08-07-2017, 05:36 PM
Taking Up the Gauntlet 300 Non variable (ranged proficiency, homing prof., remote control?)
As though Gildarts were a cyborg, this is a ranged punch, using his magic, he can take off his hollow steel limb and launch it directly at a foe or target. Because it is a “part” of his body and harbors his magic, he is able to control where it goes, and he wants it, most likely, to drill right into an enemy’s face.
When the fist has collided with their face, the fist will not immediately stop, it will continue its “rocketed” magic force for ten seconds.
This sniping move takes gildarts twenty seconds to charge, he must be stationary, and while he is using this move, he cannot use any other moves. He is also losing an arm, so to speak #sacrifice. Will it cost an arm and a leg?
It can be used once per battle.
Graveless Gravity (debuff utility move, ranged prof, remote control probably too, area attack)
Enemies are suspended 10 feet in the air as though walking on an invisible plateau of gravity (it is transparent like a pane of glass) and cannot touch or reach for the ground for twenty straight seconds. If there are branches or trees around, they could attempt to lift themselves closer to the ground. The affected area of this move is about the distance from third base to home plate, when someone dashes beyond those “invisible” limits they will fall back to the ground.
Whilst in the “air” the gravity is double to slow the enemy down.
When Gildarts casts this move on ONE ENEMY only. This can be used once per battle. Gildarts must remain stationary, and cannot cast any other spells until the enemy is released from this one.
Dragon’s Breath, of Death (area attack, physical, ranged proficiency) 600 OM Variable
Blue fire surges in bursts from out of Gildarts’ inorganic fist (or if he is using an assist, it comes from the dragon’s mouth) and the fire’s flames can either come in short bursts (in assist to his fists, which would be a pretty scalding punch) or one long “flamethrower-esque” stream of flame that can extend as far as seven or eight feet across. It is still one stream, so it cannot hit multiple targets at one time.
The drawbacks of this are there is a charge time of three seconds for the burst flame punch and five seconds before he can use the flamethrower engulfing stream of blue fire move. He does not need to be stationary to charge this move.
The Chilling Requires Time manipulation (ranged proficiency, area attack, buff proficiency, remote control/homing?) 300
Time stills and the air grows crisp. Sharp and frozen without the charging taste of sun. This move is used in a battle with multiple foes, and with multiple allies. Gildarts attempts to make his allies more speedy by buffing them with gravity magic while simultaneously slowing down the enemies on the battlefield in a ten foot sector.
In order to perform this move, Gildarts must close his eyes and meditate like a monk. He must focus on his surroundings and hear the clamour of battle, seeing it with his ears. Suddenly, there is silence as the move is cast. His allies are elevated, their perhaps heavy armor does not feel quite so heavy, their moves are swifter. The enemy on the other hand, is slowed. Not significantly, but for the amount that his allies have sped up, the enemies have slowed down, almost like an exchange made in time. A trade. While focusing, Gildarts has his eyes closed. Like a true wizard of DND his power is focused on his allies completely, leaving him completely susceptible.
The charge up time for this move will be 20 seconds. The move lasts 25 seconds.
Too Slow. Grave Mistake. 300 (ranged proficiency, remote control proficiency, homing proficiency I am guessing)
The maximum range of this move is five feet away. Gildarts is in close ranged combat with someone, they’re exchanging punches. A stationary Gildarts blocks his enemy’s last move and focuses to slow down the time around his enemy, specifically their oncoming attack, whether that be a kick or a fist or a sword. The momentum is stickily slow, snagging on time and cutting through it as slow as molasses. The opponent’s mind is still fully fluent, however, they can’t seem to send the signal to their arms to move or realign their aim. Gildarts uses this slowed moment to charge a move, take advantage of his own movements freedom, turn the tables of battle, or probably the best option of dodging.
-Drawbacks Gildarts can use this once per round. Gildarts would get tired if he used this repeatedly. Gildarts is stationary. Gildarts must focus and can only block while charging this move. This move would make their weapon or attack “stickily slow” for only five to seven seconds. It does not stop their weapon entirely, but merely slows the momentum. When the move is applied, Gildarts is able to cast another move, he cannot cast two moves/spells at the same time.
As though Gildarts were a cyborg, this is a ranged punch, using his magic, he can take off his hollow steel limb and launch it directly at a foe or target. Because it is a “part” of his body and harbors his magic, he is able to control where it goes, and he wants it, most likely, to drill right into an enemy’s face.
When the fist has collided with their face, the fist will not immediately stop, it will continue its “rocketed” magic force for ten seconds.
This sniping move takes gildarts twenty seconds to charge, he must be stationary, and while he is using this move, he cannot use any other moves. He is also losing an arm, so to speak #sacrifice. Will it cost an arm and a leg?
It can be used once per battle.
Graveless Gravity (debuff utility move, ranged prof, remote control probably too, area attack)
Enemies are suspended 10 feet in the air as though walking on an invisible plateau of gravity (it is transparent like a pane of glass) and cannot touch or reach for the ground for twenty straight seconds. If there are branches or trees around, they could attempt to lift themselves closer to the ground. The affected area of this move is about the distance from third base to home plate, when someone dashes beyond those “invisible” limits they will fall back to the ground.
Whilst in the “air” the gravity is double to slow the enemy down.
When Gildarts casts this move on ONE ENEMY only. This can be used once per battle. Gildarts must remain stationary, and cannot cast any other spells until the enemy is released from this one.
Dragon’s Breath, of Death (area attack, physical, ranged proficiency) 600 OM Variable
Blue fire surges in bursts from out of Gildarts’ inorganic fist (or if he is using an assist, it comes from the dragon’s mouth) and the fire’s flames can either come in short bursts (in assist to his fists, which would be a pretty scalding punch) or one long “flamethrower-esque” stream of flame that can extend as far as seven or eight feet across. It is still one stream, so it cannot hit multiple targets at one time.
The drawbacks of this are there is a charge time of three seconds for the burst flame punch and five seconds before he can use the flamethrower engulfing stream of blue fire move. He does not need to be stationary to charge this move.
The Chilling Requires Time manipulation (ranged proficiency, area attack, buff proficiency, remote control/homing?) 300
Time stills and the air grows crisp. Sharp and frozen without the charging taste of sun. This move is used in a battle with multiple foes, and with multiple allies. Gildarts attempts to make his allies more speedy by buffing them with gravity magic while simultaneously slowing down the enemies on the battlefield in a ten foot sector.
In order to perform this move, Gildarts must close his eyes and meditate like a monk. He must focus on his surroundings and hear the clamour of battle, seeing it with his ears. Suddenly, there is silence as the move is cast. His allies are elevated, their perhaps heavy armor does not feel quite so heavy, their moves are swifter. The enemy on the other hand, is slowed. Not significantly, but for the amount that his allies have sped up, the enemies have slowed down, almost like an exchange made in time. A trade. While focusing, Gildarts has his eyes closed. Like a true wizard of DND his power is focused on his allies completely, leaving him completely susceptible.
The charge up time for this move will be 20 seconds. The move lasts 25 seconds.
Too Slow. Grave Mistake. 300 (ranged proficiency, remote control proficiency, homing proficiency I am guessing)
The maximum range of this move is five feet away. Gildarts is in close ranged combat with someone, they’re exchanging punches. A stationary Gildarts blocks his enemy’s last move and focuses to slow down the time around his enemy, specifically their oncoming attack, whether that be a kick or a fist or a sword. The momentum is stickily slow, snagging on time and cutting through it as slow as molasses. The opponent’s mind is still fully fluent, however, they can’t seem to send the signal to their arms to move or realign their aim. Gildarts uses this slowed moment to charge a move, take advantage of his own movements freedom, turn the tables of battle, or probably the best option of dodging.
-Drawbacks Gildarts can use this once per round. Gildarts would get tired if he used this repeatedly. Gildarts is stationary. Gildarts must focus and can only block while charging this move. This move would make their weapon or attack “stickily slow” for only five to seven seconds. It does not stop their weapon entirely, but merely slows the momentum. When the move is applied, Gildarts is able to cast another move, he cannot cast two moves/spells at the same time.

![[Image: -Gildarts-fairy-tail-35651033-300-180.gif]](http://images6.fanpop.com/image/photos/35600000/-Gildarts-fairy-tail-35651033-300-180.gif)