Primary Magic: Deception
Secondary Magic: --
Caster or Holder: Caster
Description: This magic is used to play mind games on the opponent but, these "mind games" are not illusions. This magic thrives off of what the enemy has been through or done. So if someone has a lot of guilt you use that against them by making something to trigger the memory of what they have done or been through.
Zerian uses this magic to make people remember their past and strike them when they are not focusing on battle. He also uses this magic to make people confess about their evil doings. He also uses this magic to read minds of others by creating things made by their thoughts and try to piece these items together.
Strengths:
Weaknesses:
Lineage: Feeling Empty
Unique Abilities: Zerian has one Unique ability and that ability is "Broken Spirit", this comes into play when Zerian is angered tremendously. During this ability Zerian loses all train of thought and then thrives on destruction and will hurt anyone he pleases. This ability can only be stopped when he sees his exceed, Fiertè, or one of his close friends such as, BekettOrean.
Secondary Magic: --
Caster or Holder: Caster
Description: This magic is used to play mind games on the opponent but, these "mind games" are not illusions. This magic thrives off of what the enemy has been through or done. So if someone has a lot of guilt you use that against them by making something to trigger the memory of what they have done or been through.
Zerian uses this magic to make people remember their past and strike them when they are not focusing on battle. He also uses this magic to make people confess about their evil doings. He also uses this magic to read minds of others by creating things made by their thoughts and try to piece these items together.
Strengths:
- Good for getting into other people's minds
- Good for learning weaknesses of the opponent
- Good for distracting opponents
Weaknesses:
- Will have weak power if the other person hasn't been through or done anything wrong
- Uses up a lot of magic power for each spell
- Might anger the opponent (Only a weakness if the opponent is driven by anger)
- The opponent might not care about their past
Lineage: Feeling Empty
Unique Abilities: Zerian has one Unique ability and that ability is "Broken Spirit", this comes into play when Zerian is angered tremendously. During this ability Zerian loses all train of thought and then thrives on destruction and will hurt anyone he pleases. This ability can only be stopped when he sees his exceed, Fiertè, or one of his close friends such as, BekettOrean.
- Access:
- Name: Access: Trauma
Rank: D
Type: Deception Magic, Manipulation
Duration: 2 posts
Cooldown: 4 posts
Description: The caster gets a flashback into the target's important memories, rendering him only able to see the memories and not what is currently happening in front of him. To anybody else all you can see is the casters glowing eye(s). However, in order to cast this spell you need to have had physical contact with the target at least once, then all the caster has to do is stare directly at the target.
Strengths: -Reveal's weaknesses of the target to the caster
-Allows access to the spell, Summon: Trauma
-Doesn't consume much magic power
Weaknesses: -Blind to the current situation while casting spell
-Must have had physical contact
-Leaves the caster more open to attacks
-It could trigger caster's own traumas if the target has a similar trauma
- Summon:
- Name: Summon: Trauma
Rank: D
Type: Deception Magic, Offensive
Duration: Depends on the trauma
Cooldown: 2 more posts than the duration
Description: The caster does a stance similar to "Iced Shell" and a shadow is pulled out of the target's eyes, and then it takes the form of the memory chosen by the caster. However, this is not an illusion it can physically hurt the opponent. This spell takes up a lot of magic power, and it takes up more if the caster fears what he is summoning.
Strengths: -Can trigger the target's traumatic flashbacks
-Can be very powerful depending on the memory
-Can distract the target
Weaknesses: -Takes up a lot of magic power
-Could be completely weak if the target is over it, or it's a weak memory
-Could trigger caster's flashbacks
-The summoned memory may not obey the caster
- Send:
- Name: Send: Information
Rank: D
Type: Deception magic, Supportive
Duration: 1 post
Cooldown: 3 posts
Description: The caster puts 2 fingers on his forehead, and sends all information chosen to his desired targets. However, this spell is completely useless if you are past 1 mile away from your target. This spell takes a little more magic power than Access: Trauma, and it looks like a wire shrouded in shadows when casted.
Strengths: -Can be used to inform teammates of opponent's weaknesses
-Makes no sound what-so-ever
-Can be used to send information to the opponent that distracts them, like a bad memory.
Weaknesses: -Target has to be with-in a 1 mile radius of the caster
-The caster has to stand still while casting
-The transmission can be intercepted if it is hit by magic
-If the spell is blocked it takes up more magic power
- Summon: Shadow Effigy:
- Name: Summon: Shadow Effigy
Rank: D
Type: Deception Magic, Offensive
Duration: 3 posts
Cooldown: 5 posts
Description: The caster summons a shadow of himself, and that shadow mirrors his exact movements with the same power. This spell costs the same amount of magic power as summon: Trauma, but if you use any spells with the shadow active it costs double the magic power.
Strengths: -It's basically doubling your damage
-Can be used to confuse opponents
-Copies your magic
Weaknesses: -Costs a lot of magic power
-If you use a spell while the shadow is active it costs double the magic power
-Limited to only doubling the caster
-Caster feels a quarter of the pain that the shadow takes