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Official Move Approval III
Tom Marvolo Riddle Wrote:Well I was going to use all 2000 om on Ginny but with the clusterfrack going down on Nippur, that's not going to happen, instead I'll be spending pretty much all of it on this. Also note, though I do mention it in the spell but, the Spark Conjuration spell cannot physically do any damage at all and the first part is basically just fodder and to give a basic appearance.

Hearthfire Charm [Ferventis Gelata]
Cost: 600 Om
Requires: Ranged Proficiency, Debuff Proficiency
This spell once properly incanted allows the user to charge and release a fire-hydrant of burning, molten white magic that blazes in a churning spectrum of red. It seems to stick and splatter, and ignite anything it comes in contact with. The charge up on the spell ranges between its incantation time of one and a half seconds to a full minute to produce a proportionally more, spectacular, longer lasting, and potently dangerous effect.

At minimum charging duration this spell can be cast three times in a ten second period without exhausting a wand’s recharge rate, at a low to moderate fatigue cost.

The Killing Curse [Avada Kedavra]
Cost: 600
Requires: Super Attack T1, Ranged Proficiency
Channeling a desire to see someone dead and feeling the rapture of Dark Magic, the caster unleashes bolt of deep emerald lightning in a straight line that releases molten motes of dripping light. Upon impact with a living organism to deals massive damage to the very life force of the target, but otherwise leaves no sign of its passing. If however it impacts on a non-living Mundane object, it will be utterly destroyed as the spell continues forward in an attempt to end any life it can reach behind it.

If this spell would end the fight in its caster’s favor, then it will end the fight via killing rather than just injuring them.

Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Further more even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.

Its third downside is that the shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful. Thus this spell it utterly useless against area attacks that have already begun to spread out from a core point.

Spark Conjuration [Candeo]
Cost: 300 Om
Requires: Ranged Proficiency, Debuff Proficiency, Area of Attack Proficiency
[Rubrum] [Croceus] [Veridis] [Kuaneos] [Puteulanus] [Puniceus] [Crimisi]
With this spell, Tom casts a burst of bright light (which can be of any color). This light is incredibly bright, and can be seen from miles away, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. This version of the spell can be cast instantly and wordlessly, and dismissed at any time he so chooses with [Nox].

In combat Tom can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.

Hearthfire Charm -- Once you do fire it, how big of an area does it cover and how far does it reach? Does that area increase with charge time?

The Killing Curse -- Looks good to go, except for two quick things. Assuming the spell doesn't hit a target, how far will it go before it naturally runs its course and loses steam? Two, even as a Super Move and with high ATK as you have, it wouldn't be able to utterly destroy ANYTHING it comes in contact with that isn't a living target.

Point Shield Charm -- Given that this can be cast so quickly, it is by balancing going to be a rather weak shield. Pouring more energy into that will help to some degree, but when the difference in ATK vs Tom's DEF becomes great enough, or against particularly strong/focused/charged attacks there is every chance it might very well do almost nothing. You seem to have a decent grasp of that, though. Obligatory reminder/notice that it will be ineffective in the extreme against Super Moves, doing no more than slightly mitigating damage at most. With all that said, it's approved, just keep in mind what was pointed out.

Spark Conjuration -- Lighting up an area with light bright enough to be seen for miles for an hour seems a little nuts. How long would it take to cast that particular version of the spell? The in-combat usage of it is fine, but would necessitate another 300 OM cost due to variability.



Jak Mar Wrote:Natural Claws 300 OM- ( Requires Dark Jak, Debuff) In the form DARK JAK, Dark Jak's claws are sharp enough to pierce armor and Dark Jak's claws also spout dark eco electricity causing that electricity to stun a enemy as long as Jak is in his Dark form.

Dark Bomb- (Requires Physical Strength, Slam, Area Attack Proficiency) 600 OM- Dark Jak jumps up in the air and aims his fist toward the ground, causing a shockwave of dark eco to spread across the ground, pushing back a enemy about 10 feet.

Natural Claws -- How effective the claws are at piercing armor would depend entirely on Jak's ATK vs the target's DEF. Assuming the Dark Eco that courses through the claws is always active and present, that seems fine, but the stunning effect would vary depending on how tough the target in question was. If it is NOT always in effect, that will be another 300 OM cost.

Dark Bomb -- Why does this cost 600? How long does it take to charge/prepare this?



Connor Hound Wrote:
Quote:Lycöan:900
Requires Ranged Proficiency
This gun has a special place in Connor's heart, for he made this gun on his own.
Specs:
Length: 6-inch (152 mm) barrel/ 10.75 inches (27.3 cm) ((from the back of the slide to the bore))
Height: 6.25 inches (15.9 cm)
Width: 1.25 inches (32 mm)
Magazine Compacity: 9 rounds
Caliber/Bore diameter: .429 inches (10.9 mm)
Range and Accuracy: The bullets can reach about 30 ft. An unmoving target at 15ft is normally a guaranteed hit
Ammo types
  1. Super-sonic: Goes above the speed of sound. Shatters if it hits water.
  2. Anti-material: Is a super-sonic that explodes on contact. The explosion is relatively small, used for light armored vehicles and infantry. For some reason when a magazine of this type is in the gun the trigger is significantly harder to pull, severely decreasing Connor's ‘trigger finger’, aka fire rate.

He even made a custom attachment that he rarely takes off. He based it off of military rail gun technology. He calls it the Electromagnetic Coil Chamber., or ECC. Once turned on a high pitched 'whine' can be heard on the very edge of normal human hearing. When a bullet is fired the ECC 'pulls' the bullet along, making it go faster. Thus a Super-sonic turns into a Magnum bullet and anti-material rounds explode in the chamber, so they are not usable. Additionally when the ECC is on the trigger is much harder to pull, which makes it difficult to shoot as fast as he normally does. Plus after each shot the ECC needs to charge up for a few seconds. It also adds 6 inches to the overall length and a pound to the front of the barrel.


Bump

First off, what kind of weapon is this exactly? For clarity and description purposes, and so that anyone writing with you knows what the heck it is.

Secondly, 30 feet is....really, really short range for any kind of firearm. If you want the range that short, no problem I suppose, but that's really underselling things there. Also, I would take out entirely the part about unmoving targets. It's not really necessary.

After all that, gonna need a firing rate. Under normal circumstances, using normal ammo, how fast can he fire the thing?

Super-sonic rounds -- Aside from the speed, does this have any other effects?
Anti-material rounds -- So this is basically just a super-sonic round that explodes on impact? Even with a lowered fire rate that seems...iffy. How big is the explosion, and with the previously-mentioned firing rate in mind, how much would it slow his firing rate, exactly?
ECC -- What does this do? It makes Anti-materiel rounds unusable, I get, but what effect does turnng Super-sonic rounds into Magnum bullets have, exactly?
[Image: kUpgBYg.gif]


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