post with a 10 post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see a into the future as a passive.

    Unique Abilities:

    • Mount of the Ages: The Mount of the Ages is an ethereal horse that acts like an actual living horse, though watching it eat and drink is an odd thing since it kind of just floats inside it before just coming out of its butt as if it never got eaten(which makes it quite the good lawn mower), and is the basis of this magic. The user must master mounted combat in order to use the Mount of the Ages, and this magic to the fullest. The Mount of the Ages cannot take damage, but it is possible to remove it from battle for a post by removing the user at least 50 meters from it.

      The Mount of Ages travels at different speeds depending on its gait, the fastest, flying pace is about 48km/h.

    • Like Master Like Stead: This magic grants any horse mount the user rides into battle a replica version of their armor should they requip an armor set. The armor is just as durable and would have the active and passive of a chosen requip item. Passives and Actives change to suit the horse. However when this is active, the piece loses its active and passive. Signature spells would just grant the horse armor their passive or active.

    • Rider’s Glory: Whenever mounted on a horse, the user reduces all incoming damage by 25%

    • War Never Changes: Not affected by terrain based effects like sandstorms will not affect the user. Player made terrain effects are reduced by 50%.


    Spells:

    Spell Template:

    Name: Riders’ Ready
    Rank: D
    Type: Defensive Requip
    Duration: 2 posts
    Cooldown: 3 posts
    Description:
    Rider's Ready Appearance:
    Horse Armor:
    The Rider's Armor appears on Loreta with a blinding flash of light and some draft appears around her. This is the magic's basic armor.

    Passively, this armor grants 25% buff to defense to herself, however when mounted on a horse or the Mount of the Ages, the passive would apply to herself and her allies in a 15m radius.

    Its active ability is called "Brave the Bolder." The user and their allies gain a bubble around them that takes 2C rank damage before breaking. The active stays up for 2 posts and then goes into a 4 post cooldown. Bubble is dependent on the size of the person but does not exceed anything past their height.
    Strengths:

    • Basic: The armor is basic and it allows the fighter to fight
    • Defensive Armor: Defense is the best offense.

    Weaknesses:


    • Basic: Doesn't provide anything new other than being another piece armor



    Rider's Ready:

    Name: Crusader’s Vigilance
    Rank: D
    Type: Offensive Requip
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Let them know you are righteous in your beliefs, Vigilance is a mighty lance  
    Strengths:
    Weaknesses:
    Crusader’s Vigilance:

    Name: Horde’s Fury
    Rank: D
    Type: Offensive Requip
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Become a might whirlwind of death, Horde's Fury gives Loreta two mighty axes named Storm and Tempest.
    Strengths:
    Weaknesses:

    Horde’s Fury:

    Name: Paladin’s Cross
    Rank: D
    Type:
    Duration:
    Cooldown:
    Description:
    Strengths:
    Weaknesses:

    Paladin’s Cross:

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:

      Current date/time is 26th April 2024, 9:23 pm