@Jade I'll also be submitting the mini chibi as a T2 below^^
[spoiler]
[quote pid='101418' dateline='1496081935']
Disassemble - Chibi Army Charge! T2 Utility (Debuff Prof, ranged)
(I will just copy and paste the details from above but to save you from reading that mammoth twice I’ll just use parenthesis now!)
The differences: Everything is about the same, except the duration time and the use of the debuff.
Duration: Probably around 20-35 seconds. Whether that is the longer or shorter end of that spectrum is up to my opponent/for writing purposes.
Debuff Deal: The power of this move is very significant as it is a T2, and in the super move’s use of it, the mini versions of people’s attacks will be weaker to avoid a bombardment of many moves hitting Gildarts all at once, which would be a real advantage to someone who has significant speed.
I’m not sure how much is acceptable, so I am going to leave this here and wait for feedback.
[/spoiler]
[/quote]
Also i updated these and I gotta do a little bump #bordering 5movelim #banhammer
[spoiler]I answered your questions in bold, (I tried and I’ll add them into the description as well. (The bold format is teasing me so it may not work that way) Thank you for your patience with me.
Wall 300, (requires ranged and area attack prof) (or 600 because of the charge?)
An enemy is coming at Gildarts with everything he has, sword or energy blast, Gildarts is going to be hit, unless he deploys a significant blast of gravity magic straight at his foe. Gravity magic is clear, and hardly detectable just by sight unless there are objects around to get obliterated or moved but it can be sensed or seen as a slightly warped film, almost like saran wrap.
Gildarts deploys this move from his hands, nothing particularly special about the cast, just an aloof spin of magic at the flick of his wrist. The longer the charge, the larger the perimeter and longer the shield/barrier will go. For three seconds Gildarts plants his feet down and conjures the energy, next, he launches it, as his foe is nearly on top of him. His foe, and the trees, branches, and rock are launched back with the vehement force of gravity. The “wall” pushing them takes them about ten feet away, and rips apart the trees that had surrounded him. The trees cascade into other trees when the barrier loses momentum and energy, his foe may have taken some damage from the powerful ‘shove’ as well as the domino fall of the trees and/or/ rocks on top of him. Splinters are still suspended in the air, and Gildarts is breathing in the scent of his destruction.
Charge time starts at 3 seconds and is variable, the more charge, the larger the “wall” and how far back it moves the objects in front of it away from him. Originally I wasn’t going to have it hurt /destroy plant life but gravity doesn’t discriminate and I believe that it would be cheating on some level if I let the trees live (poor trees). Anyway it is a more powerful attack so I will have a use limit of only two times per battle.
The charge is variable!! And it is not a guaranteed hit. He must remain stationary. The max range is fifty yards. The move must only be aimed in the general direction of the enemy, as it is wider than most narrow humanoid targets.
Black Lightning 300 (ranged proficiency, homing proficiency which I will buy)
Gravity is a realm of laws that should not be broken, however, when they are broken, by mage or otherwise, there is an after effect or consequence. Something that must come to equalize and normalize the equation that did not have the regular “cause and effect” such as what goes up must come down. So it doesn’t come down, not in this realm or universe anyway. Something must be there in its place, an energy, and object, a mass.
Gildarts has learned this the hard way, his magic is devastating and reaps it more than he’d like to consciously admit. As an effect, Gildarts can pull negative magic from the existence of positive, charge it, and fire it as a weapon. This particular move is very powerful and takes a good amount of energy, it can be used once per battle. Gildarts ‘charges’ as a means of collecting the highly dangerous energy, it creates a spiderweb of dark static in his hand and an immense trail commences after his opponent, similar to a heat seeking bullet, but it will not rest until it collides with the enemy’s energy. For example, it will go through trees and obstacles, but must land on a part of the enemy that has life, or has been given life by them (a loophole to get around this move would be for Gil’s enemy to fire an energy blast of some sort.)
Yes he must remain stationary while casting the move, and he also must remain in place while he focuses on it weaving around. The charge time is five seconds, it does require a lot of concentration and it also causes him fatigue. It would diminish if the target evaded it for two minutes straight. If Gildarts focus was broken it would remain active, but it will cut the time it ‘lasts’ in half.
Vortex as it has a debuff, (debuff, ranged prof, area attack)* T-2 Super move, would the Debuff claus make it double in price, at 1600?
Vortex, as you know, curving space and time takes massive amounts of energy, honestly, it shouldn’t be possible and yet, magic and willpower make it possible. Every effect of Gildarts’ magic has to do with warping space and matter, the effects are usually a brunt of energy, cast or sucked from Gildarts and his immense magical power. He creates this move by releasing leasing all of that burdenous weight he has stored, with gravity there is a pull and push effect that has to do with balance and weighing, in this case, the vortex uses both to suck an enemy towards this debilitating active vacuum for thirty seconds in battle, they’re more or less grappling with whether or not the vortex’s pull will win, and if they do not focus on escaping the vortex, it could swallow them whole, which merely grinds them into the middle and through the reconstruction of gravity. They suffer mostly surface damage when they go through, which would apply pressure to them on all sides, likely with force enough to crush human bone and harm other objects that go in, such as electronics that need a basic construction for mechanics to function.
When the enemy resists the gravity’s pull (or has an equal or Higher TEC), he is freed and does not get sucked up.
I think I’ll make it a super, lol, you’ve convinced me, should I add anything to make it function better?
Atlas 300, (debuff, ranged, homing?)
Gildarts targets an enemy who is within fifty yards and casts a spell, unleashing an immense weight of gravity magic on the foe. If the spell hits, the enemy may fall to their knees or completely flat on the ground as they find themselves resisting the dense amount of invisible force. Those who are strong enough to resist this attack must put all their focus on standing up again, are able release the spell from on them.
A downside is while this is deployed, Gildarts is unable to cast another spell. The charge time for this move is three seconds. Let me know if it needs anything more!
The effect lasts up to forty-five seconds, if they have a higher TEC than Gildarts their ‘down time’ will be cut in half. Gildarts must remain stationary while casting the move, once it is has landed or missed he can remain moving without risking compromising the spell. The move can be avoided, (dodged, or completely blocked by a prime with equal or higher TEC as he does) it is not a guaranteed hit.
[/spoiler]
[spoiler]
[quote pid='101418' dateline='1496081935']
Disassemble - Chibi Army Charge! T2 Utility (Debuff Prof, ranged)
(I will just copy and paste the details from above but to save you from reading that mammoth twice I’ll just use parenthesis now!)
The differences: Everything is about the same, except the duration time and the use of the debuff.
Duration: Probably around 20-35 seconds. Whether that is the longer or shorter end of that spectrum is up to my opponent/for writing purposes.
Debuff Deal: The power of this move is very significant as it is a T2, and in the super move’s use of it, the mini versions of people’s attacks will be weaker to avoid a bombardment of many moves hitting Gildarts all at once, which would be a real advantage to someone who has significant speed.
I’m not sure how much is acceptable, so I am going to leave this here and wait for feedback.
[/spoiler]
[/quote]
Also i updated these and I gotta do a little bump #bordering 5movelim #banhammer
[spoiler]I answered your questions in bold, (I tried and I’ll add them into the description as well. (The bold format is teasing me so it may not work that way) Thank you for your patience with me.
Wall 300, (requires ranged and area attack prof) (or 600 because of the charge?)
An enemy is coming at Gildarts with everything he has, sword or energy blast, Gildarts is going to be hit, unless he deploys a significant blast of gravity magic straight at his foe. Gravity magic is clear, and hardly detectable just by sight unless there are objects around to get obliterated or moved but it can be sensed or seen as a slightly warped film, almost like saran wrap.
Gildarts deploys this move from his hands, nothing particularly special about the cast, just an aloof spin of magic at the flick of his wrist. The longer the charge, the larger the perimeter and longer the shield/barrier will go. For three seconds Gildarts plants his feet down and conjures the energy, next, he launches it, as his foe is nearly on top of him. His foe, and the trees, branches, and rock are launched back with the vehement force of gravity. The “wall” pushing them takes them about ten feet away, and rips apart the trees that had surrounded him. The trees cascade into other trees when the barrier loses momentum and energy, his foe may have taken some damage from the powerful ‘shove’ as well as the domino fall of the trees and/or/ rocks on top of him. Splinters are still suspended in the air, and Gildarts is breathing in the scent of his destruction.
Charge time starts at 3 seconds and is variable, the more charge, the larger the “wall” and how far back it moves the objects in front of it away from him. Originally I wasn’t going to have it hurt /destroy plant life but gravity doesn’t discriminate and I believe that it would be cheating on some level if I let the trees live (poor trees). Anyway it is a more powerful attack so I will have a use limit of only two times per battle.
jade Wrote:If the charge is variable, it is 600 OM.
Quote:
Must this move be aimed at all? What's the range? Can Gildarts move around while casting this or must he remain stationary? Can it strike multiple targets? Can it be avoided, or is it a "guaranteed hit"? Note that guaranteed hits are a lot weaker.
The charge is variable!! And it is not a guaranteed hit. He must remain stationary. The max range is fifty yards. The move must only be aimed in the general direction of the enemy, as it is wider than most narrow humanoid targets.
Black Lightning 300 (ranged proficiency, homing proficiency which I will buy)
Gravity is a realm of laws that should not be broken, however, when they are broken, by mage or otherwise, there is an after effect or consequence. Something that must come to equalize and normalize the equation that did not have the regular “cause and effect” such as what goes up must come down. So it doesn’t come down, not in this realm or universe anyway. Something must be there in its place, an energy, and object, a mass.
Gildarts has learned this the hard way, his magic is devastating and reaps it more than he’d like to consciously admit. As an effect, Gildarts can pull negative magic from the existence of positive, charge it, and fire it as a weapon. This particular move is very powerful and takes a good amount of energy, it can be used once per battle. Gildarts ‘charges’ as a means of collecting the highly dangerous energy, it creates a spiderweb of dark static in his hand and an immense trail commences after his opponent, similar to a heat seeking bullet, but it will not rest until it collides with the enemy’s energy. For example, it will go through trees and obstacles, but must land on a part of the enemy that has life, or has been given life by them (a loophole to get around this move would be for Gil’s enemy to fire an energy blast of some sort.)
jade Wrote:Must Gildarts remain stationary when casting this move? How long is the charge time? Does it require a lot of concentration or cause Gildarts fatigue(it should, this seriously needs a drawback)? Does it ever diminish, if the target manages to evade it for long enough? If not, does it diminish if Gildarts' focus is broken?
Yes he must remain stationary while casting the move, and he also must remain in place while he focuses on it weaving around. The charge time is five seconds, it does require a lot of concentration and it also causes him fatigue. It would diminish if the target evaded it for two minutes straight. If Gildarts focus was broken it would remain active, but it will cut the time it ‘lasts’ in half.
Vortex as it has a debuff, (debuff, ranged prof, area attack)* T-2 Super move, would the Debuff claus make it double in price, at 1600?
Vortex, as you know, curving space and time takes massive amounts of energy, honestly, it shouldn’t be possible and yet, magic and willpower make it possible. Every effect of Gildarts’ magic has to do with warping space and matter, the effects are usually a brunt of energy, cast or sucked from Gildarts and his immense magical power. He creates this move by releasing leasing all of that burdenous weight he has stored, with gravity there is a pull and push effect that has to do with balance and weighing, in this case, the vortex uses both to suck an enemy towards this debilitating active vacuum for thirty seconds in battle, they’re more or less grappling with whether or not the vortex’s pull will win, and if they do not focus on escaping the vortex, it could swallow them whole, which merely grinds them into the middle and through the reconstruction of gravity. They suffer mostly surface damage when they go through, which would apply pressure to them on all sides, likely with force enough to crush human bone and harm other objects that go in, such as electronics that need a basic construction for mechanics to function.
When the enemy resists the gravity’s pull (or has an equal or Higher TEC), he is freed and does not get sucked up.
jade Wrote:This sounds pretty powerful! I'd try to make it a super.
I think I’ll make it a super, lol, you’ve convinced me, should I add anything to make it function better?
Atlas 300, (debuff, ranged, homing?)
Gildarts targets an enemy who is within fifty yards and casts a spell, unleashing an immense weight of gravity magic on the foe. If the spell hits, the enemy may fall to their knees or completely flat on the ground as they find themselves resisting the dense amount of invisible force. Those who are strong enough to resist this attack must put all their focus on standing up again, are able release the spell from on them.
A downside is while this is deployed, Gildarts is unable to cast another spell. The charge time for this move is three seconds. Let me know if it needs anything more!
jade Wrote:How long do the effects last on an opponent? Must Gildarts remain stationary while it is deployed, as well? Can the move be avoided, or is a "guaranteed hit"?
The effect lasts up to forty-five seconds, if they have a higher TEC than Gildarts their ‘down time’ will be cut in half. Gildarts must remain stationary while casting the move, once it is has landed or missed he can remain moving without risking compromising the spell. The move can be avoided, (dodged, or completely blocked by a prime with equal or higher TEC as he does) it is not a guaranteed hit.
[/spoiler]

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