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    Mechanica Combustion Sorcery Status: Complete

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    Maverick



    Posts : 20
    Join date : 2015-12-15

    Mechanica Combustion Sorcery Status: Complete

    Post by Maverick on Fri Jan 15, 2016 10:46 pm

    Mechanica Combustion Sorcery
    D
    Caster
    Fire
    Main
    Wanderer
    Yes
    Offense


    Magic Description
    A magic exclusive to Maverick only due to a few major and minor prerequisites, for one Maverick has the only means to ignite the concoction. And this is done through the fact that Maverick has a chamber in his body. Which the internals hold a flammable gas, this gas is only flammable through a certain voltage, to use the gas, it must be released through chamber like veins. These veins are linked to each of his arms, when the substance reaches each arm, an electrical current is then applied to the gas, ionizing the particles. Once it have been ionized, pressure is then applied to the ionized particle gas and forces through the ports on his arms. The contact to the oxidized air causes a chemical reaction which result is an explosive and violent accelerated flame, which reaches to temperatures of 800 to 1,200 degrees Celsius (1,500 to 2,200°F).

    Perks of Magic
    1.) Unlimited Gas: Maverick is able to generate his own source of flammable gas. Meaning he never needs to replenish his stock to use for the next spell, but due to this he has a limited reserve till he can produce more, he has a limit of three slots.

    2.) Coherable: The material that makes up the flame is comprised of a flammable water base gas, which is constructed inside of Mavericks body. Inside a certain chamber in his lower torso, the liquid is able to be not only applied to any surface, but burns afterwards. This means that the flammable gas is able to be spread out over wide ranges. This also means that anyone can be set aflame if the liquid gas gets on them and set ablaze.


    Weaknesses

    1.) Reproduction time: In order to produce more liquid base gas to use for his magic, Maverick has a limited supply he can use before he needs to wait for more to be made. For every three spells he casts, he needs to wait a single turn for each spell he used. Meaning, he can cast one spell, wait for one turn, and cast another spell, without using up his other two reserves.

    2.) Hard to extinguish: In order to put out the flames, which is from the ionized Gas, a extremely cold source must be applied, this also can work with water but there must be extremely large amounts of water to put it out. If no water is able to be applied, ice magic is needed to put it out, in order for the flames to be stopped a temperature must reach over -1,500 to -2,000 degrees Celsius (-2668 to -3568°F).


    Strengths
    The major strength of the magic is that is can take down almost anything that is weak to fire, meaning the flames do double damage to all ice base spells. So long as the ice does not reach -1,500 to -2,000 degrees Celsius (-2668 to -3568°F) in temperature, this also includes water as we, but large bodies like lakes, and oceans will not be effected.

    Spells
    Place your Spells you know here
    {D-rank Spells here}

    Spoiler:
    Name: Flame Cannon Burst

    Rank: D-Rank

    Type: Offense

    Range:
    Maximum: 15.24 (50 ft.) Meters
    Minimum: 4.572 (15 ft.) Meters
    Radius: 1.524 (5 ft.) Meters

    Appearance:
    Spoiler:

    Maverick pulls his right or left hand out in front of him, and begins the transfer of the gas from his lower chambers and ionizes the gas that is within his arms. Once the gas is fully ionized, he applies larges amount of pressure to the liquid gas and propels it forward. Enough to keep it from exploding upon contact to the oxidized air, just long enough to be used as a range attack. The projectile is a basketball size ball of liquid flame that once it comes into contact with any surface. It will explode and cause splash damage to anything near it in a 5 foot radius, or a 10 foot diameter.

    Description: The spell operated as a normal fire projectile, but has a after effect of splash damage, this is included with the normal damage, but anything within the 10 foot diameter will also take damage. And due to the magic stating that the flames doe double damage to ice base spells, so long as the ice meets the requirement to put it out. The flames will burn for two turns, and will do normal D-rank damage, while it takes 3 turns for the spell to be used again.

    Extra: The projectile can harm friendlies, and do the same damage to them as it would to anyone caught in the blast radius. The fire is not discriminate.

    ---

    Name: Flash Gaze

    Rank: D-Rank

    Type: Supplementary

    Range: 1.524 (5 ft.) Meters

    Appearance:
    Spoiler:

    The ability derives from Mavericks Bio mechanical eyes, when his eyes become fully engulfed in energy, which his body emits. He will release a blinding white light from his eyes, that effect a five foot line in front of him. This blinding light will effect all creatures that fail to move out of the way of the attack, for there is a short delay of the light beam. And indication of the impending blast is a low glow, that gets brighter over a period of 4 seconds.

    Description: The ability will cause blindness to a single target that is withing the five foot radius of the activation, the target that suffers the attack. Will be afflicted with a -1 to their Precision, and will remain that way for two turns, while the cooldown rate is three turns.

    Extra: The ability also effects allies and himself, how it affect Maverick is simple, put a mirror in front of him and he himself will be affected. But only if you know how to deflect the ability back at him.

    ---

    Name: Flame Burst Shield

    Rank: D-Rank

    Type: Defense

    Range: 3 (9.8 ft) Meters in Diameter

    Appearance: Once the engagers on Mavericks arms begin to glow, he forms his hands into a fist and slams them knuckles against his other ones. To create a Kinetic Backlash so his arms will fire off several small inhibitors, these inhibitors are as small as a small insect. When initiated the inhibitors will release off a energy that reacted to the air around Maverick and when all of the inhibitors activate will cause a chain reaction creating a nine foot and eight inch flame shield. This flame shield acts as a stationary form of protection, and as a added factor, the inhibitors are able to be moved before activation, as a means to give another person a chance at being safe.

    Description: The spell acts as a shield which will lasts for three posts, and will deflect up to 10% of damage from the current rank of the spell, and will fail so anything higher than it. Its cooldown rate is three turns.

    Extra: When activated the shield will take on a hexagon like semi orb, that emits off a flame like aura which burns most incoming damage.

    ---

    {C-rank Spells here}

    {B-Rank Spells here}

    {A-Rank Spells here}

    {S-Rank Spells here}

    {SS-Rank Spells here}






    avatar
    Krow



    Posts : 324
    Join date : 2015-03-13

    Re: Mechanica Combustion Sorcery Status: Complete

    Post by Krow on Sat Jan 23, 2016 8:40 pm

    Krow here, I will be reviewing your Magic today, per Selenia's request.
    All of the necessary changes will look like this.
    BUMP once the changes have been made.
    Also, please check over the app for grammatical errors, as I spotted a few, but I would like to give you a chance to find them before I need to point them out, as that would save both of us time.
    @Maverick wrote:
    Mechanica Combustion Sorcery
    D
    Caster
    Fire
    Main
    Wanderer
    Yes
    Offense


    Magic Description
    A magic exclusive to Maverick only due to a few major and minor prerequisites, for one Maverick has the only means to ignite the concoction. And this is done through the fact that Maverick has a chamber in his body. Which the internals hold a flammable gas, this gas is only flammable through a certain voltage, to use the gas, it must be released through chamber like veins. These veins are linked to each of his arms, when the substance reaches each arm, an electrical current is then applied to the gas, ionizing the particles. Once it have been ionized, pressure is then applied to the ionized particle gas and forces through the ports on his arms. The contact to the oxidized air causes a chemical reaction which result is an explosive and violent accelerated flame, which reaches to temperatures of 800 to 1,200 degrees Celsius (1,500 to 2,200°F).

    Perks of Magic
    1.) Unlimited Gas: Maverick is able to generate his own source of flammable gas. Meaning he never needs to replenish his stock to use for the next spell, but due to this he has a limited reserve till he can produce more, he has a limit of three slots. This needs a weakness of comparable value to the advantages of it.

    2.) Coherable: The material that makes up the flame is comprised of a flammable water base gas, which is constructed inside of Mavericks body. Inside a certain chamber in his lower torso, the liquid is able to be not only applied to any surface, but burns afterwards. This means that the flammable gas is able to be spread out over wide ranges. This also means that anyone can be set aflame if the liquid gas gets on them and set ablaze. This needs a weakness of comparable value to the advantages of it.


    Weaknesses

    1.) Reproduction time: In order to produce more liquid base gas to use for his magic, Maverick has a limited supply he can use before he needs to wait for more to be made. For every three spells he casts, he needs to wait a single turn for each spell he used. Meaning, he can cast one spell, wait for one turn, and cast another spell, without using up his other two reserves.

    2.) Hard to extinguish: In order to put out the flames, which is from the ionized Gas, a extremely cold source must be applied, this also can work with water but there must be extremely large amounts of water to put it out. If no water is able to be applied, ice magic is needed to put it out, in order for the flames to be stopped a temperature must reach over -1,500 to -2,000 degrees Celsius (-2668 to -3568°F).
    You'll need to add on one more weakness.


    Strengths
    The major strength of the magic is that is can take down almost anything that is weak to fire, meaning the flames do double damage to all ice base spells. So long as the ice does not reach -1,500 to -2,000 degrees Celsius (-2668 to -3568°F) in temperature, this also includes water as we, but large bodies like lakes, and oceans will not be effected.
    Split this up like you did for the weaknesses, and you need 3 in total.


    Spells
    Place your Spells you know here
    {D-rank Spells here}

    Spoiler:
    Name: Flame Cannon Burst

    Rank: D-Rank

    Type: Offense

    Range:
    Maximum: 15.24 (50 ft.) Meters
    Minimum: 4.572 (15 ft.) Meters
    Radius: 1.524 (5 ft.) Meters

    Appearance:
    Spoiler:

    Maverick pulls his right or left hand out in front of him, and begins the transfer of the gas from his lower chambers and ionizes the gas that is within his arms. Once the gas is fully ionized, he applies larges amount of pressure to the liquid gas and propels it forward. Enough to keep it from exploding upon contact to the oxidized air, just long enough to be used as a range attack. The projectile is a basketball size ball of liquid flame that once it comes into contact with any surface. It will explode and cause splash damage to anything near it in a 5 foot radius, or a 10 foot diameter.

    Description: The spell operated as a normal fire projectile, but has a after effect of splash damage, this is included with the normal damage, but anything within the 10 foot diameter will also take damage. And due to the magic stating that the flames doe double damage to ice base spells, so long as the ice meets the requirement to put it out. The flames will burn for two turns, and will do normal D-rank damage, while it takes 3 turns for the spell to be used again.

    Extra: The projectile can harm friendlies, and do the same damage to them as it would to anyone caught in the blast radius. The fire is not discriminate.

    ---

    Name: Flash Gaze

    Rank: D-Rank

    Type: Supplementary

    Range: 1.524 (5 ft.) Meters

    Appearance:
    Spoiler:

    The ability derives from Mavericks Bio mechanical eyes, when his eyes become fully engulfed in energy, which his body emits. He will release a blinding white light from his eyes, that effect a five foot line in front of him. This blinding light will effect all creatures that fail to move out of the way of the attack, for there is a short delay of the light beam. And indication of the impending blast is a low glow, that gets brighter over a period of 4 seconds.

    Description: The ability will cause blindness to a single target that is withing the five foot radius of the activation, the target that suffers the attack. Will be afflicted with a -1 to their Precision, and will remain that way for two turns, while the cooldown rate is three turns.

    Extra: The ability also effects allies and himself, how it affect Maverick is simple, put a mirror in front of him and he himself will be affected. But only if you know how to deflect the ability back at him.

    ---

    Name: Flame Burst Shield

    Rank: D-Rank

    Type: Defense

    Range: 3 (9.8 ft) Meters in Diameter

    Appearance: Once the engagers on Mavericks arms begin to glow, he forms his hands into a fist and slams them knuckles against his other ones. To create a Kinetic Backlash so his arms will fire off several small inhibitors, these inhibitors are as small as a small insect. When initiated the inhibitors will release off a energy that reacted to the air around Maverick and when all of the inhibitors activate will cause a chain reaction creating a nine foot and eight inch flame shield. This flame shield acts as a stationary form of protection, and as a added factor, the inhibitors are able to be moved before activation, as a means to give another person a chance at being safe.

    Description: The spell acts as a shield which will lasts for three posts, and will deflect up to 10% of damage from the current rank of the spell, and will fail so anything higher than it. Its cooldown rate is three turns.

    Extra: When activated the shield will take on a hexagon like semi orb, that emits off a flame like aura which burns most incoming damage.

    ---

    {C-rank Spells here}

    {B-Rank Spells here}

    {A-Rank Spells here}

    {S-Rank Spells here}

    {SS-Rank Spells here}



    This needs a weakness of comparable value to the advantages of it.




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