Name: Requip: Twin Rattlesnakes
Rank: D
Type: Supplementary
Range: N/A
Appearance: Summons Flynn's signature red pistols (Moderate Stopping Power; Moderate Range; Moderate Rate Of Fire) HKS model
Description: Spell does no damage, only summons weapon. Usually spawns full of ammo. The spell has some kinks however which may either help or hinder the user.
Strengths: Roll when casted. If rolled 5, regenerate 40% Magic (Mana)
Has 1/10 chance of spawning with supercharged ammo (All bullets in mag do double damage)
Has 1/10 chance of spawning with an extended magazine (Double the ammount of bullets in an extended mag)
Weaknesses: Hefty Magic cost (Mana)
Has a 1/10 chance of accidentally only spawning 1 gun.
Has 1/6 chance (Dice roll for a 1) of spawning without ammo.
Has a 1/20 of Malfunctioning and triggering a small self-destructive explosion on one of the guns. (Cannot occur if only 1 gun is spawned)
Extra: Will change jacket color to red.
Name: Requip: Twin Vipers
Rank: D
Type: Supplementary
Range: N/A
Appearance: Summons two bright orange Sub-machine guns. No specific model. (Low Stopping Power; Moderate Range; Very High Fire Rate) Double Eagle Model
Description: Summons two Smgs. Does no damage. Like other low level requip spells, has a few flukes in casting.
Strengths: Roll when casted. If rolled 5, regenerate 30% Magic (Mana)
Has 1/10 chance of spawning with supercharged ammo (All bullets in mag do double damage)
Has 1/10 chance of spawning with an extended magazine (Double the ammount of bullets in an extended mag)
Weaknesses: Hefty Magic cost (Mana)
Has a 1/10 chance of accidentally only spawning 1 gun.
Has 1/12 chance of spawning without ammo.
Has a 1/20 of Malfunctioning and triggering a small self-destructive explosion on one of the guns. (Cannot occur if only 1 gun is spawned)
Extra: Will change jacket color to orange
Name: Fire!
Rank: D
Type: Offensive
Range: Varies
Appearance: Usually a normal iron bullet projectile. Giving off a light blue hue.
Description: Flynn's most important spell. It fires from whatever weapon Flynn has at his disposal. Different weapons heavily affect the spell. Changing range and damage.
Strengths: Very Fast projectiles
Very Low Magic (mana) cost
Powerful against non-monster (or normal, human) enemies
Weaknesses: All weapons that utilize this spell must use magical ammo to use it
Weak against some enemies with heavy armor
Projectiles can be dodged with inhuman reflexes
Projectiles can be deflected by metal surfaces
Rank: D
Type: Supplementary
Range: N/A
Appearance: Summons Flynn's signature red pistols (Moderate Stopping Power; Moderate Range; Moderate Rate Of Fire) HKS model
Description: Spell does no damage, only summons weapon. Usually spawns full of ammo. The spell has some kinks however which may either help or hinder the user.
Strengths: Roll when casted. If rolled 5, regenerate 40% Magic (Mana)
Has 1/10 chance of spawning with supercharged ammo (All bullets in mag do double damage)
Has 1/10 chance of spawning with an extended magazine (Double the ammount of bullets in an extended mag)
Weaknesses: Hefty Magic cost (Mana)
Has a 1/10 chance of accidentally only spawning 1 gun.
Has 1/6 chance (Dice roll for a 1) of spawning without ammo.
Has a 1/20 of Malfunctioning and triggering a small self-destructive explosion on one of the guns. (Cannot occur if only 1 gun is spawned)
Extra: Will change jacket color to red.
Name: Requip: Twin Vipers
Rank: D
Type: Supplementary
Range: N/A
Appearance: Summons two bright orange Sub-machine guns. No specific model. (Low Stopping Power; Moderate Range; Very High Fire Rate) Double Eagle Model
Description: Summons two Smgs. Does no damage. Like other low level requip spells, has a few flukes in casting.
Strengths: Roll when casted. If rolled 5, regenerate 30% Magic (Mana)
Has 1/10 chance of spawning with supercharged ammo (All bullets in mag do double damage)
Has 1/10 chance of spawning with an extended magazine (Double the ammount of bullets in an extended mag)
Weaknesses: Hefty Magic cost (Mana)
Has a 1/10 chance of accidentally only spawning 1 gun.
Has 1/12 chance of spawning without ammo.
Has a 1/20 of Malfunctioning and triggering a small self-destructive explosion on one of the guns. (Cannot occur if only 1 gun is spawned)
Extra: Will change jacket color to orange
Name: Fire!
Rank: D
Type: Offensive
Range: Varies
Appearance: Usually a normal iron bullet projectile. Giving off a light blue hue.
Description: Flynn's most important spell. It fires from whatever weapon Flynn has at his disposal. Different weapons heavily affect the spell. Changing range and damage.
Strengths: Very Fast projectiles
Very Low Magic (mana) cost
Powerful against non-monster (or normal, human) enemies
Weaknesses: All weapons that utilize this spell must use magical ammo to use it
Weak against some enemies with heavy armor
Projectiles can be dodged with inhuman reflexes
Projectiles can be deflected by metal surfaces
Sat Aug 06, 2022 1:53 pm by Silver Wolf
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