Magic
Primary Magic: Assassin Arts
Secondary Magic:
Caster or Holder: Caster
Description:
Wire magic is a Caster Magic that focuses on the user creating and manipulating wires. This magic is a much more specialized form of Thread Magic. These wires take the color of the user’s magic energy color. These Wires are then up to the entire control of the mage, they can be hard, soft, smooth, or rugged. The way the user moves their arms and fingers determines what happens to the wires. They can reach as far as the wilder is able to allow them to reach. Wire Magic can be used to ensnare, slice things into little pieces, there are some who can use the wires to pull themselves at high speeds giving them maneuverability. This magic is considered by many to be a gentleman assassin’s magic. The biggest downside to this magic is how it can hurt the wielder. If the wielder is not wearing gloves of some kind their fingers start to get cut up and bloody, if the damage is extreme enough fingers can be lost.
Winter uses this magic for a variety of ways. She uses it to defend herself from oncoming attacks, while using her other hand to attack using the defense as cover. She also uses the wires to move objects and throw them at opponents while she closes the distance and slices them down to size. She can use the wires to set traps if she needs to, and she can use them to catch herself from great falls without hurting herself.
Strengths:
* Reach: This magic has extremely high ranges and can reach quite far to allow highly ranged combat
* Hidden: Spells of equal or greater rank than the opposing mage will be extremely difficult to predict and to follow, as well as to perceive.
* Versatile: This magic can be used in a variety of ways, and is effective against multiple or single targets.
* Fast: All of the spells are extremely fast making them harder to avoid and defend against
* Changing: Winter can changes from defense into Offense and vice versa almost instantaneously.
Weaknesses:
* Patterns: Any opponent who is stronger than Winter can watch how the spell comes at them and predict it's movements.
* Catchable: Winter is able to be caught by anyone of greater rank than Winter thus neutralizing her Magic.
* Self Damage: Some of her spells are capable of inflicting bodily harm to her.
* Hands: This magic requires the use of Winter’s hands if she can’t use her hands she can’t use the magic.
* Frozen: Ice magic is the only thing that can slow Winter down as cold affects her more than most.
* Cut: The Wires are capable of being cut by any weapon or spell greater than their rank.
Abilities/Powers:
* Grabbing: Winter is capable of using her wires as if they were hands in order to move things about.5/10/15/25/35/50 meters around. 10/20/30/40/50/70 kg.
* Poison Resistance: Winter doesn't suffer any side effects of poisons. Such as hinderances to her body or abilities nor damage. She will take damage from the initial hit of the attack, but nothing after that. The only exceptions are the poison slayers who's poisons are not of the normal world and will do their full effects.
* Ninja: Users of Assassin magic are masters of stealth, tracking, and are often called ninjas. Due to their intense training of their physical body to survive their magic and make them more leathal.
* Dodger: Assassin magic users have enhanced reflexes, speed, and senses to danger or bloodlust. It allows them to anticipate violence that is directed at them giving them the edge in combat.
Aura Type:
Bloodlust: When Winter let's her aura loose she also let's a deep seeded bloodlust flow out. Her bloodlust shows just how violent, and dangerous she actually is. To mages of lower rank than her it can inspire true terror and if they are two ranks below her then they can feel the need to flee. To mages equal to her rank they stop for a post to evaluate her, but they will defend themselves. Mages higher in rank than her will at least feel the need to take her seriously, and treat her like a threat.
Lineage: Roger's Decedent:
Description: A pirate who's cruelty and wit makes him the most feared and respected buccaneer of all time; all the while keeping this image hidden from the world, and only being known as a high class citizen. The Pirate King had no heart for his fellow comrades once their usefulness was over, or if he had to save his own skin. The Pirate King has the ability to be an Admiral in a navy, and the leader of all pirates at the same time. Those who carry his blood, carry the tactical mind of a cruel and devious genius thief.
Ability: Greatly heightened intelligence, fast reflexes. Requires 3 people less to run a ship.
Usage:Passive.
Primary Magic: Assassin Arts
Secondary Magic:
Caster or Holder: Caster
Description:
Wire magic is a Caster Magic that focuses on the user creating and manipulating wires. This magic is a much more specialized form of Thread Magic. These wires take the color of the user’s magic energy color. These Wires are then up to the entire control of the mage, they can be hard, soft, smooth, or rugged. The way the user moves their arms and fingers determines what happens to the wires. They can reach as far as the wilder is able to allow them to reach. Wire Magic can be used to ensnare, slice things into little pieces, there are some who can use the wires to pull themselves at high speeds giving them maneuverability. This magic is considered by many to be a gentleman assassin’s magic. The biggest downside to this magic is how it can hurt the wielder. If the wielder is not wearing gloves of some kind their fingers start to get cut up and bloody, if the damage is extreme enough fingers can be lost.
Winter uses this magic for a variety of ways. She uses it to defend herself from oncoming attacks, while using her other hand to attack using the defense as cover. She also uses the wires to move objects and throw them at opponents while she closes the distance and slices them down to size. She can use the wires to set traps if she needs to, and she can use them to catch herself from great falls without hurting herself.
Strengths:
* Reach: This magic has extremely high ranges and can reach quite far to allow highly ranged combat
* Hidden: Spells of equal or greater rank than the opposing mage will be extremely difficult to predict and to follow, as well as to perceive.
* Versatile: This magic can be used in a variety of ways, and is effective against multiple or single targets.
* Fast: All of the spells are extremely fast making them harder to avoid and defend against
* Changing: Winter can changes from defense into Offense and vice versa almost instantaneously.
Weaknesses:
* Patterns: Any opponent who is stronger than Winter can watch how the spell comes at them and predict it's movements.
* Catchable: Winter is able to be caught by anyone of greater rank than Winter thus neutralizing her Magic.
* Self Damage: Some of her spells are capable of inflicting bodily harm to her.
* Hands: This magic requires the use of Winter’s hands if she can’t use her hands she can’t use the magic.
* Frozen: Ice magic is the only thing that can slow Winter down as cold affects her more than most.
* Cut: The Wires are capable of being cut by any weapon or spell greater than their rank.
Abilities/Powers:
* Grabbing: Winter is capable of using her wires as if they were hands in order to move things about.5/10/15/25/35/50 meters around. 10/20/30/40/50/70 kg.
* Poison Resistance: Winter doesn't suffer any side effects of poisons. Such as hinderances to her body or abilities nor damage. She will take damage from the initial hit of the attack, but nothing after that. The only exceptions are the poison slayers who's poisons are not of the normal world and will do their full effects.
* Ninja: Users of Assassin magic are masters of stealth, tracking, and are often called ninjas. Due to their intense training of their physical body to survive their magic and make them more leathal.
* Dodger: Assassin magic users have enhanced reflexes, speed, and senses to danger or bloodlust. It allows them to anticipate violence that is directed at them giving them the edge in combat.
Aura Type:
Bloodlust: When Winter let's her aura loose she also let's a deep seeded bloodlust flow out. Her bloodlust shows just how violent, and dangerous she actually is. To mages of lower rank than her it can inspire true terror and if they are two ranks below her then they can feel the need to flee. To mages equal to her rank they stop for a post to evaluate her, but they will defend themselves. Mages higher in rank than her will at least feel the need to take her seriously, and treat her like a threat.
Lineage: Roger's Decedent:
Description: A pirate who's cruelty and wit makes him the most feared and respected buccaneer of all time; all the while keeping this image hidden from the world, and only being known as a high class citizen. The Pirate King had no heart for his fellow comrades once their usefulness was over, or if he had to save his own skin. The Pirate King has the ability to be an Admiral in a navy, and the leader of all pirates at the same time. Those who carry his blood, carry the tactical mind of a cruel and devious genius thief.
Ability: Greatly heightened intelligence, fast reflexes. Requires 3 people less to run a ship.
Usage:Passive.
- Signature Spell:
- Claws:
- Name: Claws
Rank: C
Type: Offensive, Supportive.
Description:
For this spell Winter uses her magic to manipulate her body. Specifically her hands and fingernails. Her fingernails grow until they form two inch long claws that have the same strength as steel. These claws can cut through the majority of things that steel can cut through with no problem. This is more of a physical enhancement spell than anything else.
Strengths:
* Strong: Her fingernails are now as strong as steel and thus it makes finger jabs not only piercing, but much stronger as a whole.
* Sharp: Winter's Fingernails can't be dulled so long as her spell is active.
* Piercing: Her claws are capable of piercing any shield or armor of lesser rank than this ability.
Weaknesses:
* Hands: If Winter's hands are broken or missing she can't use this spell no matter what.
* Broken Nail: If her nail is broken on something that is stronger than her ability then her ability is forced to go on cooldown and whatever duration is left is added to the cool down.
* Broken Fingers: If Winter breaks her fingers or has them broken she will be unable to use her spell the rest of the thread while they heal.
* Gaurenteed Break: If Winter tries to pierce a shield or armor that is stronger than this enhancement she is gaurenteed to break her fingers 100% of the time.
Duration/Cooldown: 6/6
- D Rank Spells:
- Razor Wire:
- Name: Razor Wire
Rank: D
Type: Offensive
Description:
To perform this spell Winter holds one of her hands still and the other hand is waved in front of her sending her magic wires forward to slice at an opponent. It cuts into an opponent slicing them, much like the slicing power of a sword. The wires slice wherever they touch, and create a rugged slash pattern rather than a straight one. This spell reaches 30 meters, and travels at the maximum speed of its rank.
Strengths:
* Speed: Travels as fast as its rank allows
* Range: This Spell has extremely high ranges and can reach quite far to allow highly ranged combat
* Multi-strikes: Since several wires are thrown at any one time this attack can strike the same target multiple times or multiple targets a single time.
Weaknesses:
* Breakable: Anything stronger than the spell can break the wires and render it useless
* Trackable: any mage of Winter’s Rank or greater can track the spell’s movements making it easier to avoid.
* Freezing: Ice Magic can freeze the wires mid-air making them useless
* Armor: Armor stronger than this spell with repel the majority of the damage. Solid slabs of armor with no nicks will repel it entirely.
Duration/Cooldown: 1/2
- Slicing Wire:
- Name: Slicing Wire
Rank: D
Type: Offensive
Description:
Winter presses her hands together and slowly pulls them apart wires appearing between her fingers connecting them to each other. When she is what she deems far enough away she throws her hands forward throwing the wires at a target. The wires then wrap around the target and when Winter closes her hands the wires tighten drawing blood. Once they do she pulls her arms towards her chest and this causes the wires to slice into the target's flesh, and through objects weaker than the spell. This spell deals D Rank Damage
Strengths:
* Speed: This spell travels at 15 m/s
* Range: This Spell can reach 25 meters
* Material: this attack can slice through any materials that are weaker than it is.
* Wrapped: This spell wraps the target in wires thus keeping them in place for the attack.
Weaknesses:
* Weak: if this attack hits something stronger than it, then slicing won't really be as effective
* Caught: This attack can be caught by anyone of a higher rank than Winter
* Frozen: this attack can be frozen by Ice Magic and broken
* Trackable: any mage of Winter’s Rank or greater can track the spell’s movements making it easier to avoid.
* Cut: the wires can be cut by anything stronger than they are.
Duration/Cooldown:1/4
- Grapple Wire:
- Name: Grapple Wire
Rank: D
Type: Supportive.
Description:
To cast this spell Winter presses her fingers together and pulls them apart as fast as she can forming wires between her fingers she then throws at an object. Once she has the object in her wires she closes her fists and then either pulls herself towards that object, spins herself around it, or throws it. These wires travel as fast and far as the spell rank is allowed. These wires are soft enough to not cut through the target item when Winter does what she wants with it, but they are still strong. Winter can reach any object that is within 25 meters of her.
Strengths:
* Evasion: This spell is used to quickly move Winter from one location to another
* Throwing: this spell allows Winter to throw objects up to three times her weight.
* Movement: When Winter pulls herself to something she travels at a rank higher than herself.
Weaknesses:
* Bloody Fingers: if Winter tries to move an object that is just too heavy she will cause herself half this spells rank in damage.
* Crash: If Winter is attacked and hit during her flight she will also suffer this spells worth of damage from crashing into the object.
* Cut: These wires are perfectly visible and that means that they can be cut and destroyed.
* Frozen: These wires can be frozen by Ice magic and thus broken.
Duration/Cooldown: 1/3
- Wire Wall:
- Name: Wire Wall
Rank: D
Type: Defensive
Description:
For this spell Winter holds her hands behind her back and twitches her two middle fingers. Wires then form in an almost complete 360 around her. The only part of her it doesn't cover is her back. The wires form in the wall, but they are invisible to those who are a rank higher and lower than her. The wall can protect her against two solid attacks that are equal to her in rank, or one of a rank higher than her. Once the wall is hit for the first time it becomes visible.
Strengths:
* Visibility: Until this wall is struck it is completely invisible.
* Powerful: This shield is very powerful as it can take more than one attack of Winter's Rank.
* Movement: Winter can still use this spell even while she is moving around.
Weaknesses:
* Non-Solid: This shield can't defend against anything that is not a solid (Flames, Water, etc.
* One at a time: The wall will only be able to defend against one attack in a post
* Visible: This spell becomes visible once it is struck.
* Section: This wall only protects spells that come at her upper torso. It does not protect her legs.
Duration/Cooldown:2/3
- Wire Whip:
- Name: Wire Whip
Rank: D
Type: Offensive
Description:
Winter focuses her magic into the middle and pointer fingers of her hands. She then lets it extend and even form into a whip like shape. She can then use these whips to strike at her opponents damaging them, cutting them, leaving blunt force damage. Whatever the case may be for her. These whips reach five meters in length and she is capable of shrinking them, or extending them. Shrinking them until they are only a meter in length, or extending them up to seven meters in length. The whips strikes at half the speed of an actual whip some 500 fps. Only two whips may be formed one for each hand. It costs nothing for her to make one to two whips. She can form a whip and dismiss a whip from either hand however many times she wants so long as the duration hasn't finished, and so long as she has at least one whip. If she has none then the spell is over and goes on cooldown. The whips do not change in anyway regardless of how many she creates.
Strengths:
* Speed: this spell creates a whip and whips are incredibly fast when they strike.
* Reach: this spell reaches a good distance and can reach far targets.
* Duel handed: the whips can be made from both hands simultaneously.
Weaknesses:
* Long, Slow: The longer the whip travels the slower it gets. Its speed is cut in half by every meter above three it reaches.
* Caught: The whips have the chance to get stuck on objects when they try to snap forward. This makes it hard to use them.
* Close Quarters: this spell can't be cast in close quarters at all. It must be used outside, or in giant spaces. Not in a building, or a tight cave.
* Caught: The whips can be caught by mages stronger than Winter
Duration/Cooldown: 4/5
- Wire Claws:
- Name: Wire Claws
Rank: D
Type: Offensive
Description:
Winter holds her hands up with her fingers pointed to the sky and begins to summon her magic energy into her fingers. As she does wires appear and coat her fingers with razor sharp wires that take the shape of claws. The claws fit over her fingers and are a foot long in length, but also sharp enough to cut through anything weaker than it.
Strengths:
* Lasting: This spell lasts a long time and can be used for longer than most of her other spells.
* Cut: This spell can cut into anything that is weaker than itself.
* Multiple: this attack as it lasts a good amount of time it is capable of attacking multiple targets.
Weaknesses:
* Broken: if this spell attack someone wearing armor that is stronger than it is then the claws will break.
* Frozen: These claws can be frozen by ice magic making them extremely fragile and even break them.
* Melee: Unlike most of her other spells this spell is only good for close range combat.
* Hands: this spell requires the use of her hands. If she can't use her hands she can't cast the spell.
Duration/Cooldown:5/5
- Wire Drawn:
- Name: Wire Drawn
Rank: D
Type: Defensive
Description:
Winter uses her magic to place a wire circle on the ground somewhere in a two meter wide circle on the ground. When someone steps inside of the circle the wire shoots up and wraps around their wrists and ankles. They then either shoot to a tree, a grounded object, or the wires just imbed themselves in the ground as deep as they can. This forces the target to be held tight and become rendered helpless.
Strengths:
* Holding: this spell holds a target that is equal to or less than the spell's rank so she can attack them for free.
* Invisible: This spell is invisible to anyone who is equal to the spell's rank rank or lower.
* Struggle: even if the target gets free they are dealt this spell's rank in damage.
Weaknesses:
* Set up: this spell requires a set up post meaning it can be stopped before it even begun.
* Visible when caught: The wires are visible once they catch a target and thus can be attacked.
* Higher Rank: The higher the rank the less time they are detained. If they are two ranks above the spell, the spell won't even activate.
*Cut: Any spell or weapon of a rank higher than the spell will be able to sever the wires without much effort.
Duration/Cooldown: Set time 1 post. 3/4
- Wire Shot:
- Name: Wire Shot
Rank: D
Type: Offensive
Description:
Wire shot is quite simply a beam like spell. This spell is one of winter's only projectile spells. She points her index, and middle finger of the same hand at a target and focuses her magic into those points. She then forms a tight bullet looking ball and fires it like a sniper rifle bullet. The bullet travels at 25 mps, and up to 20 meters. This spell is small and only a couple of cms wide thus it acts like a true shot.
Strengths:
* Last Shot: if this spell kills a target the cool down is cut in half.
* Speed: this shot is very fast and that makes it hard to dodge.
* Trapped: A trapped target is an easy target and this spell will deal double damage to any target that is trapped by any means.
Weaknesses:
* One shot: This spell has only one shot.
* Non-Leathal shot: If this shot misses a target the cooldown is extended by 2 posts
* Single Target: this spell can only attack one opponent.
* Small: this attack is a small one and thus if her opponent can see it coming they can dodge it easily.
Duration/Cooldown:1/4
- Wire Web:
- Name: Wire Web
Rank: D
Type: Offensive/Defensive
Description:
Winter focuses her magic into her fingers and begins to weave her hands and fingers interlocking wires, and weaving them into a grand spider web pattern. She throws this out and suddenly the form multiplies and grows in size spreading and connecting to all kinds of various objects. Houses, rocks, trees, and whatever else they can possibly find. The webs once they cover their 30 meter radius are razor sharp and touching even one of them means you will be snagged and dealt the spell's rank in damage. The speed doesn't matter because they will simply attach to whatever they can find regardless. If they are destoryed then there are more wires and the pattern will be one strand less.
Strengths:
* AoE: this is a large damaging AoE ability and it can be used against multiple targets.
* Visibility: The web wires are invisible in anything but direct sunlight.
* Wire Walking: The wires are strong enough to allow Winter the ability to walk on them much like a tightrope.
Weaknesses:
* Visible: If the wires are in sunlight, or have been touched before they are perfectly visible.
* Walking: If Winter is walking on a wire then it is visible to everyone.
* Frozen: if the wires are frozen then Winter can't walk on them.
* Cut: these wires can be cut by anything stronger than they are.
Duration/Cooldown:4/6
- Wire Puppet:
- Name: Wire Puppet
Rank: D
Type: Supportive
Description:
For this spell Winter attaches her wires to an inanimate object, or even a corpse and she can manipulate it with her wires. The objects retain whatever weaknesses they have, and corpses will fall apart after half the duration of the spell. The objects she can control must be weapons, weapon like items, Simple puppets, or corpses. She can make these objects travel at her movement speed only, and they must be in range of 20 meters at all times. if they travel outside of that zone Winter's wires won't be able to control them.
Strengths:
* Shields: Winter can use this spell to take over corpses and use them as meat shields.
* Complete Control: Winter has complete control of whatever object she attaches her wires to.
* Invisible: the wires attached to the puppet are invisible to anyone of the spell's rank and lower.
Weaknesses:
* Limit: Winter can only control one object at a time regardless of what kind it is.
* Cut: the wires are capable of being cut by anyone above the spell's rank.
* Both hands: this spell requires both hands to use or it won't work at all.
* Range: This spell is the lowest ranging spell in Winter's arsenal and if the object is blown out of the AoE then the spell breaks and the cooldown adds two more posts to it.
Duration/Cooldown:4/6
- C Rank:
- Dragon's Speed:
- Name: Dragon's Speed
Rank: C
Type: Offensive, Supportive.
Description:
For this particular spell Winter uses her magic to enhance her physical form to push it beyond it's ability. She focuses on her reaction times, her leg muscles, and her reflexes. She pushes her body to such extremes that she is twice as fast as she normally would be. Her strikes are also equal to that of someone who is a rank above this spell. Essentially in this form Winter becomes twice as powerful as she used to be.
Strengths:
* Power: In this enhanced state Winter strikes with the power of a someone who is a rank stronger than her.
* Speed: In this state Winter is as fast as someone who is a rank above her. Her reaction times are also enhanced, and she can match speed, for speed with someone who is one rank above her.
* Aura: While using Dragon Speed Winter is covered by an aura that is the color of her magical aura. This aura is more of a defense than offense. The aura reaches about a foot and a half off of her and it allows her to get a brief warning about oncoming attacks.
Weaknesses:
* Absorbtion: In this state Winter's magic is visible and if someone can absorb magic they will be able to suceed if they even touch the aura.
* Weakened: One Winter is done with this state she suffers a two post recover. She has to recover from the physical strain she has placed upon her body.
* Mana: Winter isn't able to use this form if she has over 50% mana this is meant to be more of a last resort.
* Aura: The aura that Winter is showing can be tracked easily. It will light her up to those detecting magic, or just to those who are looking for her. Basically she has no stealth here.
Duration/Cooldown:5/6
Last edited by WinterDornez on 13th December 2014, 12:06 am; edited 5 times in total