Magic
Primary Magic: Recreation: Darwins Descent
Secondary Magic:
Caster or Holder: Caster
Description:
Primary Magic: Recreation: Darwins Descent
Secondary Magic:
Caster or Holder: Caster
Description:
- Recreation:
- Recreation: Darwins Descent is a caster type magic which grants the user access to the genetic trees of all species, bringing the physical attributes of organisms, past and present, into their own existence. The caster recreates physical properties of themselves, in a mere moment, to fit a situation.
- Clovis' use of Recreation:
- Clovis uses his magic to fit a given situation. He does not gloat the power he holds, trying to use it only if necessary. He has trained many years with many different species to learn the strengths and weaknesses of all his species predecessors. Clovis manipulates his genome, drawing from the genetics of all descendants, to enhance himself as well as recreate weapons, scenarios, and thoughts.
- Strengths:
- Strengths:
Adaptation: Clovis is able to adapt to any situation, changing his body, mind, and surroundings to fit his liking.
Melee Combat: Clovis excels in melee combat, enhancing himself to the required strength.
Increased Senses: With access to natures genetic pool, Clovis' senses are second to none.
- Weaknesses:
- Weaknesses:
Range: His uses offensively lack at range.
Genetic Weaknesses: While he has another species characteristics, Clovis gains that species weaknesses.
Constant Change: If Clovis is constantly changing his genome, his body will develop a fever and weaken. Clovis is able to change his genome 5 times before his hp is reduced by 10%. Each additional recreation will result in 5% hp loss. As Clovis ranks up, his stamina and durability will be able to withstand more constant recreations (C-8, B-11, A-14, S-20) . Clovis will regain a "recreation" chance after 2 posts.
- Abilities:
- Adapt to Survive: When Clovis lands himself into certain situations, his body will involuntarily react to said situation. (If Aster jumps into water, he body reacts by developing gills.)
- Beast Tamer: Living creatures can sense their genes in Clovis, letting him bend them to his will. (Beasts of caster rank and less.)
- Magic Power Absorption: Clovis, having the genes of plant species alike, has the ability to photosynthesize and regain magic power. Pending on the weather, Clovis gains 2% MP per post, out of combat.
- Self Immunizing: Clovis spent several weeks learning of the opossums ability to release enzymes to fight toxins in it's body. Clovis has this ability to generate the same enzyme generating cells and immunize himself from poisons.
- Adapt to Survive: When Clovis lands himself into certain situations, his body will involuntarily react to said situation. (If Aster jumps into water, he body reacts by developing gills.)
- D-Rank Spells:
- Name: Shark Skin
Rank: D
Type: Offensive, Defensive (Shark)
Description: Clovis' skin is recreated into a leathery, spiny texture with a bluish hue. Opponents dealing physical damage take ½ d-rank damage for each attack. Clovis' physical attacks are increased by 50%.
Strengths:- Provides a deterant from physical attacks.
- Increases the strength of Clovis' physical attacks.
- Increases Clovis' mobility in water. (50%)
Weaknesses:- No defense to ranged spells.
- Cannot be activated voluntarily.
- Because he is changing his genome to that of a sea creature, he develops a weakness to earth based attacks. Deal an added 50% damage to Clovis.
Duration: 3 Posts
Cooldown: 5 Posts
Name: Mantis Scythe
Rank: D
Type: Offensive, Requip (Mantis)
Description: Clovis holds his two closed fists together, drawing them apart and recreating a large, green staff in his hands. The staff is 2 meters long. The staff holds no special abilities until Clovis wipes a persons blood down the staff. It then gains a large, curved blade, turning it into a scythe. In greek, Mantis translates to seer, or a clairvoyant and predictor. Within a 15 meter radius, the Mantis Scythe will pull the opponents magic aura 6” off their body, showing Clovis the opponents predicted moves.
Strengths:- Ability to predict movements
- Scythe blade is strong enough to slice through a 1 meter tree.
- Scythe can be separated into two sais. Each 1 meter.
Weaknesses:- Mantis Scythe ability cannot be activated without an offering of blood.
- The staff will remain just that until the offering is given.
- After the enemies realize how the prediction works, they can easily nullify it's ability by suppressing their aura.
- Without the proper initial action, Clovis cannot recreate the mantis' arm.
Duration: 4 Posts
Cooldown: 6 Posts
Name: Axolotl Phase
Rank: D
Type: Supportive (Mexican Axolotl Salamander)
Description: Clovis begins to glow lightly, allowing his body to focus on healing and regenerating. Clovis gains the ability to regenerate 2% hp and 2%mp per post for the duration of the spell. He will only regenerate during posts that he is unharmed. Medium sized cuts will heal in a single post, while broken bones (Arms, fingers, toes) will take 2 posts to heal. Clovis cannot recreate any weapons whilst this spell is active.
Strengths:- Regenerates health each post he is unharmed.
- Gashes immediately coagulate, illuminating the chance of fatigue due to blood loss.
- Regenerates magic power each post he is unharmed.
Weaknesses:- Weapons cannot be recreated during Axolotl Phases duration.
- The regenerative abilities will be nullified each post he takes damage.
- Light glow is as noticable at night as a candle flame. Any mildly experienced warrior will be able to notice it.
- This spell can only be activated after Clovis has taken damage.
Duration: 5 Posts
Cooldown: 6 Posts
Name: Bone Horror
Rank: D
Type: Offensive/Defensive (Horror Frog)
Description: Clovis forces breaks in his own body. He then, forcing the bones through his skin, uses the sharpened bones to attack his opponent. This spell can only be used after activating Axolotl Phase, due to the need of a sort of regenerating. The strikes from his bone weapons deal player ranked damage, but leave a paralyzing poison in the opponents. Opponents, of player rank or lower, that have been cut by Clovis' bones, become paralyzed for 1 post. This ability takes affect after 2 posts
Strengths:- Can be used both offensively and defensively.
- Ability to immobilize the opponent
- Clovis is able to physically ignore the pain from breaking his own bones, by desensitizing the corresponding nerve connections in his brain.
Weaknesses:- This spell cannot be actived without Axolotl Phase being active.
- His ability to manipulate his bones will end with of Axolotl Phase.
- If Clovis has not reset his bones and healed the flesh wound, he will feel the pain of it after Bone Horror's duration ends.
Duration: 5 Posts
Cooldown: 6 - Provides a deterant from physical attacks.
Last edited by Clovis on 10th October 2014, 2:57 am; edited 1 time in total (Reason for editing : Descriptions added and spell description changed.)